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Devil May Cry 3

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D@nte$p@rd@
Пить не хочу. Сражаться... ээх... кто ж ради забавы-то сражается?.. хотя, если делать нечего..)

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272

Vergil_the_great
тебе чего наливать-Джин тоник,Дизи,Драйв,Балтики,Вискиили же водки?

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D@nte$p@rd@ написал(а):

Пить не хочу.

как так ай ладно тогд давай просто поговорим

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274

Vergil_the_great
чай будешь-черный или зеленый?

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CerBer написал(а):

я на PS2 играл!

Врешь!

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D@nte$p@rd@ написал(а):

чай будешь-черный или зеленый?

Да и я не прочь! Возьмите к себе в круг!))

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277

DaNNte
давай брат (или клон)так тебе чего_чаю или чего нить покрепче?

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*Запрашивает данные прохождения Саши Найна и,ухохатываясь,показывает язык ДаННте*

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:O Bерджил

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Bерджил написал(а):

Саши Найна

Взломать нефиг делать
А у меня статы честные
А Саша Найн ЛООЛ, даже Распутин выполнил свою задачу лучше

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DaNNte
вы че тут все играли в психонавтов?!?!

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D@nte$p@rd@ написал(а):

в психонавтов?!?!

ОООООО
НАЩ ЧЕЛОВЕК!!!!

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DaNNte написал(а):

Взломать нефиг делать
А у меня статы честные
А Саша Найн ЛООЛ, даже Распутин выполнил свою задачу лучше

у мну тока статы на нормале почти все А,а вот Вреджил!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Все эта редиска взломала!!!!!!!!!!

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ДААААНТЕ АА  ТЫ САМЫЙ ЛУЧШИЙ ИЗ ВСЕХ ДАНТ ТЫ ИГРАЛ В ПСИХОНАВТОВ ООО!!!!!!!!
Саша Найн форева,воть!  :yes:
Вообще эти 2 игры (дмк и психонавты) выше всех других!!!!!

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285

D@nte$p@rd@ написал(а):

у мну тока статы на нормале почти все А,а вот Вреджил!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Все эта редиска взломала!!!!!!!!!!

У мну за Верджа(и за Данте пока игра была, я сейв стер случайно((((() все A на всех 5 сложностях, ну и s with ss есть конечн!

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DaNNte
я ее всю прошел все ранги заработал!!!!!!!!!!!(все 100)

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DaNNte
тогда я лол в этой игре!!!!

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D@nte$p@rd@ написал(а):

все 100)

Я тоже но ты не представляешь как долго я мучался прикол я не мог найти 1 вымысел в мире ватерлоо!!!

*эта сволачь в красном халате его закрыла*

Кстати,ты как понял смысл финального ролика ?(за 100 рангов)  :D

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289

:rolleyes: Bерджил
ой прости опечатка я прошел все 99 рангов и мне тоже не хватоли 1 вымысла тока где то в другом мире

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290

Bерджил написал(а):

не мог найти 1 вымысел в мире ватерлоо!!!

И нре нашел, а ОПЯТЬ скачал из Инета!
ЛОЛ я даже нашел!

Bерджил написал(а):

*эта сволачь в красном халате его закрыла*

Ой-ой-ой сам-то тварь уговорил меня всё не искать, а потом глумиться ,гад, а у меня 94 уже был! И 4 левела на паутине! ТВАРЬ ты!

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DaNNte
емае тока что посмотрел что вы говорите и ни капли не понял(играю в Advent Rising)

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DaNNte
[b]Bерджил[/bчЕ МОЛЧИТЕ??????

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DaNNte написал(а):

потом глумиться ,

???ДаННте у тебя начинаются полномасштабные глюки над кем я глумлюсь????

DaNNte написал(а):

ОПЯТЬ скачал из Инета!

Буггагагагагагаг прям таки взял и скачал этот вымысел.*Дополнительные вымыслы для остающих*!!! Ты отжег млин..... Я его искал ~25 часов в общей сложности...

