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Walkthrough

by Lunadea

+-----------------------------------------------------------------------------+
|            + DEVIL MAY CRY 3: DANTE'S AWAKENING FAQ/WALKTHROUGH +           |
|                             Developer: Capcom                               |
|                          Platform: PlayStation 2                            |
|                                                                             |
|                            Written by: Lunadea                              |
|                   Contact at: drakulya[at]gmail[dot]com                     |
+-----------------------------------------------------------------------------+


-------------------------------------------------------------------------------
Table of Contents
-------------------------------------------------------------------------------

Note: If you need to find a specific part of the FAQ, just press Ctrl+F to 
bring up the Find box, and then type in the number code of the part you want 
with its bracket. E.g. if you want to find Secret Mission 1, press Ctrl+F and 
then type in 7.1.1.). It's that simple (and oh-so-fancy)! :D


          1.) Introduction
          2.) Copyright Information
          3.) Version History
          4.) Basic Controls
          5.) Characters
          6.) Playing Tips
          7.) Walkthrough
                7.1.) Mission 1
                7.2.) Mission 2
                7.3.) Mission 3 --------- 7.3.1.) Secret Mission 1  
                7.4.) Mission 4
                7.5.) Mission 5 --------- 7.5.2.) Secret Mission 2   
                7.6.) Mission 6
                7.7.) Mission 7 --------- 7.7.3.) Secret Mission 3     
                7.8.) Mission 8 --------- 7.8.4.) Secret Mission 4    
                7.9.) Mission 9 --------- 7.9.5.) Secret Mission 5  
                7.10.) Mission 10 -------7.10.6.) Secret Mission 6 
                7.11.) Mission 11 ------ 7.11.7.) Secret Mission 7 
                7.12.) Mission 12
                7.13.) Mission 13 ------ 7.13.8.) Secret Mission 8  
                7.14.) Mission 14 ------ 7.14.9.) Secret Mission 9  
                7.15.) Mission 15
                7.16.) Mission 16 ----- 7.16.10.) Secret Mission 10  
                7.17.) Mission 17 ----- 7.17.11.) Secret Mission 11  
                7.18.) Mission 18 ----- 7.18.12.) Secret Mission 12 
                7.19.) Mission 19
                7.20.) Mission 20
          8.) Devil Arms/Guns 
                8.1.) Rebellion
                8.2.) Cerberus
                8.3.) Agni & Rudra
                8.4.) Nevan
                8.5.) Beowulf
                8.6.) Ebony & Ivory
                8.7.) Shotgun
                8.8.) Artemis
                8.9.) Spiral
                8.10.) Kalina Ann
          9.) Styles
                9.1.) Trickster
                9.2.) Swordmaster
                9.3.) Gunslinger
                9.4.) Royal Guard
                9.5.) Quicksilver
                9.6.) Doppelganger           
         10.) Item List
                10.1.) Consumables
                10.2.) Enemy Drops
                10.3.) Blue Orb Fragment Locations
                10.4.) Key Items
         11.) Bestiary
                11.1.) Lesser Demons
                11.2.) Bosses
         12.) Credits


-------------------------------------------------------------------------------
1. Introduction
-------------------------------------------------------------------------------

Devil May Cry has always been one of my most beloved series. I haven't actually
played through all of the 1st game, but I own DMC2 and 3 so that counts for
something I suppose. Of all of them, I have to say DMC3 is my favorite by far.
So imagine my shock when I stumbled upon the FAQ/Walkthroughs page for the game
and discovered only a handful of walkthroughs had been submitted.

"OK," I thought to myself. "You know what? I'm going to write a walkthrough
myself and stick it on that page!"

And so this walkthrough was born. Now wasn't that an inspiring tale? :D

At the time of editing, I'm smack bang in the middle of Dante Must Die mode, so
I have no experience with Heaven or Hell mode. Therefore attacks that bosses 
use only in that mode won't be listed here yet. I'll probably add them once I 
get to that point, but feel free to tell me about them first. 

If you have any queries or suggestions, feel free to email me (email listed at
top of FAQ). I'll only answer questions actually regarding DMC3, and I don't
respond well, or at all in fact, to flames or trolls. 

So anyway, pick up that controller, put in your DMC3 disk, and let's start!

~ Lunadea


-------------------------------------------------------------------------------
2. Copright Information
-------------------------------------------------------------------------------

The websites that may currently host this walkthrough are:

- www.gamefaqs.com
- www.neoseeker.com
- www.cheathappens.com
- www.honestgamers.com
- www.supercheats.com


This walkthrough/FAQ may not be distributed in any form without permission from
me (except for personal use), and cannot be used for commercial purposes. If 
you wish to use any portion of this FAQ on your site, you must contact me and 
gain my written consent first.

In simpler terms - don't steal my walkthrough! *Sharpens kitchen knife*


-------------------------------------------------------------------------------
3. Version History
-------------------------------------------------------------------------------

- 0.1 - 29/05/2007: Started the guide and completed up to the end of Mission 4
                    in the walkthrough. Wrote up Table of Contents, 
                    Introduction, Basic Controls, Characters and Playing Tips
                    sections.

- 1.0 - 29/06/2007: Completed up to the end of Mission 20 in the walkthrough.
                    Entire FAQ is complete! Well, the first version at least.
                    Submitted to GameFAQs - accepted. W00t!

- 1.1 - 01/07/2007: Did some revision of boss strategies, a full rewrite of 
                    Vergil 3 strategy and updated Copyright Info. Also added
                    some reader input.

- 1.2 - 16/08/2007: 'Compacted' walkthrough and got rid of unnecessary line 
                    breaks.

- 1.3 - 07/03/2008: Added DMD mode tips for bosses as well as a reader input.
                    My boss strategies are getting a bit long-winded too... 
                    but hey, the more choices the better, right? Right? Also,
                    I've given up on trying to keep this final... so it's back
                    to numbers.


-------------------------------------------------------------------------------
4. Basic Controls
-------------------------------------------------------------------------------

Note that these are all default controls.

------

Up button/L. Analog stick moved up - Moves the character up
Down button/L. Analog stick moved down - Moves the character down
Left button/L. Analog stick moved to the left - Moves the character left 
Right button/L. Analog stick moved to the right - Moves the character right
(Some or any of these directional buttons/movements may be used when performing
certain attacks/navigating in menus.)

Triangle - Perform melee attack with equipped devil arm
Circle - Perform Style action/Examine/Use doors
X - Jump
Square - Shoot with equipped gun

L1 - Press once to go into Devil Trigger mode when at least 3 DT gauges are 
     filled and once again to turn back to normal/Navigate in menus
L2 - Switch between two guns that are equipped
L3 - Cycle between targets while locked on
R1 - Hold to target enemies/Hold to perform certain attacks when used in 
     conjunction with Triangle or Circle/Navigate in menus
R2 - Switch between two devil arms that are equipped
R3 - Automatically moves the camera directly behind Dante
Right analog stick - Moves camera

Start - Pauses the game
Select - Taunt


-------------------------------------------------------------------------------
5. Characters
-------------------------------------------------------------------------------

+ DANTE +

The main character of the story, and the character you play as. He's a cocky 
young man who is half-demon and half-human. His father was the legendary knight
Sparda, who sealed the Underworld and along with it, himself. He uses the sword
he inherited from his father and his trademark Ebony and Ivory handguns.


+ VERGIL +

Dante's twin brother (who looks different because he slicks back his hair). 
He's trying to reopen the door to the Underworld that his father sealed years 
ago, effectively making him the baddie. He uses a katana that he inherited from
his father as his weapon.


+ LADY +

A young human woman who makes it her job to kill all demons, including Dante,
because of a traumatic past. She uses a large array of projectile weapons, from
handguns to rockets, and she handles them all with skill and ease.


+ ARKHAM +

A strange bald man with the mark of demonic magic on half of his face from his
dabbling in dark arts. He accompanies Vergil in his task and shares his large
library of knowledge to aid him, but his reasons for assisting Vergil are 
unknown. He seems to have some connection to Lady.


+ JESTER +

A strange clown-type... thing. Very annoying, but occasionally provides helpful
hints to Dante. Inhabits the Temen-ni-gru.


+ THE TEMEN-NI-GRU +

Not a character, but is still important to the story. A mysterious tower built
by demons that Sparda had once sealed away, now brought out again by Vergil and
Arkham's evil doings.


-------------------------------------------------------------------------------
6. Playing Tips
-------------------------------------------------------------------------------

1. Break everything that you think can be broken. If it's breakable, chances 
   are there'll be some red or even green orbs inside.

2. Check your surroundings carefully. Most blue orb fragments and a lot of red
   orbs are up high in the ceiling or tucked into an alcove. Make sure you've
   explored every room before moving on.

3. Use the weapon switch button to your advantage. Switching weapons often 
   gives you a whole new set of moves, which is useful when you're trying to
   rack up your style rank during fights. The higher your rank when you defeat 
   an enemy, the more red orbs you get. 

4. Pick the right weapons for the job. For instance, Cerberus is weak to Agni
   & Rudra, which can help make your fight shorter and easier.

5. Get the Air Hike ability as soon as you can with every weapon that has it, 
   or at least one that you think you'll be using often (e.g. Rebellion). This
   ability can be a lifesaver in some boss battles, and is useful for getting 
   up to high places.

6. Do all the Secret Missions, attempt all the Combat Adjudicators and save up
   for the blue orbs from the Divinity statue as soon as you can. The more 
   complete blue orbs you have the more HP you have, which is obviously a
   helpful asset.

7. Taunt to your advantage - use it after a strong combo or while enemies are
   standing still to raise your Style rank and your DT gauge.

8. Always have some Vital Stars handy, especially during boss fights. This is a
   pretty self-explanatory tip.

9. Learn to use Royal Guard. You won't regret it.


-------------------------------------------------------------------------------
7. Walkthrough
-------------------------------------------------------------------------------

After watching the cool intro scene, start the game and begin mission one.


///////////////////////////////////////////////////////////////////////////////
- 7.1. MISSION 1 - A CRAZY PARTY

"Violent response to an insane caller."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ DANTE'S OFFICE +

This mission is basically a fighting practice of sorts. The only monsters you
will face here are the weakest ones - Hell Pride and Hell Lusts. 

Hell Prides are the ones in black cloaks, and they're easy to avoid. When you
see them swing their scythes back, run away or slash them. Hell Lusts are 
slightly more annoying as they like to dash around, making it harder to get in
hits, but once you land one you should be able to take them down with a combo 
or two. Or three. Or whatever. Try not to get yourself mobbed, but if that 
happens just jump away or slash your way out. 

While you're here, try skateboarding on fallen enemies and shooting while on
them, or learning the slightly more complicated moves that involve the R1 
button, especially Stinger.

With some practice it should be easy to get yourself an A or S ranking on this
level, easily earning you a few thousand red orbs that you'll need to buy items
or upgrade weapons later on.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.2. MISSION 2 - THE BLOOD LINK

"Bludgeon the devils like an iron hammer."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ DANTE'S OFFICE: FRONT +

Some more monsters to practise on, now with the inclusion of Hell Wraths. 
They're the orange things that look like deformed pumpkins on legs. Stay 
mid-distance and shoot them til they're bright orange, and then jump back and
shoot until it explodes, preferably catching other monsters in the process. 

After you're done with them a boss fight will occur with a Grim Reaper-esque 
monster called the Hell Vanguard.


-------------------------------------------------------------------------------
BOSS FIGHT 1 - HELL VANGUARD
Boss Bonus: 1000 Red Orbs

x---------------------------
This guy is like a souped up version of Hell Prides. Its scythe attacks are a 
lot more painful and come a lot faster. The Vanguard itself likes to teleport
around and ambush you from all directions, so watch out when it disappears and
keep an eye out for a black hole that appears in the ground or in the air, 
signalling its arrival. 

- Scythe overhead slash: The Vanguard'll do an overhead slash with its scythe.
  Either deflect it and then roll away or jump away as it brings its scythe
  back.

- Teleport: It does this very often; it'll disappear with a 'ding' noise and 
  then cackle and reappear somewhere else. You can tell where it'll appear by
  the way the ground or air ripples. Stay away from that area and keep moving 
  so that the scythe attack that inevitably follows won't hit you.

- Charge and slash: It usually does this after teleporting. The ground will
  ripple and suddenly the Hell Vanguard will charge towards you, waving its
  scythe around. It often does this two or more times in a row, especially on
  higher difficulties.
---------------------------x

When the battle begins, shoot it with your gun and approach carefully. If it 
teleports, be prepared to dodge or jump away. After it swings its scythe you
will have some time to pummel it with combos, but always be aware of when it
teleports as occasionally it does several quick teleport-slashes one after the
other. 

(When and if you have Sky Star, it is useful to Air Hike and then use it to get
away from the Hell Vanguard, as sometimes just jumping or Air Hiking doesn't
quite get you far enough.)

If you melee with it face to face, keep hitting it until your sword clangs with
its scythe, which is a signal for you to run to the side and hit it there. If 
you keep trying to out-clang it, it will eventually hit you. Believe me, I've 
tried. Keep it up and it'll be defeated soon.
-------------------------------------------------------------------------------

The Hell Vanguard will then run off to the tower that had mysteriously appeared
from the ground, having aroused no suspicion from the people living around 
there at all. Right. 

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.3. MISSION 3 - THE DEVILS' TOWER

"Invade the colossal tower."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ 66 SLUM AVENUE +

New enemies again! These metallic-looking archer enemies are called Enigmas and
they're pretty annoying. The game will introduce a new move to you, the Kick
Jump, so use that to reach them. After they're killed, the Hell monsters will
appear to join in the fun, so kill them too. Note that the oil barrels can be 
shot at to create an explosion to damage enemies (or yourself, if you're 
standing next to it, which you shouldn't be). 

(If you feel like doing some more fighting, you can head back to the front of
Dante's wrecked building where you fought the Hell Vanguard and then back 
another screen to a dump area. In both maps there'll be more Hell monsters for
you to chop up to your content.)

Head through the door and into the bar.


+ BULLSEYE +

A blue seal on the only other door will pop up. Those who have played DMC will
be familiar with these seals. A blue seal means you have to solve a puzzle to
proceed. A red seal means you have to defeat all the enemies in the room to go
on to the next area. 

Here the puzzle is behind the barrels near the door. Break the barrels and hit 
the glowing reddish circle thing on the wall continuously until all the flames 
are lit up. The seal will break and you are free to take the Shotgun on the 
wall right next to the door. Try it out and see how it works.

Break all the breakables in here for easy red orbs and then leave through the 
newly unsealed door.


+ LOVE PLANET +

Head in (breaking all the tables and couches on the way, of course), try to 
leave through the door near the stairs and a red seal on the exit will appear. 
Remember what I said about red seals? Yup, now you have to defeat the enemies. 
A new enemy will pop up here, the whitish ones. They're called Hell Sloths. 
They take more of a beating than the previous Hell monsters you've encountered 
so far (apart from Vanguard obviously) but they're not much harder to take 
down. If you're in a fangirling/fanboying mood, there's a pole in the middle of
the stage where you can make Dante spin around like a poledancer and damage the
enemies close to him. 

When you're done head towards the unsealed door. Jump up above it to get the 
green orb and then proceed through.


+ 13th AVENUE +

Jump around and get all the red orbs lying around that you can see. Head 
forward, slashing things and eventually you'll see a green box that contains a 
green orb. Keep an eye on your left; when you see a red shape, break the fence 
that blocks it (it should be just before the streetlight) and you will find a 
Red Orb Crystal . Keep slashing it until it breaks and it will drop heaps of 
lovely red orbs for you. There's a combat adjudicator (it's a statue-like thing
with tiny red flames on it) on the left on a platform somewhere. Jump up and 
search for it. 

x---------------------------
Combat adjudicators are statues that you perform your moves on with a certain 
weapon, and as you do so your stylish rank will rise just like when you're 
fighting an enemy. Perform different moves involving different buttons and your
stylish rank will rise; repeat the same moves over and over will cause it to
decrease. When you get your Stylish ranking up to SSStylish, the adjudicator
will shatter and a blue orb fragment will be left behind. 

At this point in the game you don't have a lot of moves for Rebellion, so it's 
probably better to remember it and come back later. If you want to have a shot
at it, head to the golden Divinity Statue ahead and equip the Swordmaster style
so you have a larger collection of moves.
---------------------------x

On the right you will see a rather obvious door just past the area with the
scaffolding. Search the walls around it to find a blue orb fragment. These 
treasures increase your life bar when you collect four of them, to make a whole
blue orb. You can also purchase whole blue orbs from divinity statues, but 
they're expensive, so start saving up. 

Examine the door to enter Secret Mission 1.


-------------------------------
SECRET MISSION 1 - THE EXORCIST
OBJECTIVE - Defeat all enemies within the time limit.

Be prepared as soon as you start the mission. Head into the middle of the stage
so it's easier to get to the monsters. This time you don't have time to swing
around the pole or whatever so try not to accidentally press Triangle near it.

If you're still unfamiliar with this game, then don't use this mission as a 
chance to practice moves like Stinger that are slow and can be easily dodged;
stick to fast combos that dish out as much damage as possible in the shortest
amount of time. Don't use your guns if you can help it as they do low damage in
relation to the time they take to fire. Be quick on your feet and you shouldn't
have too much trouble. 

When you kill the last enemy the nice red MISSION COMPLETE message will flash 
and you'll be rewarded with another blue orb fragment to add to your 
collection. Before you grab it, smash all the furniture up for red orbs and 
then take the fragment to leave the mission.
-------------------------------

Head to the golden Divinity Statue ahead and examine it. Here you can buy 
items, upgrade your weapons and change your equipment and Style. If you have 
the money, upgrade Rebellion or your handguns and buy a Vital Star or two. If 
you're short on orbs, stick with the healing items as a boss battle is coming
up.

Enter the door at the end of the path.


+ ICE GUARDIAN'S CHAMBER +

Approach the large door at the other end of the room and watch as the ice comes
to life! Don't skip this scene either, it's pretty amusing. Watching Dante 
taunt people/creatures never gets old. Heh.

Unfortunately, this mutt has no sense of humor. Oh well...


-------------------------------------------------------------------------------
BOSS FIGHT 2 - CERBERUS
Boss Bonus: 3000 Red Orbs

x---------------------------
Cerberus is quite a tough boss, a big leap up from the puny Hell Vanguard. It 
has several attacks, most of which will deal quite a bit of damage, depending
on which head is in the middle:

- Icicle drop: When the head with the green eyes is in the middle, it will drop
  huge icicles from the ceiling onto you. Keep an eye out and start rolling to
  the side when you see ice form around your feet.

- Ice breath: When the head with the red eyes is in the middle, it will breath
  out frost, which freezes the ground in a sheet of white. If you touch it, 
  you will be frozen and damaged. If you see it doing this move, stand back.

- Ice ball: When the head with the blue eyes is in the middle, it will suck in
  a deep breath and expel a huge ice ball. You can either dodge it or break the
  ice ball for red orbs.

- Paw swipe: Jump or dash away.

- Pounce: If you see Cerberus stopping and preparing to pounce, run to the side
  of the room. As soon as it has pounced, run up and hit its head or paws while
  it's being dragged back.

- Icicle punch: It will occasionally throw a piece of ice at you. Stay on your
  toes.

- Headbutt: As the name suggests, it tries to damage you with its head.

- Ice smack: Cerberus will smack the ground and shockwaves of ice will appear. 
  Jump or run away to avoid it, as it follows a linear path.

- Ice coat: Cerberus will recoat itself with ice after you shoot some off. Just
  chip it off again and continue.

- "You're not human, are you?": Sometime near the middle of the fight, it'll
  roar that line and stomp on the ground, raising icicles at where you're 
  standing. Jump or dash away and shoot them. After this his color will change
  to a reddish tinge and he will start to attack faster.
---------------------------x

There are two main effective strategies for this. One - you can either stay at
the back of the room and use the Shotgun or handguns to whittle his health 
away slowly, but me being the impatient gamer I am, I've never tried that. The
other strategy that I use is to stand back and shoot the ice off its head, then
close in by slashing its paw until it collapses, then dealing damage to the 
heads, or just jumping and doing air combos on its head whenever it stops 
attacking. If it recoats itself with ice, then just stand back and shoot it all
off again. Watch the heads as they spin around; the ice breath and ice ball
attacks aren't quite so dangerous, but the icicle drop attack is a lot harder
to avoid, so be prepared to run around when you see the green-eyed head switch
into the middle.

If you have Royal Guard, many attacks will be able to be blocked, but you'll
need good timing. For the icicle drop attack, you can just tap Circle and most
likely you will be able to block all the icicles as you tap. The icicle strike
can be blocked too, but it may be easier to slash it - it's up to you. Use the
pent-up energy you block on Cerberus to make the fight end quicker.

Some no-no strategies include: 

- Going face to face with it and trying to jump and slash its head all the time
- Staying too close to it when you're trying to use effective strategy no. 1
- Staying still
-------------------------------------------------------------------------------

When you defeat Cerberus you will gain a new weapon, called... Cerberus. 
They're ice nunchakus, very useful in close range combat and has some awesome
Swordmaster moves when you level up Swordmaster. Collect the red orbs that drop
and head through the door.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.4. MISSION 4 - THE UNINVITED ONE

"Find the key to the stars."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ CHAMBER OF ECHOES +

You'll find yourself in a high-ceilinged round chamber with steps and layers of
corridors around its edges. There's a Divinity Statue near where you start off
from. Notice the wall of fire blocking a door up the stairs to the left; we're 
going to get rid of that flame later on.

Firstly, explore this room and nab all the red orbs lying around. You might 
also spot a shiny thing behind a wall on the upper levels of the room. When 
you're done, head up the set of stairs on the right, head up a floor and enter 
the blue door.


+ ENTRANCEWAY +

Head up the stairs, killing the enemies as you do so. Head into the blue door
at the top.


+ LIVING STATUE ROOM +

As you come in, a scene will show you a shiny object in a cage at the top of 
this room. Oooh, if it's shiny, we definitely want it (a philosophy you'll 
come to learn with this game)! Keep the cage in mind as we'll be back for it. 
If you examine the lever mechanism behind the cage, it mentions something about
a lightning rod. Hmmm.

And now another red seal. Kill the Enigmas that come to life and then defeat 
the other monsters that appear until the red seal breaks. Head through the
unbarred door.


+ SILENCE STATUARY +

Search the room for a red orb crystal and smash it before breaking all the 
statues for red orbs. When you're done, head to the circular mechanism on the
wall (the one that looks the same as the one you saw in the bar in Mission 3)
and activating it with your attacks. Part of the ground will turn into a lift 
of sorts. Hop on to go up to the next level.


+ INCANDESCENT SPACE

Red seal alert! There're some of your friends from Hell again. They sure do 
like Dante, don't they. Kill them all and the red seal will be released. Pick
up the red orbs lying high up on the walls.

There's also a blue orb fragment above the unsealed door, above some pipes. 
Jump onto the pipes and railings and you'll be able to get it. Head through the
door once you're done here.


+ CHAMBER OF ECHOES +

Back to the round chamber with the pretty angel statue! You're on the second 
floor now. Explore this floor if you didn't bother before and pick up the red
orbs. You may find the stone telephone-like thing with an indentation in the 
middle that the game showed you when you came in, just waiting for you to put 
something into it. Not that you have anything. Sniff.

Find a yellow door on the next level and enter it.


+ ENDLESS INFERNUM +

That pit indeed looks endless. There's a red seal, but... where are the 
monsters? Well, go up the stairs opposite the sealed door to find out. 


+ CHAMBER OF SINS +

Dante finds himself in a strange new place. Enemies'll appear, including a new
one called Hell Gluttony. They're the ones that spray sand at you, but it's
quite easy to evade as they make a big show of sucking in their breath for
several seconds before performing the attack. Jump and shoot to stay up in the
air for the duration of their spray and you'll be fine.

Once you defeat all the demons, a colume of light will appear in the middle. 
Walk into it and Dante will be abducted by aliens.

... Nah, just screwing with ya. You'll only be teleported back to the previous 
room.


+ ENDLESS INFERNUM +

The red seal is gone! Head through the red door it was blocking. If you feel 
like fighting some more you can continuously jump back down into the darkness
and kill the enemies over and over again.


+ GIANTWALKER CHAMBER +

Another red seal, and again no demons in sight. However, a large centipede pops
out of its hole and starts attacking you. Boss fight!


-------------------------------------------------------------------------------
BOSS FIGHT 3 - GIGAPEDE
Boss Bonus: 3500 Red Orbs

x---------------------------
This is a pretty easy boss. It has a couple of main attacks:

- Blue laser orbs: These can be dodged by jumping or if you're on the Gigapede,
  you can hit it back to deal damage.

- Purple laser beams: Jump away when you see these forming. There are various
  versions of this but all can be easily dodged by staying on the ground or by
  jumping away when necessary.

- Body turn: This only affects you if you're on its back. When electric sparks
  start to apear on the Gigapede, it's going to start turning. Jump off 
  quickly.
---------------------------x

The best place to stand for this battle is in the middle of the room where you
can see both holes. When the Gigapede is far away from you, i.e. emerging from 
its hole, shoot it with Ebony & Ivory until you're close enough to jump on. Do
so and start hacking and slashing at its back; watch out for lasers and leap 
off if need be. Its head is its weak spot and hitting that will deal the most
damage, though the Gigapede will move away faster than usual when you do this.
Also, if you manage to break its exoskeleton while slashing at it, you'll 
reveal the soft section which takes more damage. 

On higher difficulties the Gigapede will flip you off more often, so equip
Cerberus and spam Revolver while it passes overhead, or try and time a quick 
Helm Breaker just as the head passes by.

All in all, you shouldn't have any trouble with this boss, just keep it locked 
on so you know where it's coming out from. 

(When it is in the hole you can also use Spiral, when you have it, to deal some
decent damage.)
-------------------------------------------------------------------------------

Follow the orbs that drop and head into the small red door.


+ INCANDESCENT SPACE +

Examine the shiny Astronomical Board in the alcove near you. A scene with the 
Jester will occur, and the mission will end.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.5. MISSION 5 - OF DEVILS AND SWORDS

"Unleash your might on the demonic gatekeepers."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ GIANTWALKER CHAMBER +

A bunch of Blood-Goyles will appear and assault you. Personally I hate these
guys... and they're especially annoying if you don't know what to do with them.
But of course you do, since I'm going to tell you. Shoot them until they turn
to stone and quickly break them apart with your sword. Don't bother hitting 
them with melee attacks when they're red because it'll just split them into
two Blood-Goyles.

Head to the other side of the room where some pedestals are, jump up, and go 
through the big red door. 


+ ENDLESS INFERNUM +

Head through the yellow door (or jump down and play with the demons for some  
red orbs first).


+ CHAMBER OF ECHOES +

Grab all the red orbs and then head up to where the telephone pedestal thing
was. If you're lost, follow the trail of red orbs that lead upwards and you'll
find it. Insert the Astronomical Board and the walls blocking that shiny thing
will part, and a red jump pad will appear on the ground. Go grab the shiny 
thing, which turns out to be a Vajura. Read the description... "Model of an
ancient weapon used to control lightning." Lightning, huh? Doesn't that sound
familiar? Yes, that's right, it's time to head to the room with the cage and
mechanism. Go through the blue door on the lower levels.


+ ENTRANCEWAY +

Make your way past the enemies and head into the next door. 


+ LIVING STATUE ROOM +

Use the Vajura on the mechanism behind the cage on the 2nd floor of this room
and the cage will lift. Grab the Soul of Steel that was in the cage and red 
seals will appear. Monster time! Kill them and head back to the Entranceway.


+ ENTRANCEWAY +

Kill the enemies and go through the door at the bottom.


+ CHAMBER OF ECHOES +

Head to the yellow door on the higher levels and enter.


+ ENDLESS INFERNUM +

Now that you have the Soul of Steel, you can cross the gap without fear. Go
ahead and cross to the other side. There you will see another Combat 
Adjudicator, though you'll need Cerberus for this one (the color of the flames
represent which devil arm you need to use to break it). 

Examine the door with the latches and you'll find that you can insert the Soul
of Steel into the hole in the door. Go through the blue door that it reveals.


+ SURGE OF FORTUNAS +

Go through the room and find the lift. Examine the red thing next to the 
circular mechanism for Secret Mission 2.


-------------------------------
SECRET MISSION 2 - UNTOUCHABLE
OBJECTIVE - Defeat all enemies while taking no damage.

This is a relatively easy mission on Easy and Normal difficulty, and a bit 
harder in Hard and DMD. Heaven or Hell doesn't count since you can't afford to
take damage anyway. (But I don't see why you'd want to do this secret mission
again anyway.)

Equip Royal Guard to make things easier. When the Enigmas are about to shoot,
press Circle to guard against their arrows and then head in for the kill. Do
the same for all of them and you'll gain a blue orb fragment for your efforts.
-------------------------------

Strike the circular mechanism until the lift activates. This time, there'll be
enemies joining you on your way up and you have to kill them quickly so they 
don't weigh the lift down. If you fail to knock them off quickly enough the 
lift will fall back down and you'll have to strike the mechanism again to start
over. Use the shotgun for knockback when an enemy's on the edge. 

(When you have Kalina Ann, this is simple. Just stand back and when the enemies
drop down, fire a shot into the group of them and they'll all be blasted away.)


+ AZURE GARDEN +

You're now in central Temen-ni-gru. Head out onto the ledge outside and 
continue right until you see a red door. Smash the rubble outside for red orbs,
and use the Divinity statue if you think you need to buy any items. A boss 
fight is coming up so be prepared. Once done, enter the red door.


+ FIRESTORM CHAMBER +

Watch the scene and then the battle will begin.


-------------------------------------------------------------------------------
BOSS FIGHT 4 - AGNI & RUDRA
Boss Bonus: 4000 Red Orbs

x---------------------------
Two on one! Despite this unfairness, they're not too hard to take down. 

- Charge attack: They'll charge at you from the other side of the room, then
  spin jump up and land with a heavy blow. You can't escape by jumping up as
  they can hit you mid-jump, so just keep moving or rolling away. They don't
  necessarily charge all the way from one side of the room to the other; in 
  fact this move is quite versatile, which makes it all the more dangerous as
  one brother will follow the other, meaning if you get stunned by the first
  attack the second attack will probably land on you. However, you can also
  block this attack with RG - start tapping Circle as Agni jumps up, and keep
  tapping until Rudra has also landed. Chances are you'll block Rudra, if not
  both of them.

- Sword lunge: Either brother will use this attack when you're at mid-distance.
  Watch out for the telltale animation of them rearing back with their swords.

- Uppercut: If you jump around too much, either brother will use an uppercut
  attack in an attempt to bring you back down to earth. There's not much you
  can do to avoid this as Dante's air mobility is minimal (unless you have Sky
  Star or Air Trick), so try not to jump excessively.

- Jet-Stream: Either brother will dash forward and then do a cross-cut movement
  with their swords. Watch out when they start to dash and jump away to avoid 
  getting hit.

- Crawler: Agni will launch a path of fire towards you. It's linear, so it's 
  not too hard to avoid, but make sure you do as it really hurts.

- Tempest: Rudra will throw up his sword and a tornado will appear around it. 
  Stay out of its range.

- Combine powers: When you kill one brother and leave the other brother alone 
  for over ten seconds or so, he'll jump up and you'll see a scene showing him
  summoning the sword of the defeated brother and joining them to form a long
  double sided sword. In this state he is a lot more powerful and does tougher
  versions of some of the same basic moves, such as the cross-slash and the
  lunge, as well as several other moves you'll want to avoid (listed below).

- Fire and wind throw (combined): When one brother is left alive and is using
  the double sword, he'll throw the sword at you and fire and wind will emerge
  from it, damaging you if you're in the way. Keep your eyes peeled and stay on
  your toes.

- Firestorm (combined): A sort of combination of Crawler and Tempest, with a
  bit of power upgrade. Watch out when he starts to do the swirly animation
  that normally preceeds Tempest; and stay back, as the range of this attack is
  quite large. 
---------------------------x

Air Hike would help quite a lot in this battle, so I hope you have it. If not, 
meh. You'll live. The brothers usually start the battle off by charging from
the corners of the room at you, so just jump away to avoid them and then land 
some hits while they're recovering. They block attacks from the front, but 
Stinger should work or you could jump to their backs and hit them there. When
you hit any of them enough they will drop their swords and stay still for quite
a while, allowing you to whittle their lifebar away. Just watch out for the 
other one while you're at it. 

Trickster can be helpful to let you dash away from their attacks, as they're
not particularly fast. Watch out for Agni as his fire attacks have more range
and may get you even when you're not near him, i.e. Crawler. However, RG can
help you can block at least half of their attack repetoire, which is useful 
when they're surrounding you.

If you can, try to damage them equally so that when you finish one off, you can
quickly defeat the other one too so they don't get a chance to combine their
swords. Don't forget that Agni is weak to Cerberus, so use that to your 
advantage. If you end up facing the combined-swords brother, then make sure you
don't stick too close as they have some devastating mid-range moves. Just stand
back and shoot your guns, or try to get behind it - don't try to rush in unless
you're feeling extremely sure that you can avoid being damaged (or if you're 
feeling extremely stupid). 

Some no-no strategies include:

- Staying still
- Staying close to them at all times
- Killing one WAY before the other so that half the battle consists of you
  fighting a souped-up brother
-------------------------------------------------------------------------------

After the battle Dante gains them as a new weapon, Agni & Rudra. This is quite
an awesome weapon, with some interesting Swordmaster moves. Their attacks are 
cool-looking and several enemies and bosses are weak to the fire element. 

Collect the red orbs and then head through the big steel door.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.6. MISSION 6 - FAMILY TIES

"Clear the trial and forge a new path."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ MUTE GODDESS' CHAMBER +

Examine the goddess statue in the centre of the room and notice that it's 
pointing towards a door covered with rubble. You can't go through right now so
just continue forward into the next area.


+ CHAMBER OF 3 TRIALS +

A Divinity statue's here for your use if you wish. Examine the pedestal right
in front of you and it will talk about passing the trials. Examine the colored
pedestals in front of the sets of steps.

The purple pedestal says:

"Your wisdom will be put to the test in the chamber ahead. Use your lifetime
experience: from the crawling infant: to the man standing tall: and finally to
the old man-leaning on his cane."

The orange pedestal says:

"Your techniques will be put to the test in the chamber ahead. Overcome the
onslaught of obstacles to guarantee your future."

The green pedestal says:

"Your warrior's heart will be put to the test in the chamber ahead. Light all
of the crests to suppress the evil spirit's rage."

They all give clues as to what's inside the trials. Let's start with the 
easiest, the trial of wisdom (purple one).


+ TRIAL OF WISDOM +

Notice the number of red lights on the tops of the doors. You have to go 
through the right door to get to the item at the end. If you go through the 
wrong door you'll have to fight some enemies. 

Remember the poem on the purple pedestal? It's quite easy if you think about 
it. Think about how many limbs a baby, a grown man and an old man use to walk, 
respectively, and you'll know which doors to go through. 

But if you're too lazy to figure it out, then go through the door with 4 
lights, then the one with 2 lights, and finally the one with 3 lights. Pick up
the Essence of Intelligence and go through any door to return to the Chamber of
3 Trials.


+ CHAMBER OF 3 TRIALS +

Take the middle path this time (orange one).


+ TRIAL OF SKILL +

Here you have to dodge the spears that come out of the walls and reach the end
to grab the prize. Not too hard, just stay in the middle so you can easily 
avoid the ones that come from either side. The only time you need to do 
anything other than run is for the spears that portrude from the ground; jump
over those (Air Hike is helpful, but not essential). Also, if you have the
Trickster style equipped, this becomes extremely simple as all you have to do 
is Dash through the spears when they're just about to reach you. 

In any case, get to the end to pick up the Essence of Technique. Once you've 
got it run back through the Blood-Goyles and Hell Gluttonies, or fight them if 
you want red orbs. 


+ CHAMBER OF 3 TRIALS +

Take the right path this time (green one). 


+ TRIAL OF THE WARRIOR +

Basically what you have to do is kill all the enemies. However, there's a 
catch - they're in DT mode. I.e. they're stronger, faster, do more damage and 
take more hits to kill. To make things easier for yourself, activate both 
circular mechanisms on the walls and the monsters will return to normal. Beware
however, the circular mechanisms only last for a short while before turning
themselves off, so make quick work of the demons before they DT again. There're
needles that Dante can spin off, if need be.

Once you're done, pick up the Essence of Fighting. Head back to the previous
room.


+ CHAMBER OF 3 TRIALS +

Head back to the Mute Goddess' Chamber.


+ MUTE GODDESS' CHAMBER + 

Examine the statue again to put in the 3 Essences. Putting in the first two 
will allow the statue to activate and blast away the rubble covering the door.
Inserting the 3rd one will move the statue and reveal a new gun, Artemis.

This is quite a useful little gun, especially once you level up Gunslinger. It
can lock onto multiple targets at once and has good range. The only thing is
that it takes a long time to pull off shots, so you're better off with it as a
secondary weapon.

Head up the stairs and through the newly unsealed door.


+ THE DARK CORRIDOR +

Another Combat Adjudicator here, this time it's for Agni & Rudra. Shatter it to
gain a blue orb fragment. Head to the steps and jump up to the rafters to get
lots of red orbs. Go up the stairs and watch the scene.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.7. MISSON SEVEN: A CHANCE MEETING

"Duel of the demon children."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ THE DARK CORRIDOR +

Run back into the tower and find the brown door. Remember the rafters above the
stairs where you got a bunch of red orbs from last time? Well, go back up there
and grab the blue orb fragment that has magically appeared there. Go back to  
wall beside the brown door, the one with the light. Kick jump up to the alcove
and examine the red statue.


-------------------------------
SECRET MISSION 3 - DEATH FROM ABOVE
OBJECTIVE - Stay in the air for 20 seconds or more.

This is probably one of the hardest secret missions out of all of them. What 
you need here is Air Hike, Ebony & Ivory and the Swordmaster style. 

Firstly, lead all the monsters into a corner, then Air Hike, shooting while you
fall so it takes longer. Land on the enemies' heads and rinse and repeat. 
Alternate Air Hike with Swordmaster's Aerial Rave; you could also kick jump off
the walls. You'll probably find yourself spamming X, Square and Circle as you
try to keep yourself in the air, but it should work. Take the hard-earned blue
orb fragment that appears when you complete the mission.

If you really can't do it, save this mission for later when you have Nevan and
Devil Trigger. Then come back, equip Nevan, bring a Devil Star or two and just
glide in the air for 20 seconds using Air Raid. 
-------------------------------

After you're done go through the brown door.


+ HEAVENRISE CHAMBER +

Drop down to the bottom and go through the door.


+ THE DIVINE LIBRARY +

A blue seal here - guess it's time for a puzzle. There are some Damned Pawns
here. Your goal is to get the shiny Orihalcon Fragment on the ground. You can
kill the Pawns if you want, but you don't have to. Break the grey Pawn statues
for red orbs. Once you have the fragment, the blue seal will be removed. 
Head back out.


+ HEAVENRISE CHAMBER +

Use the red launch pads to jump up to the next level, getting all the red orbs
on the way. Keep doing this until you get to the top door. On one of the levels
there's a Holy Water, don't miss it. Go through the green door to continue.


+ PITCH-BLACK VOID +

Go outside to the broken columns and jump on the one on the area that juts out
to gain some red orbs. Go back inside and find the blue door. Jump up to the 
rafters here for more red orbs and then enter the door. 


+ SKULL SPIRE +

Break the statues near the door for red orbs and then go ahead. Kill the Damned
Pawns and continue forward. Grab the shiny Vital Star S on the ground inside 
one of the fences, and move forward to examine the blue shining pillars. It 
will say that something is missing from it, so head back to the junction and 
go left through the tall greenish doors.


+ TRANQUIL SOULS ROOM +

Red seal! Approach the statue in the middle of the room and monsters will 
appear, including a new species called Hell Greed. Kill them and pick up the
Siren's Shriek that drops. Smash the coffins for red orbs and then head through
the brown door.


+ LIFT ROOM +

There's another Combat Adjudicator here, for Rebellion. Smash it, grab the 
blue orb fragment and then go up the stairs. Use the Orihalcon Fragment on the
switch at the top, then head back towards the door and turn right to go down 
the stairs and use the lift.


+ CHAMBER OF ECHOES +

Now that you have the Siren's Shriek, you can use it to extinguish the flames
blocking that door. Told ya we'd get rid of it. Go through the newly revealed
door.


+ ENTRANCEWAY +

Head downwards to smash the pots and take the Gold Orb. Once you're done kill
the enemies and go up to the door at the top of the stairs.


+ CURSED SKULL CHAMBER +

Hit the wall until it breaks. Now run forward to the red circular mechanism
and activate it. A big iron chained ball will drop down, hit it quickly until
it breaks. If you take too long it'll be pulled back up and you'll have to 
start again. When you break it, a shiny object will drop. Pick it up, it's a
Crystal Skull. Remember the stone pillars from before? We're going to put this
in it.

A red seal will appear once you pick it up, so kill all the monsters and then 
head back to the Entranceway.


+ ENTRANCWAY +

Head down through the red door.


+ CHAMBER OF ECHOES +

Go down and use the elevator again.


+ LIFT ROOM +

Go up the stairs and head through the big brown door.


+ TRANQUIL SOULS ROOM +

Another red seal here. Kill the Hell Greeds and friends and then defeat the
Hell Vanguard that pops up. Head through the brownish green door.


+ SKULL SPIRE +

Head back to where the pillars were and use the Crystal Skull on it. The door
is now unlocked, so go through.


+ MOONLIGHT MILE +

Move forward to the door. Use the Divinity statue if you need to buy anything,
as there's a boss battle waiting for you through these doors. Go through.


+ PEAK OF DARKNESS +

The scene shows Dante's hot brother, Vergil, waiting at the top. A red seal 
appears on the door, so I hope you've got everything you need. Go up and begin
the fight with Vergil!


-------------------------------------------------------------------------------
BOSS FIGHT 5 - VERGIL 1
Boss Bonus: 4500 Red Orbs

x---------------------------
He's quite a tricky one, especially on later difficulties. He's very deft with
his katana, though many of his attacks are short ranged so just jump away to 
avoid most of them.

- Multiple sword combo: If you get close to him he will swing his blade very
  quickly so that they look like blue blurs. Roll or jump away to avoid it. He
  will also use this attack as a counter after you combo him.

- Teleport: Vergil will teleport close to you and attack. Keep an eye on him
  and be wary if he disappears.

- Slash wave: Vergil will slash his sword and a shockwave will head towards you
  in a straight line. Avoid it by moving out of the line's range.

- Black orb slicer: Vergil will create a black orb and slice it at you.

- Revolving swords: Some swords will appear around Dante, staying with him even
  when he jumps. Eventually they will fly towards Dante rapidly; jump just 
  before they hit or you'll get hit by all of them.

- Sword projection: Some swords will appear around Vergil, and they will point
  outwards towards Dante. Vergil will then fire them off at Dante one at a 
  time. You can deflect them by attacking them, though it's easier just to 
  run away or jump. He may also fire all the swords at you so keep an eye out.
---------------------------x

Stinger is useful in this battle, as it can sometimes even stop his attacks if
you're lucky. Don't bother shooting him when he's prepared as he'll just 
deflect your bullets, the only time you should try is during his recovery time 
or just after you get hit. 

(Kalina Ann can be used against him within short range for some decent damage.)

Some no-no strategies include:

- Trying to snipe him from afar
- Trying to constantly follow him to attack face-on, even when he's not in
  recovery status (he'll chop you up)
- Staying still
-------------------------------------------------------------------------------

After this fight you'll realise how much they look alike. Watch the sad scene
but rejoice at the awakening of Dante's Devil Trigger! And be sad again when 
Dante gets eaten up by the huge flying crocodile called Leviathan.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.8. MISSON EIGHT - A RENEWED FEAR

"Burst forth from the great demon's womb."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


+ LEVIATHAN's STOMACH +

Your goal is to find 5 eyeballs and attack them to remove the tusks that cover
the way to the next area. 

There's one right above you on a ledge from where you start from. Head along 
the same ledge to find a second one. Drop down here, avoiding the acid, and the
camera should turn to show you a third. If you don't see it then find the tusk 
door and the third eyeball should be right below and on the left of the walkway
that leads to the door. 

From the walkway, head backwards towards the puddles of acid on the ground 
until you reach the end of the tunnel where you see a blue door. Break the
debris covering it and examine the door to find Secret Mission 4.


-------------------------------
SECRET MISSION 4 - DEVIL'S TEETER TOTTER
OBJECTIVE - Ride the elevator to the top.

This is basically the same as the elevator in Mission 5, except the enemies
will be in DT mode. There are several strategies for this: 

- Use melee attacks. Quickly stinger them to the edge of the lift and make them
  fall off. You'll have to be really quick with this and preferably hit more 
  than one at a time, or otherwise you won't last the next tide of enemies.

- Use the shotgun. I've never tried but the shotgun does have a bit of 
  knockback with its Gunslinger skills, but it might not be enough for these 
  DTed guys. (If you don't mind waiting, come back with Kalina Ann once you 
  have it and then just lock on to the mob and blast them with a rocket to get 
  rid of all or most of them.)

- Use Royal Guard. Guard against all the monsters' attacks until the gauge is
  full and then Release to kill all of them at once.

- Use Holy Waters. Expensive, and should be used as a last resort. 

- And lastly... use the glitch. Don't take advantage of this if you want to be
  a fair and legit gamer. Basically what you do is equip Trickster, then jump 
  towards any wall, Wall Hike up and then do a backflip back onto the lift. All
  the enemies will have disappeared from the lift. Rinse and repeat until you 
  get to the top. You might need a bit of practice before you can do it without
  falling off the lift by accident. 
-------------------------------

Head back towards the walkway once you're done. Head under the place where you 
started from and you should see a cave entrance where you can see a waterfall
of yellow acid. Go inside, avoiding the acid, and the fourth eyeball is behind
the acidfall. Using the green stone platform on the side, jump up to the narrow
tunnel above where you should see another 2 streams of acid. Again jump up to 
the green rock and go out onto the stone bridge. You should be able to see the
eyeball pulsing on the ledge close by as well as a red crystal on the left of
the same ledge, so destroy the crystal and hit the eyeball to open up the tusk 
door.

Drop onto the small ledge near the last eyeball for some red orbs. Drop down
from this ledge to find yourself right in front of the now opened tusk door. 
Head through.


+ LEVIATHAN'S INTESTINES +

Head through the intestines, avoiding the pools of acid. Near the end you'll 
see a Divinity statue, so use it if you need to. Slash the filmy membrane 
covering the hole and go through. 


+ LEVIATHAN'S HEARTCORE +

Examine the yellow light in front of the pumping hearts to see that you can't
get closer to the heart now. Just head through to the other side to the hole
with blue light coming out of it.


+ LEVIATHAN's INTESTINES +

Head down and a huge Gigapede-esque monster will appear (gawd, Leviathan has 
serious tapeworm issues). Kill it if you're bored or just run, shooting it if
it gets close (it can writhe forward faster than you can run). Once you get
through the door you're safe. From the door you can attempt to kill it, as it
gives you 1000 red orbs.

Head through the membrane-covered hole on the left.


+ LEVIATHAN'S INTESTINES +

There're some new enemies named Hell Envy here, but they're nothing special. 
Kill them and go to the end of the intestine and through the membraneous hole.


+ LEVIATHAN'S RETINA +

Here you can see that the red thing in the middle is absorbing all the red 
orbs. Feed it enough and it'll open, so destroy the monsters until it reveals
the Ignis Fatuus inside. When you take this, the innards of Leviathan will
become dark. Go through the unsealed door. 

===
NOTE: A reader (christopher bugawan) tells me that after taking the Ignis 
Fatuus, the screen went white and he couldn't see anything. He then solved this
problem by using the Quicksilver style so that it was possible to see a slight
outline of the area and thus navigate out. So if this happens to you, you know
what to do (at the cost of many devil stars, unfortunately).
===


+ LEVIATHAN'S INTESTINES +

Move along the left and eventually you'll encounter a fork in the path. Go 
through to find a green orb. There'll be another fork near the end of the 
intestine which contains a Combat Adjudicator for Cerberus. Smash it for the 
blue orb fragment and then head out and through the membraneous hole.


+ LEVIATHAN'S INTESTINES +

The Gigapede monster is back, so just do the same thing as last time and go
through the hole at the end.


+ LEVIATHAN'S STOMACH +

Fight or run from the Hell Envies here and then go through the same door as
last time, the tusk door across the walkway.


+ LEVIATHAN'S INTESTINES +

Be careful with the acid puddles in the dark and run to the end. Use the 
Divinity statue if you need to and go through the hole.


+ LEVIATHAN'S HEARTCORE +

Use the Ignis Fatuus on the yellow light and the membrane that was blocking 
your path will be gone. Now, a boss fight with Leviathan's Heart will begin.


-------------------------------------------------------------------------------
BOSS FIGHT 6 - HEART OF LEVIATHAN
Boss Bonus: 5000 Red Orbs

x---------------------------
This isn't a very hard battle, but it can be annoying because of the lesser
demons that the core summons. 

- Laser balls: The core will expose itself for a moment (or when it is already
  exposed) and produce balls of lasers that follow you around. They will 
  disappear after a while so just avoid them. This is performed when you 
  temporarily disable the red heart section.

- Horizontal laser sweep: When exposed, the core will shoot lasers that move
  from side to side. They come in either ones or pairs. Jump to avoid them. 
  This is performed when you temporarily disable the blue heart section.