ДаННте ты непутевый я еще в теме флуда это говорил...Но я понимаю что ты все-таки мой братец...
*Черт возьми ради тебя я получил право на ответ на ЛЮБОЙ вопрос у самого Саши!Так что не тупи,а переводи спецальна для тебя пособие как пройти на SS на DMD*

Правда на англ языке я просто забыл его предупредить что надо на русском за забей...Честно мне самому в его ответе не все понравилось,он посчитал 20 миссию одной из самых легких!Зато непредвзятое мнение...

Maxed Out - I expect you to be TOTALLY maxed out in every way, though really you can have minimum health if you really want. Either way you can’t lose any to begin with. (Though max health helps for mission 12)

Transformation-Flux - Will be referred to as DTE, Trans-flux or anything similar.

Rebound Cancelling - The ability to jump out of air attacks rebounding off the enemy, then proceeding to attack/evade. This has excellent advantages, be it getting in max damage with Killer Bee or quickly evading an imminent attack below you.

K Bee Cancelling - This is one of the most powerful ways to get a good amount of damage in a short amount of time. I strongly suggest you get better at this technique. For non-moving enemies, do “Back flip Cancelling” which is basically holding back on the analog stick while K Bee Cancelling. This causes you to KEEP an angle on the non-moving enemy. Without doing that, you often start to jump above them, messing up the angle that K Bee needs

SSStylish - You should by now be able to get a SSStylish in combat WITHOUT FAIL and with all combinations of devil arms.

Taunt – TAUNT for the love of god. Use it as often as (safely) possible. Not only does it have great DT boost, it also has a huge style boost. It also seems to play a key roll in the final Style ranking. If you are finding yourself failing on style, odds are you aren’t taunting enough.

Devil Arms/Guns - You should be excellent with ALL combinations of devil arms including Nevan & all guns including Artemis. All weapons will be short termed as.

Reb - Rebellion
Cerbe - Cerberus
A & R - Agni & Rudra
Nev - Nevan
Beo - Beowulf

The only 2 guns that will be short termed are:

E & I - Ebony & Ivory
K Ann - Kalina Ann

Enemy Patterns/Attacks - You should at least know the attacks of most of the enemies you are fighting as well as a few personal ways of killing them.

Styles - You should know how to utilize ALL styles (except Doppelganger) to their highest ability, including Quiksilver & Royalguard. Styles will be short termed as:

TS - Trickster
SM - Swordmaster
GS - Gunslinger
RG - Royalguard
QS - Quiksilver
DG - Doppelganger

Super Dante - Just NO!! I don’t care if you use Super Dante….But if you use Super Dante + Quiksilver you deserve to be repeatedly hit by lightning. It would also explain why you are looking here for a mission 12 & 19 guide. (Of course, if you use SD without QS then it is still about as hard as it was anyway.)

Other Costumes - Other than SD, I really don’t mind what costume you plan on using. I switch it to whatever I feel like using (most commonly shirtless DMC1 Dante). The added abilities you get are really just minor upgrades/downgrades, so use whatever you fancy.

Moves - You must know every move and how to do them. Odds are I will probably mention all specific moves by name, so if you don’t know them, refer to the Style section.

Boss Move List - I really won’t expect you to know every attack of every boss, but I will NOT list all the moves of all bosses in this FAQ. I am expecting you to know at least most of them.

Wave/Extended Wave – A wave is basically a group of enemies that appear simultaneously. You get to the next wave if there is one, by killing all the enemies around you. An extended wave is basically, once 1or 2 enemies are defeated another will immediately re-appear. You can have separate waves in the SAME fight, I’ll tell you when that has happened

Gunslinger – When using Artemis, it is wise to change the “style” button to L1. This helps you move around while charging up Multi-lock. Of course you’ll have to move DT to O, you could move it to L2 (gun switch) to O as you won’t be switching guns often. This allows you to remain in total control whilst being able to charge DTE and Artemis simultaneously. It is, however, very uncomfortable on the hands. None of my strategies involve both Artemis and DTE simultaneously

Artemis – When using Artemis, hold the charge button and fire the arrows with the shoot button, so for example, hold L1 AT ALL TIMES and fire with []. This has several advantages, particularly not accidentally shooting at a time in which you can’t fire (mid attack etc).