- Summon Hell Envies: You can't do anything about this so just ignore them.
---------------------------x

Note that the left heart section absorbs red orbs, and the right heart section
absorbs your DT gauge, so if you want red orbs, attack the red section until 
it's temporarily disabled and if you want to keep your DT gauge, attack the 
blue side.

A useful attack here is Artemis' Acid Rain, obtained by levelling up the
Gunslinger stlye. Spam it on any of the heart sections to do a healthy amount
of damage and the falling shots serve to damage the Hell Envies around you too.
If you don't have it, just attack the heart sections with melee attacks (watch
out for the Hell Envies) until the core opens, and then go and slash at that
as much as you can before it gets covered again. 

Some no-no strategies include:

- Concentrating on eliminating the spawned Hell demons
-------------------------------------------------------------------------------

When you kill it, a scene will begin and then the mission will end. 

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.9. MISSON NINE - FADED MEMORIES

"Christen the sorceress of the abyss with a blade."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ THE ROTATING BRIDGE +

The control panel near you controls the bridge, but for now, head across the
bridge to the red door at the other end.


+ PROVISION STOREROOM +

A red seal here, and you'll encounter a new type of enemy - Arachnes. Beware 
when they raise their butts because they're going to charge you. Also, be aware
of their web attack where they shoot a white web at you, rendering you 
temporarily immobile. Also small white spiders will sometimes burst from a dead
Arachne. Those are miniature bombs and will try to cling onto you and then
explode to cause damage. Jump and shoot them with your guns for red orbs (E&R
and Artemis are usually the most helpful). 

After you kill them all, go through the colorful tri-colored door that is now
unsealed.


+ SUBTERRANEAN GARDEN +

A blue seal! That means a puzzle. The one here is a light puzzle - you'll be
encountering a lot more of those in later missions. There's a Divinity Statue
as well as a blue orb fragment in the alcove above the statue, but unless 
you've maxed Trickster and gotten Sky Star, chances are you can't reach it yet.

It's easier to draw a map for these light puzzles than to describe them with
words, so here it is:

Key: 

M = Mirror
B = Mirror to be broken
T = Target (mirror held by a statue - can be source of light)
|, /, \, - = Reflected light's paths

T
|
B M M
 \ /
M B M


  T

What you must do is break the two mirrors labelled B in the diagram, and the 
light will travel to the T (Target), breaking the blue seal. The final light
puzzle should look like this:

T
|
| M M
| |\
M---M
  |
  |
  T

Once you're done, head through the grayish door on the right side of the pool.


+ SUBGROUND WATER VEIN +

Lots of Enigmas here. If you have Artemis it will be easy to pick them off from
far away, or if not just attack them as usual. Go along the path to the other
side and go through the red door under the light.


+ ROUNDED PATHWAY +

Watch out for the spinning blades of doom! They'll damage and knock you around
if you touch them, sometimes even onto another spinning blade. Kill the enemies
or run past them and go through the door at the end.


+ SUBTERRANEAN LAKE +

As you can see from the scene, your target is to get to the yellow light at the
middle of the lake. Unfortunately you can't get to it right now - you need to
raise a bridge. But don't worry about that for now. Head to the right as soon
as you enter the map to find a hidden area with lots of red orbs and a green
orb. Yay! Collect them and then head to the left. 

Ignore the door for now and go forward past the waterfall. Go up the pillar
with the red orb on top and then jump to the large platform on top. On a tablet
near the wall here is a gun called Spiral, so grab it and then head back to
the multi-colored door near the Divinity statue and go through it.


+ ROUNDED PATHWAY +

Same thing as last time, except the spinning blades are more in the way than
before and there are Enigmas here to ambush you. Go through to the end and 
head in the brown door.


+ PROVISION STOREROOM +

There's an Ambrosia sitting nicely on the altar across the room. Take it, and
a red seal will appear. Kill the Arachnes that come out of nowhere and then go
through the door. 


+ ROUNDED PATHWAY +

Make your way through to the Subterranean Lake.


+ SUBTERRANEAN LAKE +

Use the Divinity statue here if you need, as a boss battle is coming up 
shortly. Head to the waterfall you saw when you got the Spiral. Approach slowly
to get the red orbs at the entrance and then go in.


+ LIMESTONE CAVERN +

Head to the left along the wall until you find two red orbs. Go down the slope
behind them to find a Devil Star. Jump back up and find the entrance again.
From there, head directly forward until you see a hole in the wall with a red
tinge. That's right, jump up to the red crystals and examine them for a Secret
Mission!


-------------------------------
SECRET MISSION 5 - DESTROYER
OBJECTIVE - Destroy every destructible background object within the time limit.

My favorite secret mission! And for a good reason too. This is the best place
to get lots of red orbs quickly. I recommend using Rebellion for this as it has
the fastest slash animation, which saves time.

Anyway, from the beginning, smash the signpost in the corner between the bulls
and the door (1), then move towards the cups on the windowsills and smash each
row of them in one slash (6). Break the tables and chair (10), then move into 
the doorway where you found the shotgun and smash the barrels (12). Smash the 
jukeboxes and barrels in the alcove where the red circular mechanism is (17) 
and the jukebox next to it (18), then move left and break the barrels along the
wall (20). Go into the bar area and smash all the cups and the barrel inside, 
including the cups on the hanging part above the bar stools (42), then break 
the stools (47), jump up above the bar and smash the last 3 barrels (50). 
Mission complete!

(Kalina Ann is also very useful here when you get it; you can just aim and fire
at a group of objects to destroy them all, then pick up the red orbs.)
-------------------------------

When you're done head through the tunnel you're in and fall down into the crowd
of monsters. Kill them and continue forward up the ledge and along the path 
until you get to a door with fires above it. Use the Ambrosia on the carving 
and it will reveal a red door. Go in.


+ SUNKEN OPERA HOUSE +

Move forward, and a demon woman will appear. (This cutscene has got to be one
of my favorites.)


-------------------------------------------------------------------------------
BOSS FIGHT 7 - Nevan
Boss Bonus: 5500 Red Orbs

x---------------------------
She can be quite annoying at higher difficulties, especially when her health
starts to get low. Her attacks are:

- Electric bats: She'll say "How's this?" and send a bunch of electrified bats 
  at you. Jump or roll away to avoid them.

- Electric balls: She'll send several balls of electricity at you. Jump or roll
  away to avoid them. 

- Electric field: She will teleport up to the ends of the room and laugh, and
  the ground will crackle with electricity and then light up with it. Easy to
  avoid as you have lots of time and warning beforehand. Jump up and shoot with
  your handguns to stay in the air until the electricity disappears.

- Blades of darkness: If you get close to her, she will send blades of darkness
  jutting out from the ground towards you. Run away to avoid it.

- Blade spin: She will spin around with blades of darkness surrounding her to 
  attempt to damage you. Jump away to avoid it.

- Electric pillars: Remniscent of Griffin from DMC1, she'll send vertical or
  horizontal pillars of electricity at you. Jump over the horizontal ones and
  either find a space between the vertical pillars or run to the side to avoid
  them.

- Kiss of death: When her health is less than 25%, she will sometimes teleport 
  to the middle of the room and disappear in a puff of red smoke and an ominous
  'ping!' sound. She'll sink into the ground and start chasing you around. Make
  sure she does NOT grab you or she'll give you a nice kiss and drain away a 
  lot of your health, propping her own HP right back up. Run away until she 
  starts gaining on you and then jump or Air Hike and shoot with the handguns 
  to stay in the air until she returns to normal. When she's just finished with
  the attack (and the purple aura around her is gone) she'll be vulnerable for 
  a moment, which is a good time to attack her.
---------------------------x

Nevan has a protective shield of bats surrounding her, so you have to destroy
that first before you can deal damage to her. Attack her with Cerberus until 
the barrier is gone and then head up close to melee her for some good damage. 
She won't counter when her shield is gone, though after a while she'll cloak 
herself in darkness and you'll be damaged if you're close to her. When she's 
close to death she'll start alternating the kiss attack with the electric bats 
attack, so watch out for those. You'll probably want to have E&I with you so
that you can shoot them mid-jump to stay in the air longer for the electric
field and Kiss of Death attacks.

Some no-no strategies include:

- Jumping too early or too late when she starts doing the Kiss of Death attack
- Staying up-close to her all the time 
-------------------------------------------------------------------------------

Once you defeat her, you'll gain Nevan as a new weapon (an electric guitar).
How sweet is that? Go through the green door to finish the mission.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.10. MISSON TEN - THE JOB

"Strengthen the silent bridge."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ LIMESTONE CAVERN +

Move along the path and take the shiny thing on the altar near the red rocks.
It's a Stone Mask. Now head back into the previous room.


+ SUNKEN OPERA HOUSE +

Head into the red door opposite the stage.


+ LIMESTONE CAVERN +

Kill the monsters that spawn and then head towards the entrance of the cave. 
Grab the red orbs in front of the pit where the Devil Star was in the previous 
mission, then head out through the waterfall.


+ SUBTERRANEAN LAKE +

Take the red orbs in the waterfall and then run along the path to the pillar
directly opposite the waterfall, on which a red orb is sitting. Once you have 
that, go to the statue in the wall between the two tri-colored doors and use
the Stone Mask on it. A bridge will rise up from the water, and the scene will
show you the shiny object on the platform beyond the bridge. 

Go across the bridge. Before you take the object, head to the right side of the
statue where a bluish ornament lies on the ground. Examine it for a Secret
Mission.


-------------------------------
SECRET MISSION 6 - FLIGHT OF THE DEMON
OBJECTIVE - Collect every red orb within the time limit.

You'll need Nevan's Air Raid for this. Go DT mode and jump, then press R1 and
X in midair to fly. How high you are in your jump when you press R1 and X 
determines the height at which you fly.

From where you start, collect the white orb above you to gain enough DT. Jump
and at the very top of your jump, use Air Raid. Collect the small white orbs
and then the red orbs on this top layer all the way around until you get to the
white orb on a ledge. Press Circle above the 3 red orbs below you to drop down,
then once you're below the lower layer of red orbs use Air Raid again and 
collect all the red orbs until you get to the ship. That should make 40, and 
you'll be rewarded with a blue orb.
-------------------------------

Collect the Neo Generator on the altar. Read the description - it powers up the
main bridge! Now to make our way back to the bridge we started Mission 9 on. 
Head towards the blue door to the right of the bridge, and continue right past
the broken pillars into the hidden area. Again it is filled with red and green
orbs so take them all and then go through the blue door.


+ ROUNDED PATHYWAY +

As you walk through the room, bars will drop down at each end of the room,
blocking you in. A new enemy will appear - Dullahans - and you have to defeat 
them to go on. They're relatively easy as they do not actively attack you 
unless you stand in front of them and get hit by their spikes and lances. Slash
at their vulnerable backs when they pass you until they are all dead. 
Rebellion's Stinger and Helm Breaker are useful against them. Go through the 
textured door at the other end when you are done.


+ SUBGROUND WATER VEIN +

Kill the Enigmas and proceed to the other side and into the brown door.


+ SUBTERRANEAN GARDEN +

Go through the door on your left.


+ PROVISION STOREROOM +

Approach the other door and a red seal will appear. That's right, more Arachnes
for you! Have fun! When you're done, go through the red door.


+ THE ROTATING BRIDGE + 

Go out onto the bridge and a scene will occur, showing Dante's soccer skills.
The bridge will move and a new pathway will be formed. If you want to switch
the bridge back to the original pathway, just examine the control panel near 
the gold door. Go through the blue door at the other end of the bridge.


+ MARBLE THROUGHWAY +

Go forth and a scene will start. Once it is done, the mission will end.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.11. MISSON ELEVEN - REVENGE

"Give a guest from the past an adequate homecoming."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ GEARS OF MADNESS +

Go onto the gear near you and jump to where the nearest Enigma is. Kill it and
collect the red orbs around it, then kill the other Enigma on a gear close to 
where you are. Once you get rid of them you can take your time, walk along the
gears and find the brown door on the other side. Before you enter, search 
to the left of the door for a ledge. Jump up on it, then double jump outward 
and Sky Star back onto the higher ledge. Examine the red spinning seal for a 
Secret Mission.


-------------------------------
SECRET MISSION 7 - HANG 10
OBJECTIVE - Obtain the blue orb fragment within the time limit.

Make sure you have full DT for this. When you start, immediately DT and run as
fast as you can to the other side of the area where the blue orb fragment (in
front of the door) is. You should make it. Alternatively you can knock down an 
enemy and then Free Ride them for a while, then rinse and repeat. 
-------------------------------

+ ALTAR OF EVIL PATHWAY +

Head along this hallway until you are introduced to a new enemy named Soul 
Eater. They may seem annoying at first, but the trick to fighting them is 
simple. When they are in a cloud of green smoke, turn your back to them and 
they will show themselves. As soon as they do, turn around quickly and shoot 
them with E&R or any gun. They don't have much health and a few shots will kill
them. Rinse and repeat until they are all gone. Go along the hallway and go 
through the chestnut door at the end.


+ ALTAR OF EVIL +

A blue seal will appear as soon as you go in. Go forward until you see some red
orbs on the left. Jump on the sword sticking into the statue to get the red 
orbs, and then jump up through the gap in the railings. See the rectangular 
hole with the red light above it? You need to push a block into it. The needed
block is not far to the left, so hit it towards the hole until it goes in.

Go along the pathway until you see a wall with cracks in it. Smash it to reveal
another block. Hit it along the path towards the hole across from the alcove 
where the block came from and fit it in as before. A doorway will be revealed
underneath you, and a red seal will appear on the doors. You'll have to defeat 
a Hell Vanguard as well as 3 more Soul Eaters. Kill them and the red seal will
be removed. Go through the hall that was revealed by the blocks, to the right
of the bloody statue heads, and into the red door at the end.


+ TEMPERANCE WAGON +

Go down the stairs until you reach a platform where you can see a green orb
beneath. Hit the pedestal from behind so that it moves and a hole is revealed
in the ground. Jump down and grab the green orb, the jump back up and go along
the path until you see an alcove with a Combat Adjudicator for Agni and Rudra 
in it. Smash it and take the blue orb fragment, then jump on the Temperance
Wagon.


+ TEMPERANCE WAGON +

During your ride various monsters will hop on to share your wagon with you, but
since you're such a selfish brat you're going to kill them all. Continue doing
this until you reach the next area.


+ TEMPERANCE WAGON +

Head up the stairs and use the Divinity statue if you need to. Go through the
door.


+ TORTURE CHAMBER +

Not a very positive name for this room, is it? Run forward towards the shiny
object on the altar and a big monster will appear. Another amusing sequence
will occur, and a boss fight will start.


-------------------------------------------------------------------------------
BOSS FIGHT 8 - BEOWULF
Boss Bonus: 6000 Red Orbs

x---------------------------
A big bulky demon who makes up for his slow speed with his ground-shattering
attacks. His attacks are:

- Fist combo: He'll swipe at you and then punch the ground in one fluid motion.
  Jump away when he swipes to avoid it.

- Stomp: He'll attempt to squash you by stomping the ground. Jump or roll away
  to escape.

- Backwards swipe: If you're behind him, he'll do a swipe backwards at you. 
  Jump away when he starts to turn around.

- White light: When you blind him for the 2nd time, after his stunned period 
  he'll roar and envelop himself in a huge column of white light. If you're 
  close to him you'll be damaged, so just keep an eye out and jump or dash away
  if you can. 

- Pillar throw: After the white light attack he will start running around on 
  all fours and then he'll stop somewhere, stomp the ground to make a pillar 
  drop down, and punch it at you. Jump away to avoid it; I heard you can slash
  the pillar but I didn't succeed when I tried so I'd advise against it.

- Charge: He will charge at you on all fours. Jump away to dodge as he runs in
  a straight line.

- Pillar drop: Pillars will randomly fall down from the ceiling as a result of
  his charging. They limit your movement and scope more than anything else, so
  just wait for Beowulf to charge them down.

- White light pillar: He will punch the ground and a white pillar of light will
  appear where he punched. Jump away quickly when he starts to punch so you 
  don't get caught in it.

- Feathers: He will roar and wings will appear on his back, and little white
  feathers will surround him. They will then fly as lasers towards you. Very
  very hard to dodge, but he only does this as a long distance attack so stay
  at medium to close range and you'll never see this move.
---------------------------x

His weak point is his head, so when he's on his hind legs do a Helm Breaker or
an air combo with Agni & Rudra or Cerberus on his head and he will roar and be 
stunned for a few moments. Beware that he will still wave his fists around. Do 
combos on him with DT on until he regains his senses. Be careful when you blind
him the 2nd time as he will use the white light attack after his period of
vulnerability.

Don't let him corner you in the small area near the door or you'll have a hard
time avoiding his attacks. Keep in the large area and stay on your toes, 
especially during the pillar throwing and the laser attacks. 

Some no-no strategies include:

- Staying up-close to him all the time/staying too far away all the time
- Staying still
- Letting him corner you anywhere, anytime
-------------------------------------------------------------------------------

Collect the red orbs that drop and then move towards the shiny object. Darn, 
the game still won't let you get it! Watch the scene and then the mission will
end.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.12. MISSON TWELVE - HUNTER AND HUNTED

"Reclaim the bridge before the soul is lost forever."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ TORTURE CHAMBER +

The Haywire Neo Generator sucks your soul (AKA your life bar) out bit by bit,
though in return you are in DT mode as long as it is in your hands. As the 
mission quote says, you're trying to get back to the bridge before the 
Generator sucks out all of your health, so quickly go through the unsealed 
door.


+ TEMPERANCE WAGON +

Quickly run down the stairs and hop onto the wagon.


+ TEMPERANCE WAGON +

The usual demons will assault you here, though they all drop more green orbs 
than normal so kill them to keep your health up. 


+ TEMPERANCE WAGON +

Knock the pedestal away from the hole and grab the green orb on the lower 
level. Proceed up the stairs and into the door.


+ ALTAR OF EVIL +

A red seal will appear here. Kill the Hell demons that spawn and then go 
through the brownish door at the end of the room opposite the bloody statue 
heads.


+ ALTAR OF EVIL PATHWAY +

Run past the Blood-Goyles here and go through the door at the end.


+ GEARS OF MADNESS +

Make your way along the gears until you reach a small one that you can jump up
onto, then leap up to the line of red orbs. Jump onto the gear on the same 
level and continue until you reach the tri-colored door.


+ MARBLE THROUGHWAY +

Another red seal here. A Hell Vanguard will pop up along with some Hell Prides,
so kill them all. The Hell Vanguard drops a large green orb which is helpful. 
Go through the yellowish door when the seal is removed.


+ THE ROTATING BRIDGE +

Go along to the centre of the bridge and Dante will be freed of the Haywire Neo
Generator. Yay! Go along the bridge and through the blue door.


+ SPIRAL CORRIDOR +

There's a Divinity statue here for your use, if you so wish. Go through the 
doorway near it and head down the spiral stairs to the gray door. Enter it.


+ UNDERGROUND ARENA +

Run forward and a scene will begin. Boss fight!


-------------------------------------------------------------------------------
BOSS FIGHT 9 - GERYON
Boss Bonus: 6500 Red Orbs

x---------------------------
Geryon is a ghostly horse with a cart and no rider. Here are its attacks:

- Charge: Geryon is doing this most of the time. It'll appear from one 
  direction and gallop forward in a straight line. Jump away to avoid it.

- Laser balls: In the second part of the fight, it'll circle the arena and 
  shoot purple balls of laser at you which will drop down on your location. 
  Keep moving, rolling or jumping to avoid them.

- Shockwaves: Geryon'll stop and shoot laser balls, and when you get close
  it'll whinny, rear its front hooves and then drop down to cause a shockwave
  and blue flames on the ground. Jump away when it rears itself to avoid it.  

- Cart swing: If Geryon has stopped and you're close to it, it will sometimes
  swing its cart around in a circle. Also, it may do this when it's stopping
  itself. Jump away to dodge it.

- Quicksilver orbs: These will appear on the arena in the latter parts of the 
  fight. If you touch one, they will slow you down; however, Geryon will still 
  be the same speed, so you'll have a harder time dodging its charges. If you 
  touch one, start trying to move to the left or right immediately and jump 
  away to the side as soon as you're free of the time warp as Geryon will 
  always follow this with a charge.
---------------------------x

This fight consists of two parts; the first, you're on a narrow bridge where
Geryon will just charge at you from one end of the area to another. At this 
point all you can do is shoot at it until it stops to rest, which is your cue 
to deal some melee damage. After its life bar goes down by about 1/10th or so,
both of you will drop down into a gladiator arena. 

There's more space here for you to utilize, but Geryon also starts using better
attacks. Avoid them the best you can and just shoot until it stops moving. 
Close in and deal as much damage as you can before it starts moving again. 
Occasionally the horse will drop down on its side, which gives you some extra
time to hit it. Near the end of the battle, be careful of the black 
time-slowing orbs around the arena; if you get caught in one, make sure you 
jump away as soon as you're freed or you'll get hit by a charge.

In the arena you can also jump onto the back of Geryon's cart if you time your
jump well, where you can slash away at it until it runs into the wall.

Some no-no strategies include:

- Trying to rush forward and attack Geryon when it is running
- Doing nothing or reacting too late when you get caught in a time-lag orb
-------------------------------------------------------------------------------

After the fight you'll gain the Quicksilver style, which allows you to slow 
down time at the expense of your DT. Go through the gray door at the end of a 
short hallway to end the mission. 

You'll see a scene of Vergil killing Beowulf in one easy slice (again making
Dante seem ever so weak) and mutilating its dead body. I almost felt sorry for
Beowulf here. Sniff.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.13. MISSON THIRTEEN - CHAOS' WARM WELCOME

"Battle of blood and of brothers."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ EFFERVESCENCE CORRIDOR +

A red seal will appear, so kill the Damned Pawns and Bishops (the ones that use
magic) to continue.


+ SPIRAL STAIRCASE +

Go down the spiral stairs, keeping an eye on the lights on the side. When you
see a red light, examine it for a Secret Mission.  


-------------------------------
SECRET MISSION 8 - TOUGH GUYS
OBJECTIVE - Destroy every enemy.

Nothing too difficult here, just defeat the Hell Vanguards and Arachnes here to
gain a blue orb fragment. The only thing that might throw you off is the 
presence of two Hell Vanguards at once, as well as other monsters, but it 
shouldn't be too hard. Collect the blue orb once you're done.
-------------------------------

Go down the stairs until you see another door. Ignore this one and continue 
along the hallway and go through the door at the end.


+ LUX-LUMINOUS CORRIDOR +

Defeat the Damned Pawns and Bishops here, then go through the red door at the
junction.


+ VESTIBULE +

A light puzzle here, nothing too difficult. The map for this room currently 
looks like:

Key: 

M = Mirror
B = Mirror to be broken
T = Target (mirror held by a statue - can be source of light)
|, /, \, - = Reflected light's paths
], + = Wall
# = Destructible wall

      ] T  ]
      ]+++]  
      ] B ] 
++++++]   ]
T M B # M ]
      ]+++]
M B-M ]
  | | ]
M M-M ]
    | ]
M M T ]

Before you start, break the destructible wall (#). Destroy the mirrors marked 
B on the map, and the final map should look like this:

      ] T  ]
      ] | ]  
      ] | ]
++++++] | ]
T M-----M ]
  |   ]+++]
M | M ]
  |   ]
M M-M ]
    | ]
M M T ]

And the puzzle is solved! Go to the alcove on the right of the final (T)arget
and grab the Orihalcon on the pedestal. Head back into the previous room.


+ LUX-LUMINOUS CORRIDOR +

Kill the Damned Pawns and Bishops in the corridor next to you, then go along 
that corridor to the door at the end. Enter it.


+ OBSIDIAN PATH +

Use the Divinity statue if you need to stock up on healing items, as there's a
boss fight coming up. Head to the left of the mechanically locked door to find
a Combat Adjudicator for Nevan. Smash it for the blue orb fragment, then return
to the door and use the Orihalcon on it. Go in.


+ LAIR OF JUDGEMENT +

Boss fight with Vergil - again!  


-------------------------------------------------------------------------------
BOSS FIGHT 10 - VERGIL 2
Boss Bonus: 7000 Red Orbs

x---------------------------
He's back, and stronger than ever. But then again, so are you. 

- Beowulf combo: He'll do a kick and punch combo, always finishing with a 
  Killer Bee. Move away when he starts to attack you, or try to Stinger him to 
  interrupt the combo.

- Killer Bee: He'll teleport into midair and then do a downward punch at you. 
  Keep him locked on and run or jump away to avoid getting hit.

- DT mode: Vergil has a DT mode now - after all, he's Dante's twin brother! 
  He's obviously stronger in this mode and he'll also heal himself, so attack
  him as much as you can as that'll shorten his DT mode and cancel out the 
  healing.

- Yamato orbs: He'll stand in the centre of the rooms, mutter something, and 
  then his sword will spin in the air to form orbs that appear in your 
  current location. Keep moving to avoid it, as it'll usually be performed when
  you're far away from him. After this attack he sheaths his sword for about a
  second, so use this time to combo him.

- Blade slice: He'll do a flurry of sword slices around him. Jump away if you
  see him starting to slash.

- Revolving swords: Some swords will appear around Dante, staying with him even
  when he jumps. Eventually they will fly towards Dante rapidly; jump just 
  before they hit or you'll get hit by all of them.

- Sword projection: Some swords will appear around Vergil, and they will point
  outwards towards Dante. Vergil will then fire them off at Dante one at a 
  time. You can deflect them by attacking them, though it's easier just to 
  run away or jump. He may also fire all the swords at you so keep an eye out.
---------------------------x

He's got similar moves to last time, except now he has Beowulf gauntlets so 
he'll do more close combat attacks. Be careful of his combo, if you get caught 
in it it's quite hard to escape. Try your best to attack him lots when he's in 
DT mode, otherwise he'll just heal his HP back up and you'll have to waste more
time getting it down again. 

Some no-no strategies include:

- Leaving him alone when he's in DT mode
- Not bothering to try and escape his combo, especially the last attack
- Staying still
-------------------------------------------------------------------------------

After the battle an interesting scene will occur, showing Jester's true
identity. Then the mission will end. 

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.14. MISSON FOURTEEN - DRIVE!

"Charge upward to the sky."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ LAIR OF JUDGEMENT RUINS +

There's a Divinity statue on your right from where you start. Go there and down
the path to the dead end, and jump up onto the lower section of the wall at the
very end to gain a large amount a hidden red orbs. Go back to the spot you 
started the mission from, and head forward until you see the Beowulf gauntlets 
lying on the ground. Grab them and then head back a little to reach another 
branching point to the right. Go there, smash the Beowulf Combat Adjudicator 
and go through the blue door at the end of the path behind it.


+ UNDERWATER ELEVATOR +

Go forward and board the elevator.


+ SUBTERRAN LAKE +

Head along the path in the direction of the red orbs and go through the crack
in the wall.


+ TOP OBSIDIAN PATH +

Go through the door near the end of the path.


+ VESTIBULE +

You're back in the room with the light puzzle, but now the light and mirrors 
are all gone. Go to the hidden area in the right side of the room near the 
front and head in. There's an alcove in the left wall above a blue light with
a demon/bull's head with glowing red eyes. Examine it for a Secret Mission.


-------------------------------
SECRET MISSION 9 - TARGET PRACTICE
OBJECTIVE - Do not let a single enemy escape.

I recommend Spiral for this secret mission, as it can hit enemies even when 
they're not in view. Start off by pressing R1 and shooting the Hell Wraths
until one of them explodes. There's another Hell Wrath on the next cart, shoot
it so that it damages the other monsters on the same cart and then finish them 
off. Continue in the same way, making sure to press R1 and firing Spiral even
when there doesn't seem to be any enemies coming. Make your way to the end to
get a blue orb fragment. 
-------------------------------

Go forward and into the black doorway.


+ ALTAR OF EVIL +

Red seal time! Kill the Blood-Goyles here and then proceed through the red door
that is at the end of the short hallway, on the right of the bloody statue 
heads.


+ TEMPERANCE WAGON +

Go down the stairs and hop on the Temperance Wagon.


+ TEMPERANCE WAGON +

Kill the Hell demons and the Hell Vanguard that appear until you reach the next
area.


+ TEMPERANCE WAGON +

Go up the stairs and through the door. Use the Divinity statue if you need to.


+ HELL'S HIGHWAY +

Head forward to the door and it will automagically open. Go through the next
one until you're in a purple room with a white spinning light on the floor. 
There are 3 doors around you; take note of which one you entered from (should 
be the one with a wall to the right of it when you're facing the door). Go 
through the door directly in front of you and then through the pink door. Head
into the next room and you'll have to fight some Damned Knights. They're the
horsemen chesspieces. Kill them and then go through the door right next to the 
door you came from (a greenish room). Go into that room and kill the Damned 
Knights and Damned Pawns, and head back out into the previous pink room. You 
can't go through the other red door so just head back to the purple room.

Now head through the other door, the door opposite the wall. Go in the room and
kill the Damned Pawns. A scene will show several doors opening; when it is done
go through the open door from this green room. You'll be back in the purple
room. Go into the pink room and now turn right to the door that was previously
closed. In this red room you'll have to fight more Damned Knights and some
Damned Bishops. When they are defeated all the doors leading from this room 
will be opened. 

The green room is the one you went to before through the purple room, so don't 
bother going there. Go into the white room and through the door on the left, 
into a grayish, barely lit room. Kill the Damned Bishops and Damned Knights 
until the doors are raised and you see a normal brown door and a blue orb
fragment in the next room. Collect it and go through the door. 


+ SUBTERRAN GARDEN +

A Divinity statue here if you want to upgrade. Go through the grayish blue door
opposite the Divinity statue.


+ SUBGROUND WATER VEIN +

Run along the path, killing the Enigmas as you do so. Before you enter the
bright column of light, head through the door at the end of this path and 
search for a Vital Star S before heading back and going into the light. You'll 
be transported back to Love Planet. Go through the door to Bullseye, smash 
everything, then head back to the front of Dante's wrecked office for a yellow 
orb. Go back to Love Planet and head out the other door.


+ 13TH AVENUE: AFTERMATH +

Jump up above to the right of the neon sign to get the red orbs. Run forward
to end the mission.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.15. MISSON FIFTEEN - THE GATECRASHER

"Control the tower, control your destiny."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ UPPER SUBTERRAN GARDEN +

Approach the colored, door, and a red seal will appear, along with two Fallens.
Use melee attacks to get rid of their protective wings first before attacking 
their exposed core. Kill them and the seal will disappear. Go through the door.


+ PROVISION STOREROOM +

Kill or run past the Arachnes and then go through the brownish red door. Notice
the reddish circular mechanism behind some bars here, between the two doors.


+ DEVILSPROUT LIFT +

The lift is currently inactive as it needs 3 objects to activate it, so run to 
the left down the other set of stairs and through the yellow door.


+ FORBIDDEN LAND: FRONT +

Run to the circular mechanism opposite the door and melee it until it is 
activated. Go back into the previous room.


+ DEVILSPROUT LIFT +

Go back to the Provision Storeroom.


+ PROVISION STOREROOM +

The bars covering the circular mechanism here has been lifted, so activate it. 
This one is slightly special as it has blue flames. It directly affects the 
tri-colored doors and where they lead. Go through the tri-colored door now.


+ GEARS OF MADNESS +

You're back here, but now the gears are spinning. Don't touch the edges of the
gears or you'll be damaged. Jump over to the ledge with the red orbs, grab 
them, and then jump straight down to the lower level. Make your way to the
brown door at the other side and go through.


+ ALTAR OF EVIL PATHWAY +

Kill the Soul Eaters or run past them and go through the dropping blades. They
have a pattern so time your movement right and go past just as both blades
go into the ground. Grab the orihalcon fragment in the alcove in the wall near 
the end. Make your way back to Gears of Madness.


+ GEARS OF MADNESS +

Run along the lower level until you reach the small gear which goes up and 
down. Beneath it on the wall is a special circular mechanism. Activate it and
then go through the tri-colored door. 


+ ROUNDED PATHWAY +

The rounded pathway now has blades which go directly across your path, as well
as the presence of several Dullahans. Avoid or kill them, jump over and run 
under the blades and go through to the other side. On the right of the other
door is a special circular mechanism; activate it. Go into the door nearby it.


+ PROVISION STOREROOM +

Kill or run past the Arachnes and grab the Orihalcon Fragment lying on the 
altar. Run back to the previous room. 


+ ROUNDED PATHWAY +

Carefully make your way back across the spinning blades and into the 
tri-colored door. Personally I hate jumping back across these blades more than
jumping forward over them, as the camera angle sucks and you can't see where
the next blades are. Just double jump over them, don't Sky Star or do any
Trickster moves in mid-jump, as chances are you'll hit the next spinning blades
and get knocked back.


+ TOP SUBTERRAN LAKE +

Use the Divinity statue here if you want, then grab the red orb opposite the
circular mechanism and go past the blue door into the hidden area for more red
orbs. Go back and into the blue door.


+ ROUNDED PATHWAY +

Grab the green orb in the alcove near the door. Two Soul Eaters will ambush you
here. Kill them, then jump past the spinning blades (here, a well-judged single
jump will do. If you double jump you may jump too high and risk hitting the top
blades) and grab the Orihalcon Fragment lying on the ground at the end. Make 
your way back to the door and go through.


+ TOP SUBTERRAN LAKE +

Head to the circular mechanism and activate it once so that the blue section
of the three colors is on the bottom. Go through the tri-colored door.


+ MARBLE THROUGHWAY +

Proceed through.


+ DEVILSPROUT LIFT +

Follow the path and go through the door.


+ SPIRAL CORRIDOR +

Go through this area and into the door.


+ UNDERGROUND ARENA +

Two Fallens will greet you here, fight them if you want. Jump down to ground
level and then run around til you find the blue orb fragment. Jump onto the
round platform to be transported back up. Make your way back.


+ SPIRAL CORRIDOR +

Go back to the previous room.


+ DEVILSPROUT LIFT +

Follow the path and go back through the door.


+ MARBLE THROUGHWAY +

Head through the other door.


+ TOP SUBTERRAN LAKE +

Head to the circular mechanism and activate it once so that the blue section
of the three colors is on the top left. Go through the tri-colored door. 


+ PROVISION STOREROOM +

A red seal will appear. Kill the Arachnes, and then go through the brownish
door.


+ DEVILSPROUT LIFT +

You should have all three Orihalcon Fragments now, so go up the stairs and 
insert them into the indentations on the elevator switch. Board the lift.


+ SUN & MOON CHAMBER +

Run out of the lift and a scene will begin. Mission over!

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.16. MISSON SIXTEEN - WIN OR LOSE

"Stand up for your beliefs!"
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ SUN & MOON CHAMBER +

Behind you is a door that has two holes in it, requiring items to open it up.
Head forward towards the elevator and to the right is a Divinity statue if you
want to use it. Head into the blue door.


+ ENTRANCEWAY +

Defeat the enemies here and go up the stairs and into the door.


+ LIVING STATUE ROOM +

A red seal will appear, and the scene will show you the door you need to go
through next. Kill the Blood-Goyles and Enigmas to release the seal and then go
through the red door above the stairs.


+ WAKING SUN CHAMBER +

Attack the red circular mechanism on the wall near you and a big iron ball will
drop down. Hit it quickly until it breaks (or you'll have to start over again)
and a secret room in the wall will be revealed. Take the Golden Sun on the 
altar and a red seal will appear. Kill the Damned Rooks (they may also produce
other chess pieces, so be quick about it) and then go through the golden door
on the right of the altar for Secret Mission 10.


-------------------------------
SECRET MISSION 10 - GUIDING LIGHT
OBJECTIVE - Solve the crystal puzzle.

This is another of your typical light puzzles - except the puzzle you get is
random out of a choice of 6. Here are all of them; find the one which looks 
like the one you got and then solve it from there. Break the mirrors labelled
B on the maps. To reset the puzzle, just strike the red circular mechanism on 
the back wall of the room.

Key: 

M = Mirror
B = Mirror to be broken
T = Target (mirror held by a statue - can be source of light)
], + = Wall
# = Destructible wall


PUZZLE ONE

         ]   ]
         ]+++]  
         ] T ]
         ]   ]
         ] B ]
+++++++++]   ]
M     M  # M ]
         #   ]
B   M M T]+++]
         ]
M   B M M]
         ]
  M B    ]
         ]
M M   M M]
         ]
    M    ]
         ]
M T M    ]

(In this puzzle, you'll have to break the cracked wall on the top right of the
room first before you can complete the puzzle.)


PUZZLE TWO

         ]   ]
         ]+++]  
         ]   ]
         ]   ]
         ]   ]
+++++++++]   ]
M   B M M#   ]
         #   ]
M   B   M]+++]
         ]
T   M   M]
         ]
M   B   M]
         ]
M   B   M]
         ]
M   B   B]
         ]
M   T M T]


PUZZLE THREE

         ]   ]
         ]+++]  
         ]   ]
         ]   ]
         ]   ]
+++++++++]   ]
    T T  #   ]
         #   ]
    B T M]   ]
         ]   ]
M   M M M]+++]
         ]
M   B   M]
         ]
M M   B M]
         ]
M   M   M]
         ]
M       M]
         ]
    M M  ]


PUZZLE FOUR

         ]   ]
         ]+++]  
         ]   ]
         ]   ]
         ]   ]
+++++++++]   ]
  M   M M#   ]
         #   ]
M   B M  ]+++]
         ]  
      M M]
         ]
M   B   M]
         ]
    M M  ]
         ]
T   B   M]
         ]
T M M B  ]
         ]
  M M   M]


PUZZLE FIVE

         ]   ]
         ]+++]  
         ]   ]
         ]   ]
         ]   ]
+++++++++]   ]
        M#   ]
         #   ]
T   M    ]+++]
         ]  
B B M B M]
         ]
M     M M]
         ]
M M   B M]
         ]
M M B    ]
         ]
  B M M  ]
         ]
M   T    ]


PUZZLE SIX

         ]   ]
         ]+++]  
         ]   ]
         ]   ]
         ]   ]
+++++++++]   ]
      M  #   ]
         #   ]
M   M M M]+++]
         ]  
  B     M]
         ]
    M   M]
         ]
M   T M  ]
         ]
T M B M M]
         ]
M   B M  ]
         ]
         ]
M M     M]


Upon completing the puzzle, collect the blue orb that drops to be warped out.
-------------------------------

Go back into the previous room.


+ LIVING STATUE ROOM +

Head back to the Entranceway.


+ ENTRANCEWAY +

Kill the monsters if you so wish and then head back to the door at the bottom
of the stairs.


+ SUN & MOON CHAMBER +          

Head around the lift to the other side, where a red door is. Go through.


+ ENTRANCEWAY +

Head up the stairs, killing the enemies if you want. Go through the door.


+ CURSED SKULL CHAMBER +

Another red seal here. Kill the Hell demons that spawn and then take the Devil 
Star at the back of the room. Head back to the Entranceway.


+ ENTRANCEWAY +

Head down the stairs, this time passing the door at the bottom and heading into
the crack in the wall on its right.


+ CHAMBER OF SINS +

There're two red circular mechanisms here; quickly activate them both and two
iron spheres will drop down. Hit them against each other until they both crack.
The Onyx Moonshard will then be revealed. Take it and a red seal will appear.
Kill the two Fallens and then leave.


+ ENTRANCEWAY +

Head through the door near you. 


+ SUN & MOON CHAMBER +

Use the Golden Sun and the Onyx Moonshard on the sealed door opposite the lift.
Go through.


+ ICE GUARDIAN'S CHAMBER +

Kill the Blood-Goyles and Enigmas, then head up the debris and jump up through
the hole in the roof.


+ SURGE OF FORTUNAS +

Kill the demons here and then go up the stairs on the left and into the door.


+ ENDLESS INFERNUM +

Go across the bridge in front of the door, being careful not to fall off the
sides. If you fall into the abyss you'll end up back in the Chamber of Sins.
Make your way past the goddess statue, then go through the big red door.


+ GIANTWALKER CHAMBER +

Kill the Soul Eaters and Arachnes that appear (Beowulf is useful against them,
as it can stop their charge attacks), then make your way through the area into
the little red door next to the bloody '5' on the wall.


+ INCANDESCENT SPACE +

You may remember this area from earlier missions, though now the gears are all
working. Use the Divinity statue if you need to, then go through the yellow 
door next to it. 


+ THE DIVINE LIBRARY +

Move forward and a cutscene will begin...


-------------------------------------------------------------------------------
BOSS FIGHT 11 - LADY
Boss Bonus: 7500 Red Orbs

x---------------------------
As the only human in the game, she's not too tough, though she is incredibly
fast. Here are her attacks:

- Hook and shoot: She'll use Kalina Ann to hook and jump up and then spray the
  ground with bullets. Jump away to avoid it when she starts to jump.

- Grenades: She'll leave these lying around. They have a reddish glow when 
  they're about to blow, so if you see one, the obvious thing to do is to stay 
  away.

- Rocket shot: She'll stand on the ground for a moment, say something like 'OK'
  or 'Alright' and then shoot a single rocket at you. Wait til she just 
  launches the rocket and then jump away to dodge it.

- Handgun shots: She'll do this practically all the time; when you hit her, 
  when you get close, etc. Keep on your toes and jump or roll away whenever you
  land a hit on her.

- Hysteric: Near the end of the fight, she'll stick the Kalina Ann into the 
  ground and fire a few homing missiles at you. Run away to avoid them.
---------------------------x

You'll probably spend most of this battle chasing Lady around, so use your 
handguns to shoot her whenever you spot her and you're far away. When she stops
to launch a rocket, get close and deal a combo and then rush away before she
shoots you with her handguns. Watch out for the grenades or shoot them to blow
them up.

When her health gets low the fight actually starts to get a bit easier. She'll
stop to use the Hysteric missile attack which gives you a lot of time to melee 
her. Do this a few more times and she'll finally be defeated.

Some no-no strategies include:

- Staying still after you melee her (you'll get shot)
- Not bothering to look out for grenades
- Trying to outchase her
-------------------------------------------------------------------------------

+ HIGH-FLY ZONE +

You'll come out here automatically after the battle. Use the orange jump pads
to get up to the brown door, collecting the red orbs while you're at it, and
then go through. 

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.17. MISSON SEVENTEEN - INNER DEMONS

"Control your shadow."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ THE DARK CORRIDOR +

Head along the path until you come to some stairs with rafters above them. As
usual jump up and get the red orbs, then head forward until you see a door and
a crack in the wall. If you go through the crack, you'll come to the Trial of
the Warrior, where you'll face some DTed Hell demons and a DTed Hell Vanguard,
much like the last Trial of the Warrior. Activate both red circular mechanisms
to un-DT them for a short period of time. Your reward is a yellow orb.

Go through the blue door beside the crack.


+ GOD-CUBE CHAMBER +

There's a red orb crystal opposite the door at the back wall, and also a 
Beowulf Combat Adjudicator in an alcove in the wall on the right of the
crystal. Smash it for a blue orb fragment and then jump on the cube in the 
centre of the room. 

From there jump up to the cube going up, then when you see the spinning cube,
watch the other cube that goes up and down beside it and Air Hike onto the 
up-and-down cube when it is about to come down. When you see the next spinning
cube, double jump (AKA Air Hike) across it and onto the ledge with the door. Go
in.


+ FIRESTORM CHAMBER +

A red seal with appear and you'll have to fight two Hell Vanguards and some
Enigmas. Kill them and then proceed through the red door.


+ AZURE GARDEN +

Smash everything around the door and use the Divinity statue if you want to. Go
up the stairs around the tower and into the room for a blue orb fragment. Jump 
up for some red orbs, then head back to the other door. Go back.


+ FIRESTORM CHAMBER +

Go back to the previous room.


+ GOD-CUBE CHAMBER +

Jump onto the stationary platform on your right and then onto the figure-8
cube on top. From there, when it gets close to the four cubes moving together
and the four cubes are just about to change direction, jump onto them and 
quickly jump up to the top one. Wait until they approach the stationary ledge
and then jump off. Head through the door.


+ TRI-SEALED ANTECHAMBER +

A Divinity statue is here for your use. Head forward and you'll notice you're 
at a place similar to the Chamber of Three Trials; though in this room only one
path is available on the left, so head up the stairs and go through.


+ TRIAL OF WISDOM +

Red seal alert! Kill the Arachnes and then go through the only other door.


+ TRIAL OF SKILL +

More spikes coming out of the walls for you to dodge, except now they come from
two directions at once. Trickster is useful here, just dash when you're close
to the blades to go right through them. If you don't have it... good luck. Stay
on your toes, I guess. Reach the end and then turn left into the gap in the 
wall, then go outside and use the orange launch pad to jump up into the next
area.


+ PITCH-BLACK VOID +

Head forward and up the stairs; above the stairs are rafters, you know what to
do. On the beam in the middle, land on it and walk to the wall on the right to
see a statue. Examine it for a Secret Mission.


-------------------------------
SECRET MISSION 11 - ON PINS AND NEEDLES
OBJECTIVE - Avoid the spikes and obtain the blue orb.

It's best if you have Trickster for this; dash when you get close to the spikes
to pass through them. Do the same for all of them until you reach the end. Grab
the blue orb to be warped out. Mission finished! That wasn't too hard, was it?
-------------------------------

Go through the blue door. 


+ SKULL SPIRE +

A red seal will appear, along with some new enemies named Abyss. Nothing too
special, they have a habit of melting into the ground and occasionally 
breathing fire, but that's about it. Kill them and move on, then go through the
door at the end.


+ MOONLIGHT MILE +

Run along the path until you reach the door. Use the Divinity statue if you 
need to, as a boss battle is coming up. Go through the door.


+ DARK-PACT CHAMBER +

Move forward along the path til you see the doorway with the seething black
mess of darkness. Approach it.


+ APPARITION INCARNATE +

A cutscene will begin. A battle with your own shadow will now commence!


-------------------------------------------------------------------------------
BOSS FIGHT 12 - DOPPELGANGER
Boss Bonus: 8000 Red Orbs

x---------------------------
A rather unique boss; because it's your shadow, it'll have some moves that you
have, including Dash and Stinger.

- Darkness pillar: It will make a noise and the ground beneath your feet will
  become black. Jump away when this happens to avoid getting hit by the pillar
  of darkness that forms soon after.

- Dark orb: It will shoot a ball of darkness at a wall light you've 
  illuminated, causing it to black out again. More annoying than anything else,
  though if you get hit you'll be damaged. Can be deflected, though it is 
  tricky, and it deals damage to the Doppelganger.

- Lights out: Not really an attack, but all the lights in the room will be
  diminished at once.

- Dash: The Doppelganger will do up to three dashes (Triple Dash) to cover 
  ground quickly. 

- Uppercut: An uppercut attack following a Triple Dash. Air Hike to avoid it; 
  it is usually used when you're trying to open a light.

- Stinger: It will Stinger you very quickly when you try to approach it or run
  away from it. Air Hike to avoid it.
---------------------------x

The way to kill the Doppelganger is to illuminate it, then attack it while it
is vulnerable. To do this you have to attack the lights on the sides of the 
room so they light up. In Easy and Normal modes, it's not hard to light up all
of them at once, but from Hard upwards the Doppelganger will use the Dark orb
attack frequently, rendering your efforts a waste of time.

Oh, and don't bother attacking it while it is normal and invulnerable, your
attacks will do nothing. It IS a shadow, after all.

EASY/NORMAL:

Light up all the lights and then attack it while it is suffering in all the
light. Rinse and repeat.

HARD/DMD:

The lights take 5 hits to illuminate, so you need to hit it 4 times and then
wait for the Doppelganger to come for you. If it dashes towards you while 
you're hitting the lights in preparation, Air Hike to dodge its uppercut attack
and then resume your business. When you've hit it 4 times, face the light (lock
on if you feel you must) and then give it one last hit just before the 
Doppelganger reaches you. It will be blinded by the light and temporarily 
vulnerable. Hit it before it recovers, then rinse and repeat.

Some no-no strategies include: 

- Trying to attack the Doppelganger while it is in shadow
- (In higher difficulties) Trying to illuminate all the lights
- (In higher difficulties) Trying to hit the light 4 times in a row even when
  the Doppelganger comes for you
- (In higher difficulties) Not facing the light when you hit it for the 5th 
  time - you'll just end up attacking the Doppelganger by mistake instead as 
  you will automatically lock on to it, and then you'll get hurt
-------------------------------------------------------------------------------

After this you'll gain the Doppelganger style. Yay! Go through the column of
light.


+ DARK-PACT CHAMBER +

Head along the path and up the stairs.  

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.18. MISSON EIGHTEEN - INVADING HELL

"Break the seal and battle into the depths."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ UNSACRED HELLGATE +

Run forward and jump onto the rocky platforms, which will automatically 
assemble themselves into a path as you approach them. When you reach the 
mirror, jump in.


+ DAMNED CHESS BOARD +

You'll have to fight Damned Chessmen here - the whole set. You can either kill
all the chess pieces one by one, but it'll take a long time. The suggested
method is just to kill the Damned Rooks, then the King so that all the chess
pieces die. If you don't kill the Rooks, they'll use a move called Castle to 
automatically protect the King, making it impossible to attack him. If you want
red orbs though, go ahead and kill all of them. The annoying thing here is that
they will often turn to stone and you won't be able to damage them. Argh. Just 
be patient and eventually they'll activate again. The chess pieces often crowd 
together, so attacks with a large radius of damage such as Cerberus' Million 
Carats and Nevan's Crazy Roll are helpful.

When you defeat the King, a mirror will appear. Jump in.