Tells

Tells are giveaways in the game that tell you a certain thing has/is/will be happen(ing). (Like the whole screen turns grey when QS is activated or an audio cue for an attack by an enemy) Below is a list of Tells which you may not know:

Ranking - Though Style, Orbs and Time vary for an S rank, Item and Damage will ALWAYS stay the same. Therefore, for each mission guide I will only include the Style, Orb and Time requirements. Both Damage & Item have to be 0. There is NO exceptions.

Damage - 0
Item - 0

Yes, that is 0 damage on ALL missions including 12. Damage caused by the key item “Haywire Neo Generator” does not count. So if you feel that it is impossible, then quit now. But if you feel you can DO the impossible, then read on. (Also, note that Arkham and Soul Eater's grab move does not inflict damage.)

Transformation-Flux – When preparing Trans-Flux, the runes on your DT gauge will slowly turn red, indicating its power. You should be charging this at all times, unless otherwise stated.

Target Reticule – When targeting an enemy, the outer rim of the reticule displays their health in quarters. This is extremely useful for killing multiple enemies at the right time.

Royalguard – To the left of your health bar are 3 small orbs (circles). These orbs show how much “rage” you have built up from guarding. When all 3 are full and the final orb stops glowing, it is highly suggested that you use it to hurt something.

Note: Your rage will be wasted if you “Silver/Gold Just Release” at any time, enemy or not, and it will also be wasted if you release at a breakable/invincible object.

Royalguard / Trickster – All types of evasion and "parries" increase your style. The only exception is normal jump. For "Air Trick", you must be near an enemy for your style to increase. Trickster has the added ability of also sustaining the style meter during the entire manoeuvre.

Gunslinger - When charging Artemis, Shotgun or E & I, a flash will signify it being fully charged. This is not the case for Rebellion though (Drive).

Quick Cancel – This is the Quiksilver ability that grants invincibility upon activation of QS. This can be used at certain points to connect impossible hits and minimize damage to 0 at certain points. It has a long invincibility time and can be activated at any point (including mid attack). However, deactivating QS does NOT have the same effect.

Average Difficulty – The missions vary in difficulty. This is the average from easiest to hardest (this of course varies from player to player but is reasonably accurate)

1, 2, 6, 3, 10, 17, 20, 13, 8, 9, 5, 7, 4, 11, 14, 15, 18, 16, 19, 12 – These will REALLY test your endurance

1 mission
Difficulty — 1/20

Average Requirements:
Time - 2.59
Orbs - 3,500 (Hardest)
Style - 5,000

Total Enemies:
Hell Pride – 14
Hell Lust – 5
Hell Wrath – 5

Suggested Battles:
1 room only anyway - Dante’s Office

Suggested Set Up:
Trickster with E & I and Spiral + Rebellion 

2 mission
Difficulty — 2/20

Average Requirements:
Time - 3.30 (Hardest)
Orbs - 4,500
Style - 5,000

Total Enemies:

Hell Pride – 13
Hell Lust – 4
Hell Wrath – 3
Hell Sloth – 3

Sub Boss:
Hell Vanguard - 1

Suggested Battles:
Only 1 place again - Dante’s Office: Front

Suggested Set Up:
Royalguard with Spiral & K Ann + Beowulf & Nevan

OK first off, start charging Trans-Flux. For the first wave, give them all a nice Jam Session by running just in front of the closest Pride (and I actually mean so he is targeted & all others are behind him), then hit him with Tune Up and proceed to Jam session. That’ll knock most of their health to the minimum and spread them out. From there, just kill them in whichever way you choose.

For the next wave, do a Jam session to the first Lust that appears, then in mid session DTE and continue charging it up again. That’ll clear one of the more awkward parts of this battle. After that you should only have 2 other Lusts and a few Prides to take care of, which Spiral or K Ann will greatly aid.