+ ROAD TO DESPAIR +

Run forward and the rocks will again piece together your path. Beware however,
as there are some Fallens here to annoy you. Run past them or kill them. When
you reach the giant foot, run to the right side until you drop down a ledge.
Break the red orb crystal here, then jump back up onto the left side where 
there are some more red orbs along a ledge. Go along to the end of this little
path until you see a grey carved door on the side of the foot. Examine the door
for a Secret Mission.

-------------------------------
SECRET MISSION 12 - FINAL ASCENSION
OBJECTIVE - Obtain the blue orb fragment.

This is a harder version of the God-cube Chamber you encountered earlier. Again
you have to reach the top door, but this time the cubes are a lot harder to get
up on and use as most of them turn. To stay on a turning cube, continually walk
in the opposite direction that the cube is turning in or do a small jump 
whenever you're about to get thrown off. By the way, you need Trickster for 
this mission, and always remember to focus your camera in the right direction 
so you can see where you're going.

From the ground, jump up onto the cube beside the wall, then jump up onto the
turning cube and then from there jump up onto the cube going up and down in the
middle of the room by double jumping and then using Sky Star. From there jump 
onto the ledge with the metal door. Phew! An alternative method is to jump onto
the turning cube, then when it's on top or to the left of the cube under it,
do a Wall Hike against the wall and then Wall Run straight up, where you should
see a rectangle coming in and out of the wall. Jump onto it (if it's inside the
wall, shoot with E&I to stay in the air, then Sky Star onto it once it emerges
from the wall), then jump onto the ledge.

Jump up to see a cube going around in a figure-8. It moves in time with the 
cube going in and out of the wall. When the latter cube is about to come out,
jump onto it, then when the figure-8 cube approaches, quickly jump onto it. 
From this cube, watch the cube doing a vertical figure 8; every 2 times you go
near it while on your current figure-8 cube, it will be going up. Time your 
jump so that you jump onto it while it is about to turn upwards, then try your
best to stay onto it. Turn your camera to the doorway as you approach the top 
of its course, then Air Hike or Sky Star onto the ledge. Grab the blue orb. 
Yay! That's all of the Secret Mission blue orbs!
-------------------------------

When you're done, go through the mirror on the foot.


+ LOST SOULS NIRVANA +

Now this is a fun place. If you look around, you'll see lots of different 
colored lights; each one represents a boss you've fought before (excluding 
Vergil). There is a diagram tablet near the exit which shows all the lights, as
well as the paths joining specific lights together. To activate the exit, you 
have to form a closed path with any of the lights. To activate a light, you 
have to defeat the boss it represents. The bosses and lights are: 

Blue: Geryon
Light Blue: Cerberus
Purple: Nevan
White: Beowulf
Black: Doppelganger
Gold: Gigapede
Orange: Hell Vanguards and some other monsters
Red: Heart of Leviathan
Green: Agni & Rudra

As you can see, the easiest way to activate the exit would be to fight the
Green, White and Light Blue lights, which are Agni & Rudra, Beowulf and 
Cerberus, respectively. However, you get a blue orb fragment if you defeat them
all, so I would recommend doing that on your first playthrough on a lower 
difficulty. I hope you brought lots of Vital Star Ls - if you run out, there's 
a Divinity statue near the entrance and several large green orbs scattered 
around for your use.

When you activate a closed path, a mirror will appear. Go through the mirror to
end the mission.

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.19. MISSON NINETEEN - FORCES COLLIDE

"Topple the great beast with fate's bullet."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

+ ROOM OF FALLEN ONES +

You'll be thrown straight into a hellhole with a bunch of Abysses. Kill them 
and then go through the mirror that appears.


+ NIRVANA OF ILLUSIONS +

More Abysses here, but if you try to attack them you'll find that you do no 
damage. The trick here is in the mirrors around the room; find the green-tinged
one that shows Dante's reflection, then smash it until it goes black. Every 
time it goes black another mirror in the room will turn greenish. Continue 
smashing the reflective mirrors, and eventually it'll smash, and the Abysses
will die. Do this twice and a mirror portal will appear in the middle of the
room. Before you leave, Air Hike onto the top of the chandeliers and on one of
them is a Vital Star L. Go through the mirror.


+ INFINITY NIRVANA +

Kill the Abysses and a path to the shiny object in the middle of the room will
open. Take the Samsara and a mirror will appear. Go through.


+ LOST SOULS NIRVANA +

You're back here now - but look at your DT bar! It's been chained, so you can't
use DT here. Take the green orb (or go around the area for more green orbs if 
you need them) and then go back through the mirror you came from.


+ ROOM OF FALLEN ONES +

Go back through the mirror.


+ NIRVANA OF ILLUSIONS +

Use the Samsara on the golden statue in front of you, and the mirror portal
will change. Go through it.


+ END OF THE LINE +

Just run forward as usual and the rocks will form a path. Use the Divinity
statue if you need to and then go through the portal.


+ FORBIDDEN NIRVANA +

Following a very amusing scene, a boss fight will now begin.

-------------------------------------------------------------------------------
BOSS FIGHT 13 - ARKHAM & ARKHAM'S LEGIONS
Boss Bonus: 9000 Red Orbs

x---------------------------
Arkham's dabble into Sparda's power only served to turn him into a big... lump.
This battle is quite easy as he doesn't do much, only:

- Tentacle swipe: He'll swipe at you with a tentacle. Very easy to dodge 
  because he does the obvious action of pulling back the tentacle he's going to
  swipe with. Jump away to avoid it.

- Color change: After you attack him a bit, his body color will change to 
  vomit-yellow/green and he'll launch a widespread spray-like attack. Stay 
  behind him when his body changes.

- Red projectiles: After the previous attack, he'll launch some red rocket-like
  projectiles at you. They can be deflected.

- Legion summon: After a while, he'll sink into the ground and he'll summon his
  legions, which are those fish-like things floating around. They're quite 
  annoying and explode on contact, so quickly use Kalina Ann or another 
  powerful firearm to dispose of them. You can melee them, but chances are 
  you'll get hit in the process. After a while Arkham will resurface, so try to
  get rid of them quickly.
---------------------------x

The whole battle is just basically a repetition of all his attacks, in the 
order I mentioned them in. Melee him as much as you can while he's visible,
dodging his attacks when needed, then blast away the Legions before they can
explode on you. At about halfway through his lifebar, a scene will occur and 
Vergil will come to join you in your battle. When you have Vergil you cannot 
use DT or Style attacks, but he serves as a Doppelganger of sorts and will make
your battle move a lot faster, so it's a rather fair trade.

Some no-no strategies include:

- Just meleeing and not dodging
- Running headfirst into the crowd of Legions (especially red ones)
-------------------------------------------------------------------------------

After this, the mission will end with a cool scene. 

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

+ MISSION END +

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


///////////////////////////////////////////////////////////////////////////////
- 7.20. MISSON TWENTY - SCREAMING SOULS

"Cast off your pride and embrace your fate."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

We've finally reached the big two-oh! And what better way to end it than with
a final boss fight with Vergil?


-------------------------------------------------------------------------------
BOSS FIGHT 14 - VERGIL 3
Boss Bonus: 9500 Red Orbs

x---------------------------
As the last boss of the game, you have to expect him to be strong. Very strong.
As he is using Force Edge now, most of his attacks will be the same as in 
previous fights (since Force Edge is a sword, like Yamato), so use the same 
strategies accordingly.

- DT mode: Vergil has a DT mode now - after all, he's Dante's twin brother! 
  He's obviously stronger in this mode and he'll also heal himself, so attack
  him as much as you can as that'll shorten his DT mode and cancel out the 
  healing.

- Force Edge combo: This consists of two punches, a slash and then he'll 
  teleport above you, use Helm Breaker and finally end with a Stinger. As you
  can probably tell this combo really hurts, so make sure you escape it as soon
  as you can.

- Sword orbs: He'll stand in the centre of the rooms, mutter something, and 
  then his sword will spin in the air to form orbs that appear in your 
  current location. Keep moving to avoid it, as it'll usually be performed when
  you're far away from him. After this attack he sheaths his sword for about a
  second, so use this time to combo him.

- Blade slice: He'll do a flurry of sword slices around him. Jump away if you
  see him starting to slash.

- Sword projection: He'll create a black and red sword that will follow Dante
  around and continually pummel him if he's not careful. Time it right and you
  can use Royal Guard to block all of its attacks. 

- Invincible mode: When he's near death, he will go into a temporary invincible
  period. Unfair, yes, but there's nothing you can do about it except to run 
  away. 

- Multiple Helm Breaker: When his health is low, he will repeatedly teleport
  and use Helm Breaker on you. Obviously, don't get caught up in it. When you
  notice him teleporting, start running. If you're jumping, don't Air Hike or
  you might find yourself still in the air and vulnerable when he does the next
  Helm Breaker.

- Air slice: When his lifebar is nearly depleted, he will occasionally use
  Force Edge to slice the air, giving off a large air shockwave. Jump when you 
  see him about to slice. 
---------------------------x

Vergil has all the moves from his previous fights except for the Beowulf 
attacks (since you are now the proud owner of the Beowulf gauntlets... hehe).
His DT mode is tougher than ever, and he also attacks more. Don't hesitate to
use Vital Star Ls, as he could easily pummel you when you're not looking. It'll
also help a lot of you have Royal Guard equipped.

Approach him cautiously when the battle begins. If he does any long-range 
attacks, just avoid them and then once you reach him, keep him busy with 
combos. All his sword orb attacks can be blocked with Royal Guard, so if he 
uses them then time your block right to deflect all of them. He goes DT quite
often in this battle; in Easy and Normal mode go ahead and attack him, but in
Hard and DMD mode, the huge damage he deals in DT mode isn't worth you trying 
to land a few blows on him without your own DT. So if you're out of DT, then
stay back and shoot - he can easily take off half of your lifebar with just one
combo while he's in DT mode.

In the latter half of the fight he will use his invincible DT mode a couple of
times and his sword orb attacks will last longer. Again block the orbs with 
Royal Guard, making sure to time your blocks right or you'll just end up 
getting hit anyway. Once your Royal Guard gauge is powered up, Release it at 
Vergil (when you're right next to him) to deal some nice damage.

As usual stay on your toes and try not to get caught in his combos. The arena 
is quite big so it gives you plenty of space to run around, so use it to your 
advantage when dodging attacks. Use all the skills you've mastered from playing
the last 19 missions and defeat him once and for all!

===
Here's another Kalina Ann gunner strategy submitted by Brian Moller:

"... when using ebony and...ivory?...while ideal for accuracy and speed, their 
damage is minimal, so as i mentioned, i used kalina ann. this would require you
to be in the gunslinger style to optimize the benefit from this gun. kalina ann
must be leveled up to its max level (level 3) so as to optimize the speed at 
which the missle travels to hit virgil (or any target for that matter) to 
ensure the best chance for accuracy. when fighting virgil, at the very 
beginning, i would typically immediately shoot off the multiple missle attack 
(O button) as even if he does his twirl thingy to block it, its multiple 
missles, so i often succeed in inflicting some damage on him every time. this 
also works when he tries to dodge, as even if he managed to dodge some missles,
a couple tend to his him anyway depending on how quick hes being at the time. 
this move is to be used when at a distance for obvious reasons. in the half 
second or so it takes dante to place the gun you cant move however, so again 
you must be careful, but once the missles begin shooting out you can jump out 
of the way before its completed, which i like as at least a couple missles 
still get out even if im interrupted early which may still hit him and cause 
some damage. as for its main missle attack, as i fought him i noticed that 
after his combo attacks, he tends to sheath his sword, allowing for a very 
brief opportunity to attack him with some combos to inflict some damage. 
however, you may not always be close enough to get to him in time to inflict 
this damage that's where the missle attack comes in (square) and this will 
still inflict a decent amount of damage. but it takes a half second or so to 
get this missle out at him so the ideal time to use this would be after he 
performs a combo attack and you cant get to him in time. but its most vital use
is when virgil is in devil trigger mode. again, when he attacks in combos, he 
will sheath his sword. despite this, you cant attack him as he will get on you 
immediately and your in trouble, at least this was the case for me, so instead 
i would shoot out the primary missle, and when i could gain some distance, 
shoot out the multiple missle because at the very least, some, if not all the 
missles, will tend to still hit him causing damage, helping to get him out of 
DT and back in normal mode quicker then otherwise. i used these two attacks 
heavily while he was in DT immediately after he finished a combo attack and 
began sheathing a sword as being the strongest gun in the game, if timed right,
you can inflict some real heavy damage on him even when he is in DT mode and 
often get him back to normal state fairly quickly so he doesn't recover much 
health. however, when he is constantly moving around, especially in DT, then 
ebony and ivory would be ideal when you need to constantly be on the move. but 
i stress, unless you have to be on the move constantly to avoid being hit, with
this strategy its ideal to keep with kalina ann. but if you can set it up right
and know when to use the multiple missle attack and primary missle attack, i 
have found that you can inflict heavier damage, quicker then with ebony and 
ivory, ESPECIALLY when he is in DT mode when it becomes foolish to attack him. 
for me, this was the ideal strategy, though i would recommend you try it out 
yourself and try and get a feel for it as that would be far better then any 
chance i have of fully explaining it. but again timing would be necessary and 
knowing how to use kalina ann with proper timing is crucial, but when done 
right, i found i could inflict heavier damage on him quicker then i could with 
ebony and ivory, and i felt this might be a useful strategy for others as well"
===

As for Hard and DMD modes, nobody has tried the aforementioned method yet so I 
can't confirm the results there. Though with DMD especially, you'd have to be 
especially good at dodging and reading his attacks, otherwise you'll quickly be
decimated.

Some no-no strategies include:

- (On lower difficulties) Leaving him alone when he's in DT mode
- (On higher difficulties) Trying to attack him when he's in DT mode without
  being DTed yourself
- Trying to snipe him from afar
- Staying still
-------------------------------------------------------------------------------

Congratulations, you've completed the game! But don't relax just yet - while
the credits are rolling, defeat 100 monsters or more to view the good ending.
A counter will appear on-screen to tell you how many you've defeated. Try to be
quick, as the 100th monster is a Hell Vanguard, which you'll need a bit more 
time to defeat.

If you don't kill 100 monsters, you'll get the crappy ending, and who would 
want to see that?

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

+ MISSION END +

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



-------------------------------------------------------------------------------
8. DEVIL ARMS/GUNS 
-------------------------------------------------------------------------------

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

+ DEVIL ARMS +

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

------------------
+ 8.1. REBELLION +
------------------

"A keepsake sword from Dante's father. Dante's blood has awakened the blade's 
true power."

Your default sword that you start the game with. It is medium in all aspects,
making it a very balanced and reliable weapon to use at any time. You'll 
probably want to keep Rebellion with you until you familiarize yourself with
the other weapons.

It is not specially effective against any enemies. 


 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Rebellion Combo I  | Triangle, triangle, triangle                           |
|-----------------------------------------------------------------------------|
| Rebellion Combo II | Triangle, (pause) triangle, triangle                   |
|-----------------------------------------------------------------------------|
| Helm Breaker       | Triangle (while in mid-air)                            |
|-----------------------------------------------------------------------------|
| Stinger            | R1 (hold) + forward on left analog stick + Triangle    |
|-----------------------------------------------------------------------------|
| Stinger: Level 2   | R1 (hold) + forward on left analog stick + Triangle    |
|-----------------------------------------------------------------------------|
| High Time          | R1 (hold) + back on left analog stick + Triangle       |
|-----------------------------------------------------------------------------|
| Million Stab       | Triangle (repeatedly) while executing a type II combo  |
|-----------------------------------------------------------------------------|
| Drive              | Triangle (hold down) then release                      |
|-----------------------------------------------------------------------------|
| Air Hike           | X (while in mid-air)                                   |
 -----------------------------------------------------------------------------


-----------------
+ 8.2. CERBERUS +
-----------------

"A weapon of 3 interlocking rods, infused with the elemental power of ice."

You gain this weapon after you defeat the ice guardian Cerberus in Mission 3.
It's a nunchaku, so it's very fast - fastest out of all the available Devil 
Arms, in fact. However what it has in speed it lacks in power, diminishing 
their overall usefulness.

It is specially effective against the bosses Agni, Nevan, Geryon and Gigapede,
and the lesser demon Abyss.


 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Cerberus Combo I   | Triangle, triangle, triangle, triangle, triangle       |
|-----------------------------------------------------------------------------|
| Cerberus Combo II  | Triangle, triangle, (pause) triangle, triangle         |
|-----------------------------------------------------------------------------|
| Swing              | Triangle (while in midair)                             |
|-----------------------------------------------------------------------------|
| Revolver           | R1 (hold) + forward on left analog stick + Triangle    |
|-----------------------------------------------------------------------------|
| Revolver: Level 2  | R1 (hold) + forward on left analog stick + Triangle    |
|-----------------------------------------------------------------------------|
| Windmill           | R1 (hold) + back on left analog stick + Triangle       |
|-----------------------------------------------------------------------------|
| Satellite          | Triangle (repeatedly) while executing a type II combo  |
 -----------------------------------------------------------------------------


---------------------
+ 8.3. AGNI & RUDRA +
---------------------

"Blades with serrated edges that hurl forth fire and tornado-like gusts.

You gain this weapon after you defeat the fire and wind brothers Agni & Rudra
in Mission 5. They are quite possibly the most useful weapons in the game, as
they have good strength, decent speed and fairly good range, and you can also 
buy the Air Hike ability for them. 

They are specially effective against the bosses Cerberus, Gigapede and 
partially Leviathan, and the lesser demons Blood-Goyles and Arachnes.


 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| A&R Combo I        | Triangle, triangle, triangle, triangle, triangle       |
|-----------------------------------------------------------------------------|
| A&R Combo II       | Triangle, (pause) triangle, triangle                   |
|-----------------------------------------------------------------------------|
| A&R Combo III      | Triangle, (pause) triangle, (pause) triangle           |
|-----------------------------------------------------------------------------|
| Aerial Cross       | Triangle (while in midair)                             |
|-----------------------------------------------------------------------------|
| Jet-Stream         | R1 (hold) + forward on left analog stick + Triangle    |
|-----------------------------------------------------------------------------|
| Jet-Stream: Level 2| R1 (hold) + forward on left analog stick + Triangle    |
|-----------------------------------------------------------------------------|
| Jet-Stream: Level 3| R1 (hold) + forward on left analog stick + Triangle    |
|-----------------------------------------------------------------------------|
| Whirlwind          | R1 (hold) + back on left analog stick + Triangle       |
|-----------------------------------------------------------------------------|
| Million Slash      | Triangle (repeatedly) while executing a type III combo |
|-----------------------------------------------------------------------------|
| Air Hike           | X (while in mid-air)                                   |
 -----------------------------------------------------------------------------


--------------
+ 8.4. NEVAN +
--------------

"Dante can control bats by jamming on this curious guitar. Its sickle attack is
deadly."

You gain this weapon after you defeat the demoness Nevan in Mission 9. It is an
electric guitar that controls bats, but its bulkiness and the way it is used
means that it has low speed and it is easy for enemies to break up your combos.
However it has a long range, the longest out of all the Devil Arms, and you can
just sit back and strum away from a distance. Its power is fairly average.

It is not specially effective against any enemies. 


 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Tune-up            | Triangle (while on ground)                             |
|-----------------------------------------------------------------------------|
| Nevan Combo I      | Triangle (while in Tune-up mode)                       |
|-----------------------------------------------------------------------------|
| Nevan Combo II     | Left on left analog stick, Triangle (while in Tune-up  |
|                    | mode)                                                  |
|-----------------------------------------------------------------------------|
| Jam Session        | Triangle (repeatedly) while executing a type II combo  |
|-----------------------------------------------------------------------------|
| Nevan Combo III    | Right on left analog stick, Triangle (while in Tune-up |
|                    | mode)                                                  |
|-----------------------------------------------------------------------------|
| Air Play           | Triangle (while in mid-air)                            |
|-----------------------------------------------------------------------------|
| Reverb Shock       | R1 (hold) + forward on left analog stick + Triangle    |
|-----------------------------------------------------------------------------|
| Reverb Shock:      | R1 (hold) + forward on left analog stick + Triangle    |
| Level 2            |                                                        |
|-----------------------------------------------------------------------------|
| Bat Rift           | R1 (hold) + back on left analog stick + Triangle       |
|-----------------------------------------------------------------------------|
| Bat Rift: Level 2  | R1 (hold) + back on left analog stick + Triangle       |
|-----------------------------------------------------------------------------|
| Air Raid           | R1 + X (while in midair)                               |
|-----------------------------------------------------------------------------|
| Thunder Bolt       | Square (during Air Raid)                               |
|-----------------------------------------------------------------------------|
| Vortex             | Triangle (during Air Raid)                             |
 -----------------------------------------------------------------------------


----------------
+ 8.5. BEOWULF +
----------------

"Flash gauntlets and greaves. This set boosts Dante's attack and speed making 
him a powerhouse."

You gain this weapon after you find it in Mission 14, in the ruins of the Lair
of Judgement (discarded from Vergil). They are very powerful, the most powerful
out of all the Devil Arms, and its attacks have great stopping power. However
its range is very small as it is attached to Dante's hands and feet, and its
speed is not very high.

It is specially effective against the bosses Hell Vanguard, Nevan, Doppelganger
and partially Arkham. 


 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Beowulf Combo I    | Triangle, triangle, triangle                           |
|-----------------------------------------------------------------------------|
| Beowulf Combo 2    | Triangle, triangle, (pause) triangle, triangle         |
|-----------------------------------------------------------------------------|
| Killer Bee         | Triangle (while in mid-air)                            |
|-----------------------------------------------------------------------------|
| Straight           | R1 (hold) + forward on left analog stick + Triangle    |
|-----------------------------------------------------------------------------|
| Straight: Level 2  | R1 (hold) + forward on left analog stick + Triangle    |
|-----------------------------------------------------------------------------|
| Beast Uppercut     | R1 (hold) + back on left analog stick + Triangle       |
|-----------------------------------------------------------------------------|
| Rising Dragon      | R1 (hold) + back on left analog stick + Triangle,      |
|                    | triangle                                               |
|-----------------------------------------------------------------------------|
| Hyper Fist         | Triangle (repeatedly) while executing a type II combo  |
|-----------------------------------------------------------------------------|
| Air Hike           | X (while in mid-air)                                   |
 ----------------------------------------------------------------------------- 


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

+ DEVIL ARMS +

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

----------------------
+ 8.6. EBONY & IVORY +
----------------------

"Dante's personally designed handguns made for rapid fire action."

These are the guns you'll be using throughout the entire game. They're very 
fast, making up for their lack of power, and you can shoot them at any time.
They have decent range and you can make Dante shoot in two different directions
at once with them (with Gunslinger style equipped), as well as shoot with them 
while Free Riding an enemy.


----------------
+ 8.7. SHOTGUN +
----------------

"A hunting shotgun that is very powerful at close range."

Your typical shotgun. Somewhat useful during the earlier stages of the game 
(though personally I have never used it before except to try it out once or
twice) due to its decent knockback ability, but as it has short-ish range and
power its usefulness is limited. The firing rate is also slow; think of it as
a cross between Kalina Ann and E&I. It gets better when you level up 
Gunslinger.


----------------
+ 8.8. ARTEMIS +
----------------

"A gun of the demon world that discharges arrows concentrated with demon 
energy."

Artemis is a rather unique gun. It is almost like using an Enigma for a weapon;
it discharges arrows at multiple targets at once. Tapping the Square button
makes it shoot at one target, while holding the Square button for a while 
allows it to lock on to several targets (depending on its level) and shoot them
all at once. It has great range, though it lacks power and has only medium
firing speed. It becomes very useful when you have the Gunslinger style 
equipped. 


---------------
+ 8.9. SPIRAL +
---------------

"A large rifle that fires high penetration-type bullets."

An interesting gun that shoots bullets that deflects around the area, allowing
a single shot to hit targets multiple times. This is especially useful in an 
enclosed space, so use the Spiral to your advantage in such situations. It has
medium power (increased due to its hitting-enemies-multiple-times-at-once 
ability) and has the longest range out of all the guns. However it is 
agonizingly slow to fire, though when you do the enemies are usually knocked
back, giving you some extra recovery time. Also, you can't shoot it while 
jumping.


--------------------
+ 8.10. KALINA ANN +
--------------------

"A gun with Lady's mother's name etched into the handle. It has various uses."

This is the gun that you will probably use alongside Ebony & Ivory during the
latter missions/higher difficulties. It packs a real punch with its rocket 
shots and is a good way to cancel your knocked-back animation and deal lots of
damage in close quarters while your enemies are recovering from their attack. 
Its range is low and not very accurate, but up-close it's almost as powerful
as a melee hit - a few shots can usually take care of weaker demons. Its 
knockback is also very high, and its blast radius is also very wide. Its only 
downside is that you can't shoot it when you're jumping and that it deals next
no to damage to enemies at medium distance to Dante, and none on enemies 
further away.


-------------------------------------------------------------------------------
9. STYLES
-------------------------------------------------------------------------------

==================
+ 9.1. TRICKSTER +
==================

"Style that allows the player to avoid enemy attacks using special evasive 
movements."
 

 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Dash               | Left analog stick in any direction + Circle            |
|-----------------------------------------------------------------------------|
| Wall Hike          | (When near a wall) Left analog stick (towards wall) +  |
|                    | Circle                                                 |
|-----------------------------------------------------------------------------|
| Sky Star           | Left analog stick in any direction + circle (while in  |
|                    | mid-air)                                               |
|-----------------------------------------------------------------------------|
| Double Dash        | Circle (while executing Dash)                          |
|-----------------------------------------------------------------------------|
| Air Trick          | R1 (hold) + Left analog stick in any direction (hold)  |
|                    | + Circle                                               |
|-----------------------------------------------------------------------------|
| Triple Dash        | Circle (while executing Double Dash)                   |
 -----------------------------------------------------------------------------


====================
+ 9.2. SWORDMASTER +
====================

"Style in which player can master different swords and maximize each sword's 
power."


-------------
+ REBELLION +
-------------

 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Prop Shredder      | Circle (while on ground)                               |
|-----------------------------------------------------------------------------|
| Aerial Rave        | Circle (while in mid-air)                              |
|-----------------------------------------------------------------------------|
| Sword Pierce       | R1 (hold) + forward on left analog stick + Circle      |
|-----------------------------------------------------------------------------|
| Dance Macabre      | R1 (hold) + back on left analog stick + Circle,        |
|                    | Circle (repeatedly)                                    |
|-----------------------------------------------------------------------------|
| Crazy Dance        | Circle (repeatedly) while executing Dance Macabre      |
 -----------------------------------------------------------------------------


------------
+ CERBERUS +
------------

 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Flicker            | Circle                                                 |
|-----------------------------------------------------------------------------|
| Crystal            | R1 (hold) + forward on left analog stick + Circle      |
|-----------------------------------------------------------------------------|
| Million Carats     | Circle (repeatedly) while executing Crystal            |
|-----------------------------------------------------------------------------|
| Ice Age            | R1 (hold) + back on left analog stick + Circle         |
 -----------------------------------------------------------------------------


----------------
+ AGNI & RUDRA +
----------------

 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Crossed Swords     | Circle (while on ground)                               |
|-----------------------------------------------------------------------------|
| Sky Dance          | Circle (while in mid-air)                              |
|-----------------------------------------------------------------------------|
| Crawler            | R1 (hold) + forward on left analog stick + Circle      |
|-----------------------------------------------------------------------------|
| Twister            | R1 (hold) + back on left analog stick + Circle         |
|-----------------------------------------------------------------------------|
| Tempest            | Circle (repeatedly) while executing Twister            |
 -----------------------------------------------------------------------------


---------
+ NEVAN +
---------

 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Slash              | Circle (while on ground)                               |
|-----------------------------------------------------------------------------|
| Air Slash          | Circle (while in mid-air)                              |
|-----------------------------------------------------------------------------|
| Feedback           | R1 (hold) + forward on left analog stick + Circle      |
|-----------------------------------------------------------------------------|
| Crazy Roll         | Circle (repeatedly) while executing Feedback           |
|-----------------------------------------------------------------------------|
| Distortion         | R1 (hold) + back on left analog stick + Circle         |
 -----------------------------------------------------------------------------


-----------
+ BEOWULF +
-----------

 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Zodiac             | Circle (while on ground)                               |
|-----------------------------------------------------------------------------|
| The Hammer         | Circle (while in mid-air)                              |
|-----------------------------------------------------------------------------|
| Volcano            | R1 (hold) + forward on left analog stick + Circle      |
|-----------------------------------------------------------------------------|
| Real Impact        | R1 (hold) + back on left analog stick + Circle         |
|-----------------------------------------------------------------------------|
| Tornado            | Circle (repeatedly) while executing Real Impact        |
 -----------------------------------------------------------------------------


===================
+ 9.3. GUNSLINGER +
===================

"Style in which player can master different guns and maximize each gun's 
technique."


-----------------
+ EBONY & IVORY +
-----------------

 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Twosome Time       | Left analog stick in any direction + Circle            |
|-----------------------------------------------------------------------------|
| Wild Stomp         | Circle (repeatedly) near a fallen enemy                |
|-----------------------------------------------------------------------------|
| Rain Storm         | Circle (while in mid-air)                              |
 -----------------------------------------------------------------------------


-----------
+ SHOTGUN +
-----------

 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Charge Shot        | Square (hold) then release                             |
|-----------------------------------------------------------------------------|
| Rapid Shot         | Square (repeatedly)                                    |
|-----------------------------------------------------------------------------|
| Fireworks          | Circle                                                 |
|-----------------------------------------------------------------------------|
| Gun Stinger        | R1 (hold) + forward on left analog stick + Circle      |
|-----------------------------------------------------------------------------|
| Point Blank        | Circle (repeatedly) while executing Gun Stinger        |
 -----------------------------------------------------------------------------


-----------
+ ARTEMIS +
-----------

 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Multi-lock         | Circle (hold) then release                             |
|-----------------------------------------------------------------------------|
| Sphere             | R1 (hold) + forward on left analog stick + Circle      |
|-----------------------------------------------------------------------------|
| Acid Rain          | Circle (repeatedly) while executing Sphere             |
 -----------------------------------------------------------------------------


--------
+ SPIRAL
--------

 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Trick shot         | Circle (while on ground)                               |
|-----------------------------------------------------------------------------|
| Sniper             | R1 (hold) + forward on left analog stick + Circle      |
|-----------------------------------------------------------------------------|
| Reflector          | Circle (repeatedly) while executing Sniper             |
 -----------------------------------------------------------------------------


--------------
+ KALINA ANN +
--------------

 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Hysteric           | Circle (while on ground)                               |
|-----------------------------------------------------------------------------|
| Grapple            | R1 (hold) + forward on left analog stick + Circle      |
 -----------------------------------------------------------------------------


====================
+ 9.4. ROYAL GUARD +
====================

"Minimizing the damage of an enemy attack, this style allows the player to 
maneuver into a more strategic position."


 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Block & Charge     | Circle (while on ground)                               |
|-----------------------------------------------------------------------------|
| Release            | R1 (hold) + forward on left analog stick + Circle      |
|-----------------------------------------------------------------------------|
| Air Block          | Circle (while in mid-air)                              |
|-----------------------------------------------------------------------------|
| Air Release        | R1 (hold) + any direction on left analog stick + Circle|
|-----------------------------------------------------------------------------|
| Ultimate           | R1 (hold) + back on left analog stick + Circle         |
 -----------------------------------------------------------------------------


====================
+ 9.5. QUICKSILVER +
====================

"Time-controlling style in which the player can move at lightning quick 
speeds."


 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| Time Lag           | R1 + Circle                                            |
 ----------------------------------------------------------------------------- 


=====================
+ 9.6. DOPPELGANGER +
=====================

"Style that allows the player to control shadows, effectively creating copies 
of himself to assist in the battle."


 -----------------------------------------------------------------------------
| Name of Move       |       Buttons Pressed (default config.)                |
|-----------------------------------------------------------------------------|
| After-image        | R1 + Circle                                            |
 ----------------------------------------------------------------------------- 



-------------------------------------------------------------------------------
10. ITEM LIST
-------------------------------------------------------------------------------

=====================
+ 10.1. CONSUMABLES +
=====================

----------------
+ VITAL STAR S +
----------------

"A spiritual stone made using alchemy. This slightly revitalizes lost life 
power."

These recover about 4-5 segments of your lifebar. Only useful when you're 
starting a new game or if you're on Easy mode and have little need to restore
large amounts of health.

The maximum you can carry is 30. The prices rise up to a certain point when you
first buy it. The prices are (in red orbs):

1 - 500
2 - 700
3 - 1200
4 - 1800
5 - 2500
6 - 3500
7 upwards - 5000


----------------
+ VITAL STAR L +
----------------

"A spiritual stone made using alchemy. This greatly revitalizes lost life 
power."

These recover your entire life bar. Essential for harder difficulties or later
missions when enemies deal more damage. 

The maximum you can carry is 30. The prices rise up to a certain point when you
first buy it. The prices are (in red orbs):

1 - 2000
2 - 3000
3 - 4500
4 - 6000
5 - 7500
6 upwards - 10000 


--------------
+ DEVIL STAR +
--------------

"A spiritual stone made using alchemy. This greatly revitalizes lost magic 
power."

These restore your DT gauge to full. Can be useful in a pinch when you need 
extra DT. 

The maximum you can carry is 99. The prices rise up to a certain point when you
first buy it. The prices are (in red orbs):

1 - 3000
2 - 5000
3 - 7000
4 - 9000
5 upwards - 10000


--------------
+ HOLY WATER +
--------------

"This holy water can fend off demons. It severely damages nearby enemies."

Like the description says, using one causes high damage to the enemies around
you. Use it if you're in a pinch.

The maximum you can carry is 1. The prices rise up to a certain point when you
first buy it. The prices are (in red orbs):

1 - 10000 
2 - 15000
3 - 20500
4 - 25000
5 upwards - 30000


--------------
+ YELLOW ORB +
--------------

"A magic yellow stone made through a secret process. It can recall lost souls."

Yellow orbs allow you to continue from a point just before you died, instead of
having to replay the entire mission.

The maximum you can carry is 99. The prices rise up to a certain point when you
first buy it. The prices are (in red orbs):

1 - 1000
2 - 1500
3 - 2000
4 upwards - 3000 


--------------
+ PURPLE ORB +
--------------

"A magic purple stone of crystalized magic. It boosts one's magic power limit."

Purple orbs can be purchased at any Divinity statue. The maximum number of 
purple orbs you can buy is 6. The prices are (in red orbs):

1 - 3000
2 - 5000
3 - 7000
4 - 9000
5 - 10000
6 - 20000
7 - 30000


------------
+ BLUE ORB +
------------

"A magic blue stone of crystalized life power. It boosts one's maximum life."

Blue orbs can be purchased at any Divinity statue. The maximum number of Blue
orbs you can buy is 7. The prices are (in red orbs):

1 - 5000
2 - 10000
3 - 15000
4 - 20000
5 - 30000
6 - 50000


---------------------
+ BLUE ORB FRAGMENT +
---------------------

"A fragment of crystalized life force. Four of these combine to form one Blue 
Orb."

These are parts of Blue orbs that are scattered throughout the game. 4 
fragments make up one whole blue orb.


=====================================
+ 10.2. BLUE ORB FRAGMENT LOCATIONS +
=====================================

Blue orb fragments are very important, as collecting them effectively makes up
more blue orbs than you can normally buy and gaining them all will increase 
your lifebar to the maximum of two whole bars. Their locations are as follows:


---------------------------------
+ MISSION 3 - THE DEVILS' TOWER +
---------------------------------

1.) 13th Avenue: Up on a platform on the right side of the area.
2.) 13th Avenue: Rebellion Combat Adjudicator on left side of area.
3.) 13th Avenue: Examine the door on the right side of the area. 
                 -- Secret Mission 1 - The Exorcist 
                    Objective: Kill all enemies within the time limit.


--------------------------------
+ MISSION 4 - THE UNWANTED ONE +
--------------------------------

4.) Incandescent space: Above the door with the pipes above it.


------------------------------------
+ MISSION 5 - OF DEVILS AND SWORDS +
------------------------------------

5.) Endless Infernum: Cerberus Combat Adjudicator across the door to 
                      Giantwalker Chamber.
6.) Surge of Fortunas: Examine the red seal on the wall near the red circular 
                       mechanism.
                       -- Secret Mission 2 - Untouchable
                          Objective: Defeat all enemies while taking no damage.

---------------------------
+ MISSION 6 - FAMILY TIES +
---------------------------                            

7.) The Dark Corridor: Agni & Rudra Combat Adjudicator beside the blue door.


--------------------------------
+ MISSION 7 - A CHANCE MEETING +
--------------------------------

8.) The Dark Corridor: Examine the red object in an alcove high up in the wall
                       near the brown door.
                       -- Secret Mission 3 - Death From Above
                          Objective: Stay in the air for 20 seconds or more.

9.) Pitch-black Void: On the rafters above the stairs, on the very top beam.

10.) Lift Room: Rebellion Combat Adjudicator.


------------------------------
+ MISSION 8 - A RENEWED FEAR +
------------------------------

11.) Leviathan's Stomach: Aboard the ship wedged between two walls, past the
                          tusk door.
12.) Leviathan's Stomach: Break the wooden planks blocking the way to a glowing
                          blue object, then examine it.
                          -- Secret Mission 4 - Devil's Teeter-Totter
                             Objective: Ride the elevator to the top.
13.) Leviathan's Intestines: In the area after you gain the Ignis Fatuus. In 
                             this section of the intestines, move along the
                             left side of the wall to find two splits in the 
                             path. One of them leads to a Cerberus Combat
                             Adjudicator.

------------------------------
+ MISSION 9 - FADED MEMORIES +
------------------------------

14.) Subterranean Garden: Directly above the Divinity statue, on a platform.
15.) Limestone Cavern: Jump into the tunnel directly opposite the entrance
                       and then examine the red crystals.
                       -- Secret Mission 5 - Destroyer
                          Objective: Destroy every destructible background 
                                     object within the time limit.
16.) Subterranean Lake: Nevan Combat Adjudicator directly opposite tri-colored
                        door. It's under the platform where you get the Spiral.

------------------------
+ MISSION 10 - THE JOB +
------------------------

17.) Subterranean Lake: After raising the bridge, go across it and examine the 
                        blue object on the right side of the altar.
                        -- Secret Mission 6 - Flight of the Demon
                           Objective: Collect every red orb within the time 
                                      limit.
------------------------
+ MISSION 11 - REVENGE +
------------------------

18.) Gears of Madness: Just before reaching the brown door on the right of this
                       area, you'll see a wooden platform on the wall in front
                       of you. Jump up to the platform above it and then 
                       examine the red seal.
                       -- Secret Mission 7 - Hang 10
                          Objective: Obtain the blue orb fragment within the 
                                     time limit.
19.) Altar of Evil Pathway: Above the pipes on top of the entrance.
20.) Temperance Wagon: Agni & Rudra Combat Adjudicator in an alcove close to
                       where you board the wagon.

------------------------------------
+ MISSION 13 - CHAOS' WARM WELCOME +
------------------------------------

21.) Spiral Staircase: As you go down the stairs, examine the red light on the
                       wall.
                       -- Secret Mission 8 - Tough Guys
                          Objective: Destroy every enemy.
22.) Obsidian Path: Nevan Combat Adjudicator in the tunnel on the left of the
                    mechanically locked door.

-----------------------
+ MISSION 14 - DRIVE! +
-----------------------

23.) Lair of Judgement Ruins: Beowulf Combat Adjudicator in front of door.
24.) Vestibule: Go to the hidden area on the top right of the room, then jump
                up above the blue light into the alcove and examine the head 
                with the glowing red eyes.
                -- Secret Mission 9 - Target Practice
                   Objective: Do not let a single enemy escape.
25.) Hell's Highway: In front of the exit once you reach the end of the maze of
                     rooms.

--------------------------------
+ MISSION 15 - THE GATECRASHER +
--------------------------------

26.) Underground Arena: While in the Top Subterran Lake area, activate the
                        special circular mechanism so that the light blue part
                        of the circle on the tri-colored door is on the bottom.
                        Go through the tri-colored door to arrive at Marble
                        Throughway; Go through Devilsprout Lift, then Spiral
                        Corridor and finally the Underground arena. Here, jump
                        down to ground level and the blue orb fragment is here
                        somewhere.

----------------------------
+ MISSION 16 - WIN OR LOSE +
----------------------------

27.) Waking Sun Chamber: After the secret area of the room is revealed, examine
                         the golden door on the right of the altar.
                         -- Secret Mission 10 - Guiding Light
                            Objective: Solve the crystal puzzle.

-----------------------------
+ MISSION 17 - INNER DEMONS +
-----------------------------

28.) Azure Garden: In a small room in the outside part of this area, up the 
                   steps.
29.) God-cube Chamber: Beowulf Combat Adjudicator on the ground floor of this
                       room. On the right of the red crack in the wall, in an
                       alcove.
30.) Pitch-black Void: Jump up on the rafters above the stairs leading to the 
                       door on the left, then walk along one of the beams to 
                       examine the glowing statue in the wall.
                       -- Secret Mission 11 - On Pins and Needles
                          Objective: Avoid the spikes and obtain the blue orb.

-----------------------------
+ MISSON 18 - INVADING HELL +
-----------------------------

31.) Road to Despair: On the left of the giant foot at the end of the path is
                      a series of ledges which lead to a carved door on the
                      foot. Examine the door.
                      -- Secret Mission 12: Final Ascension
                         Objective: Obtain the blue orb fragment.
32.) Lost Souls Nirvana: Light up all the lights on the diagram by defeating 
                         all the bosses. It will appear in front of the
                         diagram.


There we go, that's all 32 of them - they make up 8 whole blue orbs, which,
added with the 6 you can buy from Divinity statues, gives you 14 more segments
of health to the 6 segments you start off with. That makes up a total of 20
segments, or two whole bars of health. Yay!


=====================
+ 10.3. ENEMY DROPS +
=====================

-----------
+ RED ORB +
-----------

"A magic red stone of crystalized demon blood. Offer it to the gods to earn new
power."

The currency within the DMC series. Use it to buy items from Divinity statues. 
The amount you get depends on the size of the red orbs.


-------------
+ GREEN ORB +
-------------

"A magic green stone of cystalized demon essence. It returns lost life power."

Restores some of your health, depending on the size of the green orb. If your
health is full it goes towards your red orb count.


-------------
+ WHITE ORB +
-------------

"A magic white stone of crystalized devil spirit. It revitalizes lost magic 
power."

Restores some of your DT gauge, depending on the size of the white orb.


===================
+ 10.4. KEY ITEMS +
===================

------------
+ AMBROSIA +
------------

"Fruit that mankind is forbidden to even touch. It is said to unlock the door 
to paradise."

    Found in: Mission 9, Provision Storeroom


----------
+ AMULET +
----------

"A keepsake amulet from Dante's birth-mother. It possesses mysterious power."

    Found in: N/A


----------------------
+ ASTRONOMICAL BOARD +
----------------------

"An astronomical device which displays the endless void. Said to be powered by 
time."

    Found in: Mission 4, Incandescent Space


-----------------
+ CRYSTAL SKULL +
-----------------

"An eerie sculpture made of magic crystal. It seems to be a piece of a larger 
creation."

    Found in: Mission 7, Cursed Skull Chamber


-----------------------
+ ESSENCE OF FIGHTING +
-----------------------

"The fighting spirit of the ancient ones. Offer this to the goddess to open a 
new path."

    Found in: Mission 6, Trial of the Warrior


---------------------------
+ ESSENCE OF INTELLIGENCE +
---------------------------

"Impalpable knowledge of the ancient ones. Offer this to the goddess to open a 
new path. 

    Found in: Mission 6, Trial of Wisdom


------------------------
+ ESSENCE OF TECHNIQUE +
------------------------

"Masterful techniques of the ancient ones. Offer this to the goddess to open a 
new path."

    Found in: Mission 6, Trial of Skill


--------------
+ GOLDEN SUN +
--------------

"A sculpture etched in the shape of a golden sun. It contrasts the onyx 
moonshard sculpture."

    Found in: Mission 16, Waking Sun Chamber


-------------------------
+ HAYWIRE NEO-GENERATOR +
-------------------------

"He who holds this broken device is irradiated and their soul is drained in 
exchange for power."

    Found in: Mission 12, Torture Chamber


----------------
+ IGNIS FATUUS +
----------------

"Souls of those sent to hell for various sins. They are Leviathan's energy 
source."

    Found in: Mission 8, Leviathan's Retina


-----------------
+ NEO-GENERATOR +
-----------------

"A magic artifact able to supply power for an eternity. It is used to power the
main bridge."

    Found in: Mission 10, Subterranean Lake

------------------
+ ONYX MOONSHARD +
------------------

"A sculpture etched in the shape of an onyx moon. It contrasts the golden sun 
sculpture."

    Found in: Mission 16, Chamber of Sins


-------------
+ ORIHALCON +
-------------

"A perfectly formed piece of Orihalcon. Said to open the door to the Lair of 
Judgment."

    Found in: Mission 13, Vestibule


----------------------
+ ORIHALCON FRAGMENT +
----------------------

"A mysterious stone used as a power source. It is one fragment that must be 
made whole to use."

    Found in: Mission 7, The Divine Library
              Mission 15, Altar of Evil Pathway
              Mission 15, Provision Storeroom
              Mission 15, Rounded Pathway


-----------
+ SAMSARA +
-----------

"Sculpture symbolizing the time-space continuum. Used to restore order to 
time-space rifts."

    Found in: Mission 19, Infinity Nirvana


------------------
+ SIREN'S SHRIEK +
------------------

"The sorrowful shriek of the siren. Calms even the most ferocious of flames."

    Found in: Mission 7, Tranquil Souls Room


-----------------
+ SOUL OF STEEL +
-----------------

"The essence of a powerful and fearless soul. Its possessor need not fear hell 
nor oblivion."

    Found in: Mission 5, Living Statue Room


--------------
+ STONE MASK +
--------------

"A mask of magic stone made by an ancient priest. It is said he who dons it can
part rivers."

    Found in: Mission 10, Limestone Cavern


----------
+ VAJURA +
----------

"Model of an ancient weapon used to control lightning. This is merely an 
ornament."

    Found in: Mission 5, Chamber of Echoes


-------------------------------------------------------------------------------
11. BESTIARY 
-------------------------------------------------------------------------------

=======================
+ 11.1. LESSER DEMONS +
=======================

///////////////////////////////////////////////////////////////////////////////
+ 1st HELL: PRIDE +
///////////////////////////////////////////////////////////////////////////////

"Netherworld jailor who governs souls sent to hell for the sin of Pride. Sand 
is the medium he uses to materialize in the Human world. He carries a giant 
sickle to judge his prey."


-----------
+ ATTACKS +
-----------

Scythe Slash: They will bring their scythes back very obviously for a second 
              and then slash you if you're in the way. Which you shouldn't be.

Horizontal Slash: They will do the scythe slash, except horizontally. You can
                  do a well-timed roll under it or just jump.


///////////////////////////////////////////////////////////////////////////////
+ 2nd HELL: ENVY +
///////////////////////////////////////////////////////////////////////////////

"Netherworld jailor who governs souls sent to hell for the sin of Envy. Differs
from other jailors in the fact that he materializes via a fluid which severely 
limits his movement"


-----------
+ ATTACKS +
-----------

Slash: Your typical scythe attack. Run away or jump to avoid it.

Horizontal Slash: They will do the scythe slash, except horizontally. You can
                  do a well-timed roll under it or just jump.


///////////////////////////////////////////////////////////////////////////////
+ 3rd HELL: WRATH +
///////////////////////////////////////////////////////////////////////////////

"Netherworld jailor who governs souls sent to hell for the sin of Wrath. He 
materializes via sand. The massive bomb he carries often obliterates both 
friend and foe."


-----------
+ ATTACKS +
-----------

Detonation: If you shoot them enough they will explode, damaging everything
            around it. You can tell when it's gonna explode by its color; just
            before its explosion it will be a vivid orange color, and it will
            look like orange light is leaking out from inside its bomb.


///////////////////////////////////////////////////////////////////////////////
+ 4th HELL: SLOTH +
///////////////////////////////////////////////////////////////////////////////

"Netherworld jailor who governs souls sent to hell for the sin of Sloth. His 
body is made of sand which he uses to quickly teleport to any nearby location."


-----------
+ ATTACKS +
-----------

Teleport and Slash: They will often disappear and then reappear behind you to
                    slash you. They may also just teleport to move around. 
                    Look out for sand grains to tell where they will appear; 
                    they will also rear their heads back. Keep moving to avoid
                    getting hit.

Slash: Your typical scythe attack. Run away or jump to escape.


///////////////////////////////////////////////////////////////////////////////
+ 5th HELL: GREED +
///////////////////////////////////////////////////////////////////////////////

"Netherworld jailor who governs souls sent to hell for the sin of Greed. He is 
another sand-based hellkeeper. He uses his beloved coffin to call upon his 
disciples for help."


-----------
+ ATTACKS +
-----------

Coffin Swing: They will swing their coffin around them twice, so if you're 
              in their immediate vicinity you will be damaged. You can tell 
              when they will do this because they will bring their coffins 
              back. Jump or run away to dodge it - don't forget that they swing
              it TWICE. 

Summon: They will plant their coffins into the ground and some souls will
        appear from it. Lesser Hell demons will then be summoned. Don't hang
        around when it brings its coffin back or it will be smushed into you.


///////////////////////////////////////////////////////////////////////////////
+ 6th HELL: GLUTTONY +
///////////////////////////////////////////////////////////////////////////////

"Netherworld jailor who governs souls sent to hell for the sin of Gluttony. He 
is sand-based like other hellkeepers. He fires a high powered sand mist 
damaging his foes."


-----------
+ ATTACKS +
-----------

Sand Blast: They will rear back noticeably and sand particles will gather in 
            the air in front of them for a few seconds. Jump to avoid it or
            move out of its range.

Slash: Your typical scythe attack. Run or jump away to avoid it.


///////////////////////////////////////////////////////////////////////////////
+ 7th HELL: LUST +
///////////////////////////////////////////////////////////////////////////////

"Netherworld jailor who governs souls sent to hell for the sin of Lust. 
Sand-based jailor who leads confused sheep to hell with his amazing speed and 
deadly sickle."


-----------
+ ATTACKS +
-----------

Dash and Slash: They will dash quickly at you and then slash with their
                scythes. Usually they will hang back and then do this when 
                you're unaware. Jump away to avoid them.

Uppercut: They will jump back and then do an uppercut attack at you. Performed
          when you are close to them. Escape when you see them jump back.


///////////////////////////////////////////////////////////////////////////////
+ 7 HELLS +
///////////////////////////////////////////////////////////////////////////////

"Netherworld jailors who are referred to as hellkeepers. They exist to punish 
their sinner flock but have recently been called to the Human world to hunt 
even the innocent."


-----------
+ ATTACKS +
-----------

See Hell: Demons.


///////////////////////////////////////////////////////////////////////////////
+ ABYSS +
///////////////////////////////////////////////////////////////////////////////

"Lives at the deepest level of the netherworld. During times of war, this high 
ranking demon knows only victory. His magic-imbued sickle has ended many a 
hero's life."


-----------
+ ATTACKS +
-----------

Scythe: Your typical scythe attack. Run away or jump to avoid it.

Scythe throw: They will throw their scythes at you. Keep moving and roll or 
              jump away to avoid it.

Bomb toss: They will throw explosives at you from afar. Watch out for it and
           avoid it.


///////////////////////////////////////////////////////////////////////////////
+ HELL VANGUARD +
///////////////////////////////////////////////////////////////////////////////

"The god of death who manages dead souls. He is feared even by inhabitants of 
the netherworld for his wicked nature and fighting prowess. A deadly sand-based
demon."


-------------------------------------------------------------------------------
BOSS FIGHT 1 - HELL VANGUARD
Boss Bonus: 1000 Red Orbs

x---------------------------
This guy is like a souped up version of Hell Prides. Its scythe attacks are a 
lot more painful and come a lot faster. The Vanguard itself likes to teleport
around and ambush you from all directions, so watch out when it disappears and
keep an eye out for a black hole that appears in the ground or in the air, 
signalling its arrival. 

- Scythe overhead slash: The Vanguard'll do an overhead slash with its scythe.
  Either deflect it and then roll away or jump away as it brings its scythe
  back.

- Teleport: It does this very often; it'll disappear with a 'ding' noise and 
  then cackle and reappear somewhere else. You can tell where it'll appear by
  the way the ground or air ripples. Stay away from that area and keep moving 
  so that the scythe attack that inevitably follows won't hit you.

- Charge and slash: This attack is performed with a teleport. The ground will
  ripple as usual after it disappears in a teleport and suddenly the Hell 
  Vanguard will charge towards you, waving its scythe around. Jump away to 
  avoid it, as it charges in a straight line.
---------------------------x

When the battle begins, shoot it with your gun and approach carefully. If it 
teleports, be prepared to dodge or jump away. After it swings its scythe you
may have some time to pummel it with attacks, but always be aware of when it
teleports as occasionally it does several quick teleport-slashes one after the
other. 

(When and if you have Sky Star, it is useful to jump and then use it to get 
away from the Hell Vanguard as sometimes just jumping or Air Hiking doesn't
quite get you far enough.)

If you melee with it face to face, keep hitting it until your sword clangs with
its scythe, which is a signal for you to run to the side and hit it there. If 
you keep trying to out-clang it, it will eventually hit you. Believe me, I've 
tried. Keep it up and it'll be defeated soon.
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ ENIGMA +
///////////////////////////////////////////////////////////////////////////////

"Basically created from a stone statue. Given life via some unusual high level 
incantation. This six-legged demon targets foes from afar with his magical 
bow."


-----------
+ ATTACKS +
-----------

Blue Magic Arrows: You can see this one coming from faaaaar away. It'll start
                   spinning them around on its bow and you'll notice some 
                   bright blue circles of light on it before it eventually 
                   launches them. Dodge them by running around or jumping.

Red Magic Arrows: On higher difficulties, they'll start creating red arrows
                  which are stronger and have more knockback power. Dodge them
                  by running around, jumping or blocking.

Slide Backwards: On higher difficulties, they will try to avoid you by 
                 continually scooting backwards when you approach. Annoyingly
                 enough this is a very fast move so your main tactic would be
                 to corner them, or blast them with Kalina Ann to knock them
                 down.


///////////////////////////////////////////////////////////////////////////////
+ GIGAPEDE +
///////////////////////////////////////////////////////////////////////////////

"Giant creature that made its way into the Human world through a rift in the 
time-space fabric. Relentlessly strikes down foes with a high voltage attack."


-------------------------------------------------------------------------------
BOSS FIGHT 3 - GIGAPEDE
Boss Bonus: 3500 Red Orbs

x---------------------------
This is a pretty easy boss. It has a couple of main attacks:

- Blue laser orbs: These can be dodged by jumping or if you're on the Gigapede,
  you can hit it back to deal damage.

- Purple laser beams: Jump away when you see these forming. There are various
  versions of this but all can be easily dodged by staying on the ground or by
  jumping away when necessary.

- Body turn: This only affects you if you're on its back. When electric sparks
  start to apear on the Gigapede, it's going to start turning. Jump off 
  quickly.
---------------------------x

The best place to stand for this battle is in the middle of the room where you
can see both holes. When the Gigapede is far away from you, i.e. emerging from 
its hole, shoot it with Ebony & Ivory until you're close enough to jump on. Do
so and start hacking and slashing at its back; watch out for lasers and leap 
off if need be. Its head is its weak spot and hitting that will deal the most
damage, though the Gigapede will move away faster than usual when you do this.
Also, if you manage to break its exoskeleton while slashing at it, you'll 
reveal the soft section which takes more damage. All in all, you shouldn't have
any trouble with this boss, just keep it locked on so you know where it's
coming out from. 
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ BLOOD-GOYLE +
///////////////////////////////////////////////////////////////////////////////

"Blood mixed with magically enchanted stone gave birth to this wretched beast. 
Multiplies whenever hit by close ranged attacks. Its defense mechanism is weak 
to modern day weapons."


-----------
+ ATTACKS +
-----------

Spin and Dive: They spin in the air very audibly and then dive at you with a 
               loud screech. The noises give you a clue as to when they are
               coming. They do this attack more often in higher difficulties.
               Run away when you see them coming.

Split: They will split into two if you attack them with melee attacks, or if 
       you leave them alone for too long. You can tell when they're about to 
       split when they start to glow red.


///////////////////////////////////////////////////////////////////////////////
+ ARACHNE +
///////////////////////////////////////////////////////////////////////////////

"Once the soul of a human female, the soul transformed when it reached the 
outer crust of the netherworld. Uses her tightly spun spider webbing to ensnare
her victims."


-----------
+ ATTACKS +
-----------

Claw Swipe: When you are close to them they will swipe at you with their claws.
            You will probably see them raise their heads as a warning. Jump 
            away to avoid it.

Charge: They will raise their behinds and make a very noticeable screeching 
        noise, then charge at you. Very obvious as they will spend a second or
        two with their butts raised, making that noise. Either Air Hike or run
        in another direction so you don't get caught in it.

Spider Web: Usually performed when they're on the wall. They will shoot out 
            sticky white webbing at you, trapping you in it and allowing the
            other monsters to attack you freely.

Baby Spiders: When they die, occasionally a swarm of white baby spiders will
              crawl out from their dead bodies and will chase you around. If 
              they get close to you they will jump onto you and explode,
              dealing damage. They are easily taken care of by standing back
              and shooting them with guns.


///////////////////////////////////////////////////////////////////////////////
+ DULLAHAN +
///////////////////////////////////////////////////////////////////////////////

"The possessed husk of a knight's suit of armor. Its adamante shell makes it 
virtually impervious to frontal attack. Its only weak spot is its 
hindquarters."


-----------
+ ATTACKS +
-----------

Spear: If you go in front of them they will raise their spears and jab you with
       it. (Also, if you touch their sides, you will be damaged.) So obviously,
       don't go there.


///////////////////////////////////////////////////////////////////////////////
+ SOUL EATER +
///////////////////////////////////////////////////////////////////////////////

"Spiritual remnants of the rage of murdered demons have pooled together to 
create this beast. This creature paralyzes its prey before feasting upon its 
soul."


-----------
+ ATTACKS +
-----------

Spin Charge: They will charge at you, materializing out of their smoke state.
             Performed more in higher difficulties; keep an eye on them. 

Soul Devour: They will latch onto you and suck away your DT. Escapable by
             twisting your left analog stick 360 degrees or activating DT. 
             Performed after a spin charge attack.

Smoke: They are usually in this invincible state when you're facing them. Turn
       around and they will reveal themselves; quickly turn back and attack to
       damage them.


///////////////////////////////////////////////////////////////////////////////
+ THE FALLEN +
///////////////////////////////////////////////////////////////////////////////

"A demon who fell from grace for lying and decieving its victims. Her beautiful
wings close to form an invincible shield. Her open belly is her only weakness."


-----------
+ ATTACKS +
-----------

Wing Shield: Not an attack, but you have to destroy their wings before you can
             actually deal any damage to them via their exposed belly.

Spear Rush: They will charge at you with their spears. Dodge when you see them
            coming.

Spear Swing: They will swing their spears in a circular movement, horizontally
             or vertically. Dodge when you see them start to lift their spears.

Spear Explosion: They will raise their spears above their heads and then throw
                 it at you; then once the spear is in the ground, it will 
                 detonate several seconds later in an explosion. Avoid them 
                 when they raise their spears and keep away from the spear once
                 it is in the ground.


///////////////////////////////////////////////////////////////////////////////
+ DAMNED PAWN +
///////////////////////////////////////////////////////////////////////////////

"Netherworld-crafted chess pieces. The pieces themselves move of their own 
accord. The pawn, although weak in strength, is able to win battles with sheer 
numbers."


-----------
+ ATTACKS +
-----------

Double Sword Slash: You'll see their swords glow orange, and after a few 
                    seconds they'll slash outwards with their swords. Very
                    obvious, impossible to miss. Stay away to avoid it.


///////////////////////////////////////////////////////////////////////////////
+ DAMNED KNIGHT +
///////////////////////////////////////////////////////////////////////////////

"Netherworld-crafted chess pieces. The pieces themselves move of their own 
accord. The knight has great mobility and jumping ability, which it uses to 
trample enemies."


-----------
+ ATTACKS +
-----------

Jump and Trample: They will jump up high in the air, then land on you to deal
                  damage. Watch their shadows and keep moving around.

Head Fling: They'll lean their heads downwards and then fling it back, damaging
            you with their horns. Again, very obvious, and they keep their 
            heads down for several seconds, giving you time to escape.


///////////////////////////////////////////////////////////////////////////////
+ DAMNED BISHOP +
///////////////////////////////////////////////////////////////////////////////

"Netherworld-crafted chess pieces. The pieces themselves move of their own 
accord. The bishop uses its fearsome magic power in the form of a magic arrow 
to snipe foes."


-----------
+ ATTACKS +
-----------

Fire Explosion: This is a two-part attack. In the first part, four balls of
                red flames will appear around them; about a second after they 
                appear, you'll start taking damage from them if you touch them
                (when they just appear they do nothing). This is your cue to
                move back, as several seconds later the Bishop will create a 
                huge explosion that deals large damage and has quite a wide
                range.

Heal: A blue-green aura will surround the chess piece and it will regenerate 
      itself and all chess pieces within the vicinity.


///////////////////////////////////////////////////////////////////////////////
+ DAMNED ROOK +
///////////////////////////////////////////////////////////////////////////////

"Netherworld-crafted chess pieces. The pieces themselves move of their own 
accord. The rook, in addition to having high attack power, can produce other 
chess pieces."


-----------
+ ATTACKS +
-----------

Laser Beams: They will shoot out lasers in several directions. The path of the
             lasers are marked out for a second or two before the attack, and 
             is incredibly obvious so there's no excuse to get caught in it. 
             Once you're sure you're not in a laser's path you can just wail 
             away at them happily. 

Summon: They will summon other chess pieces to help them.


///////////////////////////////////////////////////////////////////////////////
+ DAMNED QUEEN +
///////////////////////////////////////////////////////////////////////////////

"Netherworld-crafted chess pieces. The pieces themselves move of their own 
accord. The queen has both great mobility and power. She is regarded as the 
strongest piece."


-----------
+ ATTACKS +
-----------

Charge: An obvious purple trail on the ground will appear before she rushes at
        you, and she will also screech if the purple wasn't enough warning 
        already. Stay away from the trail and you won't be hurt. 


///////////////////////////////////////////////////////////////////////////////
+ DAMNED KING +
///////////////////////////////////////////////////////////////////////////////

"Netherworld-crafted chess pieces. The pieces themselves move of their own 
accord. The king, and rightly so, controls all other pieces. Defeat him and the
others will fall."


-----------
+ ATTACKS +
-----------

Brain Rays: The King will open up its head, exposing its brain. The ground
            around it will then glow purple. Stay out of the purple to avoid
            getting hit.

Castle: A special move involving Damned Rooks; if one is present, it will 
        automatically protect the King from attacks. Needless to say, kill the 
        rooks first before attacking the King.


///////////////////////////////////////////////////////////////////////////////
+ DAMNED CHESSMEN +
///////////////////////////////////////////////////////////////////////////////

"Netherworld-crafted chess pieces. Whether the idea of the human version of 
chess came from these pieces or the other way around is unknown."


-----------
+ ATTACKS +
-----------

See individual strategies.


================
+ 11.2. BOSSES +
================

(Strategies shamelessly copy-and-pasted from the walkthrough.)


///////////////////////////////////////////////////////////////////////////////
+ CERBERUS +
///////////////////////////////////////////////////////////////////////////////

"The 3-headed feral gatekeeper. Said to have the power to control ice. He 
grants power to those worthy of it. Those unworthy, meet their doom by his 
giant fangs."


-------------------------------------------------------------------------------
BOSS FIGHT 2 - CERBERUS
Boss Bonus: 3000 Red Orbs

x---------------------------
Cerberus is quite a tough boss, a big leap up from the puny Hell Vanguard. It 
has several attacks, most of which will deal quite a bit of damage, depending
on which head is in the middle:

- Icicle drop: When the head with the green eyes is in the middle, it will drop
  huge icicles from the ceiling onto you. Keep an eye out and start rolling to
  the side when you see ice form around your feet.

- Ice breath: When the head with the red eyes is in the middle, it will breath
  out frost, which freezes the ground in a sheet of white. If you touch it, 
  you will be frozen and damaged. If you see it doing this move, stand back.

- Ice ball: When the head with the blue eyes is in the middle, it will suck in
  a deep breath and expel a huge ice ball. You can either dodge it or break the
  ice ball for red orbs.

- Paw swipe: Jump or dash away.

- Pounce: If you see Cerberus stopping and preparing to pounce, run to the side
  of the room. As soon as it has pounced, run up and hit its head or paws while
  it's being dragged back.

- Icicle punch: It will occasionally throw a piece of ice at you. Stay on your
  toes.

- Headbutt: As the name suggests, it tries to damage you with its head.

- Ice smack: Cerberus will smack the ground and shockwaves of ice will appear. 
  Jump or run away to avoid it, as it follows a linear path.

- Ice coat: Cerberus will recoat itself with ice after you shoot some off. Just
  chip it off again and continue.

- "You're not human, are you?": Sometime near the middle of the fight, it'll
  roar that line and stomp on the ground, raising icicles at where you're 
  standing. Jump or dash away and shoot them. After this his color will change
  to a reddish tinge and he will start to attack faster.
---------------------------x

There are two main effective strategies for this. One - you can either stay at
the back of the room and use the Shotgun or handguns to whittle his health 
away slowly, but me being the impatient gamer I am, I've never tried that. The
other strategy that I use is to stand back and shoot the ice off its head, then
close in by slashing its paw until it collapses, then dealing damage to the 
heads, or just jumping and doing air combos on its head whenever it stops 
attacking. If it recoats itself with ice, then just stand back and shoot it all
off again. Watch the heads as they spin around; the ice breath and ice ball
attacks aren't quite so dangerous, but the icicle drop attack is a lot harder
to avoid, so be prepared to run around when you see the green-eyed head switch
into the middle.

If you have Royal Guard, many attacks will be able to be blocked, but you'll
need good timing. For the icicle drop attack, you can just tap Circle and most
likely you will be able to block all the icicles as you tap. The icicle strike
can be blocked too, but it may be easier to slash it - it's up to you. Use the
pent-up energy you block on Cerberus to make the fight end quicker.

Some no-no strategies include: 

- Going face to face with it and trying to jump and slash its head all the time
- Staying too close to it when you're trying to use effective strategy no. 1
- Staying still
-------------------------------------------------------------------------------



///////////////////////////////////////////////////////////////////////////////
+ AGNI & RUDRA +
///////////////////////////////////////////////////////////////////////////////

AGNI - "One of the Twin Demon gatekeepers. Agni has the power to control fire. 
       In essence a sword being swung by a demon host. Searching for an owner 
       worthy of its full power."

RUDRA - "One of the Twin Demon gatekeepers. Rudra has the power to control 
        wind. In essence a sword being swung by a demon host. Searching for an
        owner worthy of its full power."


-------------------------------------------------------------------------------
BOSS FIGHT 4 - AGNI & RUDRA
Boss Bonus: 4000 Red Orbs

x---------------------------
Two on one! Despite this unfairness, they're not too hard to take down. 

- Charge attack: They'll charge at you from the other side of the room, then
  spin jump up and land with a heavy blow. You can't escape by jumping up as
  they can hit you mid-jump, so just keep moving or rolling away. They don't
  necessarily charge all the way from one side of the room to the other; in 
  fact this move is quite versatile, which makes it all the more dangerous as
  one brother will follow the other, meaning if you get stunned by the first
  attack the second attack will probably land on you. However, you can also
  block this attack with RG - start tapping Circle as Agni jumps up, and keep
  tapping until Rudra has also landed. Chances are you'll block Rudra, if not
  both of them.

- Sword lunge: Either brother will use this attack when you're at mid-distance.
  Watch out for the telltale animation of them rearing back with their swords.

- Uppercut: If you jump around too much, either brother will use an uppercut
  attack in an attempt to bring you back down to earth. There's not much you
  can do to avoid this as Dante's air mobility is minimal (unless you have Sky
  Star or Air Trick), so try not to jump excessively.

- Jet-Stream: Either brother will dash forward and then do a cross-cut movement
  with their swords. Watch out when they start to dash and jump away to avoid 
  getting hit.

- Crawler: Agni will launch a path of fire towards you. It's linear, so it's 
  not too hard to avoid, but make sure you do as it really hurts.

- Tempest: Rudra will throw up his sword and a tornado will appear around it. 
  Stay out of its range.

- Combine powers: When you kill one brother and leave the other brother alone 
  for over ten seconds or so, he'll jump up and you'll see a scene showing him
  summoning the sword of the defeated brother and joining them to form a long
  double sided sword. In this state he is a lot more powerful and does tougher
  versions of some of the same basic moves, such as the cross-slash and the
  lunge, as well as several other moves you'll want to avoid (listed below).

- Fire and wind throw (combined): When one brother is left alive and is using
  the double sword, he'll throw the sword at you and fire and wind will emerge
  from it, damaging you if you're in the way. Keep your eyes peeled and stay on
  your toes.

- Firestorm (combined): A sort of combination of Crawler and Tempest, with a
  bit of power upgrade. Watch out when he starts to do the swirly animation
  that normally preceeds Tempest; and stay back, as the range of this attack is
  quite large. 
---------------------------x

Air Hike would help quite a lot in this battle, so I hope you have it. If not, 
meh. You'll live. The brothers usually start the battle off by charging from
the corners of the room at you, so just jump away to avoid them and then land 
some hits while they're recovering. They block attacks from the front, but 
Stinger should work or you could jump to their backs and hit them there. When
you hit any of them enough they will drop their swords and stay still for quite
a while, allowing you to whittle their lifebar away. Just watch out for the 
other one while you're at it. 

Trickster can be helpful to let you dash away from their attacks, as they're
not particularly fast. Watch out for Agni as his fire attacks have more range
and may get you even when you're not near him, i.e. Crawler. However, RG can
help you can block at least half of their attack repetoire, which is useful 
when they're surrounding you.

If you can, try to damage them equally so that when you finish one off, you can
quickly defeat the other one too so they don't get a chance to combine their
swords. Don't forget that Agni is weak to Cerberus, so use that to your 
advantage. If you end up facing the combined-swords brother, then make sure you
don't stick too close as they have some devastating mid-range moves. Just stand
back and shoot your guns, or try to get behind it - don't try to rush in unless
you're feeling extremely sure that you can avoid being damaged (or if you're 
feeling extremely stupid). 

Some no-no strategies include:

- Staying still
- Staying close to them at all times
- Killing one WAY before the other so that half the battle consists of you
  fighting a souped-up brother
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ VERGIL +
///////////////////////////////////////////////////////////////////////////////

"Dante's half-man, half-demon twin brother. Wields a keepsake sword from his 
father but won't touch guns as he doesn't view them as weapons of a true 
warrior."


-------------------------------------------------------------------------------
BOSS FIGHT 5 - VERGIL 1
Boss Bonus: 4500 Red Orbs

x---------------------------
He's quite a tricky one, especially on later difficulties. He's very deft with
his katana, though many of his attacks are short ranged so just jump away to 
avoid most of them.

- Multiple sword combo: If you get close to him he will swing his blade very
  quickly so that they look like blue blurs. Roll or jump away to avoid it. He
  will also use this attack as a counter after you combo him.

- Teleport: Vergil will teleport close to you and attack. Keep an eye on him
  and be wary if he disappears.

- Slash wave: Vergil will slash his sword and a shockwave will head towards you
  in a straight line. Avoid it by moving out of the line's range.

- Black orb slicer: Vergil will create a black orb and slice it at you.

- Revolving swords: Some swords will appear around Dante, staying with him even
  when he jumps. Eventually they will fly towards Dante rapidly; jump just 
  before they hit or you'll get hit by all of them.

- Sword projection: Some swords will appear around Vergil, and they will point
  outwards towards Dante. Vergil will then fire them off at Dante one at a 
  time. You can deflect them by attacking them, though it's easier just to 
  run away or jump. He may also fire all the swords at you so keep an eye out.
---------------------------x

Stinger is useful in this battle, as it can sometimes even stop his attacks if
you're lucky. Don't bother shooting him when he's prepared as he'll just 
deflect your bullets, the only time you should try is during his recovery time 
or just after you get hit. 

(Kalina Ann can be used against him within short range for some decent damage.)

Some no-no strategies include:

- Trying to snipe him from afar
- Trying to constantly follow him to attack face-on, even when he's not in
  recovery status (he'll chop you up)
- Staying still
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ HEART OF LEVIATHAN +
///////////////////////////////////////////////////////////////////////////////

"Heart of the great beast Leviathan. The heart itself should be considered its 
own entity. One that will protect itself at all costs."


-------------------------------------------------------------------------------
BOSS FIGHT 6 - HEART OF LEVIATHAN
Boss Bonus: 5000 Red Orbs

x---------------------------
This isn't a very hard battle, but it can be annoying because of the lesser
demons that the core summons. 

- Laser balls: The core will expose itself for a moment (or when it is already
  exposed) and produce balls of lasers that follow you around. They will 
  disappear after a while so just avoid them. This is performed when you 
  temporarily disable the red heart section.

- Horizontal laser sweep: When exposed, the core will shoot lasers that move
  from side to side. They come in either ones or pairs. Jump to avoid them. 
  This is performed when you temporarily disable the blue heart section.

- Summon Hell Envies: You can't do anything about this so just ignore them.
---------------------------x

Note that the left heart section absorbs red orbs, and the right heart section
absorbs your DT gauge, so if you want red orbs, attack the red section until 
it's temporarily disabled and if you want to keep your DT gauge, attack the 
blue side.

A useful attack here is Artemis' Acid Rain, obtained by levelling up the
Gunslinger stlye. Spam it on any of the heart sections to do a healthy amount
of damage and the falling shots serve to damage the Hell Envies around you too.
If you don't have it, just attack the heart sections with melee attacks (watch
out for the Hell Envies) until the core opens, and then go and slash at that
as much as you can before it gets covered again. 

Some no-no strategies include:

- Concentrating on eliminating the spawned Hell demons
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ NEVAN +
///////////////////////////////////////////////////////////////////////////////

"One of the demon gatekeepers sealed away by Sparda. She seduces humans down 
the dark path to hell. Attacks foes with a combination of electricity and bats 
she controls."


-------------------------------------------------------------------------------
BOSS FIGHT 7 - Nevan
Boss Bonus: 5500 Red Orbs

x---------------------------
She can be quite annoying at higher difficulties, especially when her health
starts to get low. Her attacks are:

- Electric bats: She'll say "How's this?" and send a bunch of electrified bats 
  at you. Jump or roll away to avoid them.

- Electric balls: She'll send several balls of electricity at you. Jump or roll
  away to avoid them. 

- Electric field: She will teleport up to the ends of the room and laugh, and
  the ground will crackle with electricity and then light up with it. Easy to
  avoid as you have lots of time and warning beforehand. Jump up and shoot with
  your handguns to stay in the air until the electricity disappears.

- Blades of darkness: If you get close to her, she will send blades of darkness
  jutting out from the ground towards you. Run away to avoid it.

- Blade spin: She will spin around with blades of darkness surrounding her to 
  attempt to damage you. Jump away to avoid it.

- Electric pillars: Remniscent of Griffin from DMC1, she'll send vertical or
  horizontal pillars of electricity at you. Jump over the horizontal ones and
  either find a space between the vertical pillars or run to the side to avoid
  them.

- Kiss of death: When her health is less than 25%, she will sometimes teleport 
  to the middle of the room and disappear in a puff of red smoke and an ominous
  'ping!' sound. She'll sink into the ground and start chasing you around. Make
  sure she does NOT grab you or she'll give you a nice kiss and drain away a 
  lot of your health, propping her own HP right back up. Run away until she 
  starts gaining on you and then jump or Air Hike and shoot with the handguns 
  to stay in the air until she returns to normal. When she's just finished with
  the attack (and the purple aura around her is gone) she'll be vulnerable for 
  a moment, which is a good time to attack her.
---------------------------x

Nevan has a protective shield of bats surrounding her, so you have to destroy
that first before you can deal damage to her. Attack her with Cerberus until 
the barrier is gone and then head up close to melee her for some good damage. 
She won't counter when her shield is gone, though after a while she'll cloak 
herself in darkness and you'll be damaged if you're close to her. When she's 
close to death she'll start alternating the kiss attack with the electric bats 
attack, so watch out for those. You'll probably want to have E&I with you so
that you can shoot them mid-jump to stay in the air longer for the electric
field and Kiss of Death attacks.

Some no-no strategies include:

- Jumping too early or too late when she starts doing the Kiss of Death attack
- Staying up-close to her all the time 
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ BEOWULF +
///////////////////////////////////////////////////////////////////////////////

"Gatekeeper sealed away by Sparda for 2000 years. He anxiously awaits his 
chance at revenge. His overwhelming strength and light attacks make him a force
to fear."


-------------------------------------------------------------------------------
BOSS FIGHT 8 - BEOWULF
Boss Bonus: 6000 Red Orbs

x---------------------------
A big bulky demon who makes up for his slow speed with his ground-shattering
attacks. His attacks are:

- Fist combo: He'll swipe at you and then punch the ground in one fluid motion.
  Jump away when he swipes to avoid it.

- Stomp: He'll attempt to squash you by stomping the ground. Jump or roll away
  to escape.

- Backwards swipe: If you're behind him, he'll do a swipe backwards at you. 
  Jump away when he starts to turn around.

- White light: When you blind him for the 2nd time, after his stunned period 
  he'll roar and envelop himself in a huge column of white light. If you're 
  close to him you'll be damaged, so just keep an eye out and jump or dash away
  if you can. 

- Pillar throw: After the white light attack he will start running around on 
  all fours and then he'll stop somewhere, stomp the ground to make a pillar 
  drop down, and punch it at you. Jump away to avoid it; I heard you can slash
  the pillar but I didn't succeed when I tried so I'd advise against it.

- Charge: He will charge at you on all fours. Jump away to dodge as he runs in
  a straight line.

- Pillar drop: Pillars will randomly fall down from the ceiling as a result of
  his charging. They limit your movement and scope more than anything else, so
  just wait for Beowulf to charge them down.

- White light pillar: He will punch the ground and a white pillar of light will
  appear where he punched. Jump away quickly when he starts to punch so you 
  don't get caught in it.

- Feathers: He will roar and wings will appear on his back, and little white
  feathers will surround him. They will then fly as lasers towards you. Very
  very hard to dodge, but he only does this as a long distance attack so stay
  at medium to close range and you'll never see this move.
---------------------------x

His weak point is his head, so when he's on his hind legs do a Helm Breaker or
an air combo with Agni & Rudra or Cerberus on his head and he will roar and be 
stunned for a few moments. Beware that he will still wave his fists around. Do 
combos on him with DT on until he regains his senses. Be careful when you blind
him the 2nd time as he will use the white light attack after his period of
vulnerability.

Don't let him corner you in the small area near the door or you'll have a hard
time avoiding his attacks. Keep in the large area and stay on your toes, 
especially during the pillar throwing and the laser attacks. 

Some no-no strategies include:

- Staying up-close to him all the time/staying too far away all the time
- Staying still
- Letting him corner you anywhere, anytime
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ GERYON +
///////////////////////////////////////////////////////////////////////////////

"Once a horse of legend ridden by countless heroes, ingesting demonsoul essence
darkened his once bright soul. Has the ability to control time on a limited 
scale."


-------------------------------------------------------------------------------
BOSS FIGHT 9 - GERYON
Boss Bonus: 6500 Red Orbs

x---------------------------
Geryon is a ghostly horse with a cart and no rider. Here are its attacks:

- Charge: Geryon is doing this most of the time. It'll appear from one 
  direction and gallop forward in a straight line. Jump away to avoid it.

- Laser balls: In the second part of the fight, it'll circle the arena and 
  shoot purple balls of laser at you which will drop down on your location. 
  Keep moving, rolling or jumping to avoid them.

- Shockwaves: Geryon'll stop and shoot laser balls, and when you get close
  it'll whinny, rear its front hooves and then drop down to cause a shockwave
  and blue flames on the ground. Jump away when it rears itself to avoid it.  

- Cart swing: If Geryon has stopped and you're close to it, it will sometimes
  swing its cart around in a circle. Also, it may do this when it's stopping
  itself. Jump away to dodge it.

- Quicksilver orbs: These will appear on the arena in the latter parts of the 
  fight. If you touch one, they will slow you down; however, Geryon will still 
  be the same speed, so you'll have a harder time dodging its charges. If you 
  touch one, start trying to move to the left or right immediately and jump 
  away to the side as soon as you're free of the time warp as Geryon will 
  always follow this with a charge.
---------------------------x

This fight consists of two parts; the first, you're on a narrow bridge where
Geryon will just charge at you from one end of the area to another. At this 
point all you can do is shoot at it until it stops to rest, which is your cue 
to deal some melee damage. After its life bar goes down by about 1/10th or so,
both of you will drop down into a gladiator arena. 

There's more space here for you to utilize, but Geryon also starts using better
attacks. Avoid them the best you can and just shoot until it stops moving. 
Close in and deal as much damage as you can before it starts moving again. 
Occasionally the horse will drop down on its side, which gives you some extra
time to hit it. Near the end of the battle, be careful of the black 
time-slowing orbs around the arena; if you get caught in one, make sure you 
jump away as soon as you're freed or you'll get hit by a charge.

In the arena you can also jump onto the back of Geryon's cart if you time your
jump well, where you can slash away at it until it runs into the wall.

Some no-no strategies include:

- Trying to rush forward and attack Geryon when it is running
- Doing nothing or reacting too late when you get caught in a time-lag orb
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ VERGIL 2 +
///////////////////////////////////////////////////////////////////////////////

"Absorbing Beowulf's light power has given birth to a new stronger Vergil. Now 
in addition to Vergil's amazing sword skill, he has mixed in some new martial 
art moves."


-------------------------------------------------------------------------------
BOSS FIGHT 10 - VERGIL 2
Boss Bonus: 7000 Red Orbs

x---------------------------
He's back, and stronger than ever. But then again, so are you. 

- Beowulf combo: He'll do a kick and punch combo, always finishing with a 
  Killer Bee. Move away when he starts to attack you, or try to Stinger him to 
  interrupt the combo.

- Killer Bee: He'll teleport into midair and then do a downward punch at you. 
  Keep him locked on and run or jump away to avoid getting hit.

- DT mode: Vergil has a DT mode now - after all, he's Dante's twin brother! 
  He's obviously stronger in this mode and he'll also heal himself, so attack
  him as much as you can as that'll shorten his DT mode and cancel out the 
  healing.

- Yamato orbs: He'll stand in the centre of the rooms, mutter something, and 
  then his sword will spin in the air to form orbs that appear in your 
  current location. Keep moving to avoid it, as it'll usually be performed when
  you're far away from him. After this attack he sheaths his sword for about a
  second, so use this time to combo him.

- Blade slice: He'll do a flurry of sword slices around him. Jump away if you
  see him starting to slash.

- Revolving swords: Some swords will appear around Dante, staying with him even
  when he jumps. Eventually they will fly towards Dante rapidly; jump just 
  before they hit or you'll get hit by all of them.

- Sword projection: Some swords will appear around Vergil, and they will point
  outwards towards Dante. Vergil will then fire them off at Dante one at a 
  time. You can deflect them by attacking them, though it's easier just to 
  run away or jump. He may also fire all the swords at you so keep an eye out.
---------------------------x

He's got similar moves to last time, except now he has Beowulf gauntlets so 
he'll do more close combat attacks. Be careful of his combo, if you get caught 
in it it's quite hard to escape. Try your best to attack him lots when he's in 
DT mode, otherwise he'll just heal his HP back up and you'll have to waste more
time getting it down again. 

Some no-no strategies include:

- Leaving him alone when he's in DT mode
- Not bothering to try and escape his combo, especially the last attack
- Staying still
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ LADY +
///////////////////////////////////////////////////////////////////////////////

"Female devil hunter that seems to block Dante's every move. With little 
training and even less power, her most helpful weapon is her belief that what 
she is doing is right."


-------------------------------------------------------------------------------
BOSS FIGHT 11 - LADY
Boss Bonus: 7500 Red Orbs

x---------------------------
As the only human in the game, she's not too tough, though she is incredibly
fast. Here are her attacks:

- Hook and shoot: She'll use Kalina Ann to hook and jump up and then spray the
  ground with bullets. Jump away to avoid it when she starts to jump.

- Grenades: She'll leave these lying around. They have a reddish glow when 
  they're about to blow, so if you see one, the obvious thing to do is to stay 
  away.

- Rocket shot: She'll stand on the ground for a moment, say something like 'OK'
  or 'Alright' and then shoot a single rocket at you. Wait til she just 
  launches the rocket and then jump away to dodge it.

- Handgun shots: She'll do this practically all the time; when you hit her, 
  when you get close, etc. Keep on your toes and jump or roll away whenever you
  land a hit on her.

- Hysteric: Near the end of the fight, she'll stick the Kalina Ann into the 
  ground and fire a few homing missiles at you. Run away to avoid them.
---------------------------x

You'll probably spend most of this battle chasing Lady around, so use your 
handguns to shoot her whenever you spot her and you're far away. When she stops
to launch a rocket, get close and deal a combo and then rush away before she
shoots you with her handguns. Watch out for the grenades or shoot them to blow
them up.

When her health gets low the fight actually starts to get a bit easier. She'll
stop to use the Hysteric missile attack which gives you a lot of time to melee 
her. Do this a few more times and she'll finally be defeated.

Some no-no strategies include:

- Staying still after you melee her (you'll get shot)
- Not bothering to look out for grenades
- Trying to outchase her
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ DOPPELGANGER +
///////////////////////////////////////////////////////////////////////////////

"Demon that takes the same shape of his foes. His ability is produced by 
refracting light in various directions. Due to this, he is essentially a demon 
composed of shadow."


-------------------------------------------------------------------------------
BOSS FIGHT 12 - DOPPELGANGER
Boss Bonus: 8000 Red Orbs

x---------------------------
A rather unique boss; because it's your shadow, it'll have some moves that you
have, including Dash and Stinger.

- Darkness pillar: It will make a noise and the ground beneath your feet will
  become black. Jump away when this happens to avoid getting hit by the pillar
  of darkness that forms soon after.

- Dark orb: It will shoot a ball of darkness at a wall light you've 
  illuminated, causing it to black out again. More annoying than anything else,
  though if you get hit you'll be damaged. Can be deflected, though it is 
  tricky, and it deals damage to the Doppelganger.

- Lights out: Not really an attack, but all the lights in the room will be
  diminished at once.

- Dash: The Doppelganger will do up to three dashes (Triple Dash) to cover 
  ground quickly. 

- Uppercut: An uppercut attack following a Triple Dash. Air Hike to avoid it; 
  it is usually used when you're trying to open a light.

- Stinger: It will Stinger you very quickly when you try to approach it or run
  away from it. Air Hike to avoid it.
---------------------------x

The way to kill the Doppelganger is to illuminate it, then attack it while it
is vulnerable. To do this you have to attack the lights on the sides of the 
room so they light up. In Easy and Normal modes, it's not hard to light up all
of them at once, but from Hard upwards the Doppelganger will use the Dark orb
attack frequently, rendering your efforts a waste of time.

Oh, and don't bother attacking it while it is normal and invulnerable, your
attacks will do nothing. It IS a shadow, after all. The only thing you can do
while it is invulnerable is deflect its Dark Orb back at it, but you'd have to
light up some lights anyway before it will use that attack.

EASY/NORMAL:

Light up all the lights and then attack it while it is suffering in all the
light. Rinse and repeat.

HARD/DMD:

The lights take 5 hits to illuminate, so you need to hit it 4 times and then
wait for the Doppelganger to come for you. If it dashes towards you while 
you're hitting the lights in preparation, Air Hike to dodge its uppercut attack
and then resume your business. When you've hit it 4 times, face the light (lock
on if you feel you must) and then give it one last hit just before the 
Doppelganger reaches you. It will be blinded by the light and temporarily 
vulnerable. Hit it before it recovers, then rinse and repeat.

Some no-no strategies include: 

- Trying to attack the Doppelganger while it is in shadow
- (In higher difficulties) Trying to illuminate all the lights
- (In higher difficulties) Trying to hit the light 4 times in a row even when
  the Doppelganger comes for you
- (In higher difficulties) Not facing the light when you hit it for the 5th 
  time - you'll just end up attacking the Doppelganger by mistake instead as 
  you will automatically lock on to it, and then you'll get hurt
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ ARKHAM +
///////////////////////////////////////////////////////////////////////////////

"Transformed into a gruesome beast after obtaining Sparda's power. His form was
not born of Sparda's inherited power, but rather from the darkness that lies 
deep in his heart."


-------------------------------------------------------------------------------
BOSS FIGHT 13 - ARKHAM & ARKHAM'S LEGIONS
Boss Bonus: 9000 Red Orbs

x---------------------------
Arkham's dabble into Sparda's power only served to turn him into a big... lump.
This battle is quite easy as he doesn't do much, only:

- Tentacle swipe: He'll swipe at you with a tentacle. Very easy to dodge 
  because he does the obvious action of pulling back the tentacle he's going to
  swipe with. Jump away to avoid it.

- Color change: After you attack him a bit, his body color will change to 
  vomit-yellow/green and he'll launch a widespread spray-like attack. Stay 
  behind him when his body changes.

- Red projectiles: After the previous attack, he'll launch some red rocket-like
  projectiles at you. They can be deflected.

- Legion summon: After a while, he'll sink into the ground and he'll summon his
  legions, which are those fish-like things floating around. They're quite 
  annoying and explode on contact, so quickly use Kalina Ann or another 
  powerful firearm to dispose of them. You can melee them, but chances are 
  you'll get hit in the process. After a while Arkham will resurface, so try to
  get rid of them quickly.
---------------------------x

The whole battle is just basically a repetition of all his attacks, in the 
order I mentioned them in. Melee him as much as you can while he's visible,
dodging his attacks when needed, then blast away the Legions before they can
explode on you. At about halfway through his lifebar, a scene will occur and 
Vergil will come to join you in your battle. When you have Vergil you cannot 
use DT or Style attacks, but he serves as a Doppelganger of sorts and will make
your battle move a lot faster, so it's a fair trade of sorts.

Some no-no strategies include:

- Just meleeing and not dodging
- Running headfirst into the crowd of Legions
-------------------------------------------------------------------------------


///////////////////////////////////////////////////////////////////////////////
+ ARKHAM'S LEGIONS +
///////////////////////////////////////////////////////////////////////////////

"A swarm of demons generated from Arkham's body. These non-intelligent demons 
serve one purpose: to damage foes by exploding on impact with them."

See Arkham.


///////////////////////////////////////////////////////////////////////////////
+ VERGIL 3 +
///////////////////////////////////////////////////////////////////////////////

"After obtaining the Force Edge, the symbol of Sparda, Vergil is complete. The 
only way to compete with such an awesome foe is to believe in oneself and one's
weapons."


-------------------------------------------------------------------------------
BOSS FIGHT 14 - VERGIL 3
Boss Bonus: 9500 Red Orbs

x---------------------------
As the last boss of the game, you have to expect him to be strong. Very strong.
As he is using Force Edge now, most of his attacks will be the same as in 
previous fights (since Force Edge is a sword, like Yamato), so use the same 
strategies accordingly.

- DT mode: Vergil has a DT mode now - after all, he's Dante's twin brother! 
  He's obviously stronger in this mode and he'll also heal himself, so attack
  him as much as you can as that'll shorten his DT mode and cancel out the 
  healing.

- Force Edge combo: This consists of two punches, a slash and then he'll 
  teleport above you, use Helm Breaker and finally end with a Stinger. As you
  can probably tell this combo really hurts, so make sure you escape it as soon
  as you can.

- Sword orbs: He'll stand in the centre of the rooms, mutter something, and 
  then his sword will spin in the air to form orbs that appear in your 
  current location. Keep moving to avoid it, as it'll usually be performed when
  you're far away from him. After this attack he sheaths his sword for about a
  second, so use this time to combo him.

- Blade slice: He'll do a flurry of sword slices around him. Jump away if you
  see him starting to slash.

- Sword projection: He'll create a black and red sword that will follow Dante
  around and continually pummel him if he's not careful. Time it right and you
  can use Royal Guard to block all of its attacks. 

- Invincible mode: When he's near death, he will go into a temporary invincible
  period. Unfair, yes, but there's nothing you can do about it except to run 
  away. 

- Multiple Helm Breaker: When his health is low, he will repeatedly teleport
  and use Helm Breaker on you. Obviously, don't get caught up in it. When you
  notice him teleporting, start running. If you're jumping, don't Air Hike or
  you might find yourself still in the air and vulnerable when he does the next
  Helm Breaker.

- Air slice: When his lifebar is nearly depleted, he will occasionally use
  Force Edge to slice the air, giving off a large air shockwave. Jump when you 
  see him about to slice. 
---------------------------x

Vergil has all the moves from his previous fights except for the Beowulf 
attacks (since you are now the proud owner of the Beowulf gauntlets... hehe).
His DT mode is tougher than ever, and he also attacks more. Don't hesitate to
use Vital Star Ls, as he could easily pummel you when you're not looking. It'll
also help a lot of you have Royal Guard equipped.

Approach him cautiously when the battle begins. If he does any long-range 
attacks, just avoid them and then once you reach him, keep him busy with 
combos. All his sword orb attacks can be blocked with Royal Guard, so if he 
uses them then time your block right to deflect all of them. He goes DT quite
often in this battle; in Easy and Normal mode go ahead and attack him, but in
Hard and DMD mode, the huge damage he deals in DT mode isn't worth you trying 
to land a few blows on him without your own DT. So if you're out of DT, then
stay back and shoot - he can easily take off half of your lifebar with just one
combo while he's in DT mode.

In the latter half of the fight he will use his invincible DT mode a couple of
times and his sword orb attacks will last longer. Again block the orbs with 
Royal Guard, making sure to time your blocks right or you'll just end up 
getting hit anyway. Once your Royal Guard gauge is powered up, Release it at 
Vergil (when you're right next to him) to deal some nice damage.

As usual stay on your toes and try not to get caught in his combos. The arena 
is quite big so it gives you plenty of space to run around, so use it to your 
advantage when dodging attacks. Use all the skills you've mastered from playing
the last 19 missions and defeat him once and for all!

===
Here's another Kalina Ann gunner strategy submitted by Brian Moller:

"... when using ebony and...ivory?...while ideal for accuracy and speed, their 
damage is minimal, so as i mentioned, i used kalina ann. this would require you
to be in the gunslinger style to optimize the benefit from this gun. kalina ann
must be leveled up to its max level (level 3) so as to optimize the speed at 
which the missle travels to hit virgil (or any target for that matter) to 
ensure the best chance for accuracy. when fighting virgil, at the very 
beginning, i would typically immediately shoot off the multiple missle attack 
(O button) as even if he does his twirl thingy to block it, its multiple 
missles, so i often succeed in inflicting some damage on him every time. this 
also works when he tries to dodge, as even if he managed to dodge some missles,
a couple tend to his him anyway depending on how quick hes being at the time. 
this move is to be used when at a distance for obvious reasons. in the half 
second or so it takes dante to place the gun you cant move however, so again 
you must be careful, but once the missles begin shooting out you can jump out 
of the way before its completed, which i like as at least a couple missles 
still get out even if im interrupted early which may still hit him and cause 
some damage. as for its main missle attack, as i fought him i noticed that 
after his combo attacks, he tends to sheath his sword, allowing for a very 
brief opportunity to attack him with some combos to inflict some damage. 
however, you may not always be close enough to get to him in time to inflict 
this damage that's where the missle attack comes in (square) and this will 
still inflict a decent amount of damage. but it takes a half second or so to 
get this missle out at him so the ideal time to use this would be after he 
performs a combo attack and you cant get to him in time. but its most vital use
is when virgil is in devil trigger mode. again, when he attacks in combos, he 
will sheath his sword. despite this, you cant attack him as he will get on you 
immediately and your in trouble, at least this was the case for me, so instead 
i would shoot out the primary missle, and when i could gain some distance, 
shoot out the multiple missle because at the very least, some, if not all the 
missles, will tend to still hit him causing damage, helping to get him out of 
DT and back in normal mode quicker then otherwise. i used these two attacks 
heavily while he was in DT immediately after he finished a combo attack and 
began sheathing a sword as being the strongest gun in the game, if timed right,
you can inflict some real heavy damage on him even when he is in DT mode and 
often get him back to normal state fairly quickly so he doesn't recover much 
health. however, when he is constantly moving around, especially in DT, then 
ebony and ivory would be ideal when you need to constantly be on the move. but 
i stress, unless you have to be on the move constantly to avoid being hit, with
this strategy its ideal to keep with kalina ann. but if you can set it up right
and know when to use the multiple missle attack and primary missle attack, i 
have found that you can inflict heavier damage, quicker then with ebony and 
ivory, ESPECIALLY when he is in DT mode when it becomes foolish to attack him. 
for me, this was the ideal strategy, though i would recommend you try it out 
yourself and try and get a feel for it as that would be far better then any 
chance i have of fully explaining it. but again timing would be necessary and 
knowing how to use kalina ann with proper timing is crucial, but when done 
right, i found i could inflict heavier damage on him quicker then i could with 
ebony and ivory, and i felt this might be a useful strategy for others as well"
===

As for Hard and DMD modes, nobody has tried the aforementioned method yet so I 
can't confirm the results there. Though with DMD especially, you'd have to be 
especially good at dodging and reading his attacks, otherwise you'll quickly be
decimated.

Some no-no strategies include:

- (On lower difficulties) Leaving him alone when he's in DT mode
- (On higher difficulties) Trying to attack him when he's in DT mode without
  being DTed yourself
- Trying to snipe him from afar
- Staying still
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
12. CREDITS
-------------------------------------------------------------------------------

Thanks to any/all readers of this walkthrough! It's great when I see that 
people actually visit this FAQ. Makes me all warm and fuzzy inside.

Thanks to Capcom for making this wonderful game after the screw-up called DMC2,
you did well to redeem yourself. 

Thanks to Sony for making the PS2 so that Capcom could make DMC3 so I could 
play it and write this walkthrough. Phew.

Thanks to CJayC for hosting this walkthrough. Thanks to EternalEnigma for the 
FAQ that I borrowed most of my file descriptions from. Laziness FTW! Also 
thanks to Dahbomb for the FAQ that I read to find some enemy tactics and weapon
elemental damage.

And lastly, thanks to me for writing this. :D










FAQ/Walkthrough (c) 2007 Lunadea