Once they are taken care of, 2 Wraths will appear. If you have E & I + RG, I would suggest you use them to charge up a few rage bars. Those will help take care of the Sloths that are coming up. After they are destroyed, get to the furthest end of the screen (near the entrants of mission 3) and wait for the next Wrath to appear, then destroy him ASAP. Now run towards the crowd of Prides and Sloths & DTE. You should now have A LOT of DT’d but weakened Sloths and a few Prides that will appear. Take out the Prides, then work on the Sloths (single enemies out with K Ann and Free Ride if you have to).

      Sub Boss — Hell Vanguard

Suggested Style - OK, if you have played with RG, you should be able to parry at least one of his dash attacks (remember, air parry is A LOT easier). For releases, you should do it either during his second attack of his double swipe move, his counter swipe (after a Parry) or his Forward Dash. All other releases will miss and be wasted.

I shouldn’t have to say but charge your Trans-Flux, jump parry any attacks you feel comfortable parrying (remember only GOLD parries will be allowed for SS Ranking DMD) and release at the attack you're most confident against (he’ll use Dash more often than any attack). He ALWAYS does his dash attack 3 times in a row before stopping to twirl his scythe. That’ll be your time to rip away at him with Beowulf. RG will kill him quickest and safest (if you are good with the parries) and with a very good Style rank.

For other styles, to evade the dash attack, you can either run from one end of the screen to the other or keep running if he does an upward Dash. Jump & Air Hike if he does his Foward Dash. After he does all 3 dashes, attack him till he parries and evade the counter, preferably with a small jump. Continue attacking until he disappears and if you feel confident, then K Bee rebound him - it does excellent damage. This concludes Mission 2.

3 mission
Difficulty — 4/20

Average Requirements:
Time - 7.59
Orbs - 10,500
Style - 5,000 (Hardest)


Suggested Battles:
66 Slum Avenue, Love Planet

Suggested Set Up:
Swordmaster with E & I + Nevan + Agni & Rudra

66 Slum Avenue

Enemies:

Hell Pride – 10
Hell Lust – 3 Hell Wrath – 1
Enigma – 2

At the beginning of the fight, jump forward while doing full charged “Air Play” and charging your Devil Trigger. Don’t worry about dodging the Prides that appear. They won’t hurt you as long as Neva's bats surround you. When you get close enough (and when your DTE is full), use it in between the Enigma in mid air. This will (hopefully) take care of this entire wave.

After they are down, a Wrath and several Prides will appear. Quickly destroy the Wrath and run to the beginning entrance and take out the Lust that will appear. Another Lust will appear after him so take him out before you kill the last few Prides (If you are still charging another DTE then use it on them) This concludes Slum Avenue.

Note: K Ann makes short work of the breakables in the bar area, and be sure to destroy the jukebox as that gives you the most orbs.
     

Love Planet

Enemies:

Hell Lust – 4 Hell Sloth - 6

When you start the fight before any of the 3 Sloths appear, hold R1. This will auto target the middle Sloth. Now Jump + Air Hike to evade the three ambush strikes. When you land, immediately do a “Tempest,” then wait for them to land, center yourself, and then do it again. Do this 9 times (add taunts in between if you feel confident enough), then do a final “Jam Session” that will take care of these 3 annoyances.

There will be scattered orbs but DO NOT collect them yet. Run to the center of the room (rear the pole) and wait for the 3 Lusts to appear, then DTE. This will clear them all. Now collect all the scattered orbs and all that should be left are 3 Sloths and 1 Lust. Take care of the Lust first so that you wouldn’t have too much trouble if you corner 1 Sloth at a time. Of course, go for any that aren’t DT’d first. This concludes Love Planet. After this, remember to change your set up at the divinity statue.

Note: Make sure you get ALL the scattered orbs along the next street. Some of these orbs are worth 1,000 each and should not be missed.

     Boss — Cerberus

Strategy 1

Set up - Royalguard with Spiral and E & I + A & R and Beowulf

Just parry any of his attacks you feel comfortable against (remember tapping O during a jump parry will guard ALL of the falling Ice Shards). Stand back, use Spiral & Releases to knock his health down to 2/3. At this point, don’t attack him any more or he will go in to his “rage” mode. Instead, parry yourself a full DT (and charge it) and get yourself max “rage”.

Wait for him to do his dash attack and JR him, but DO NOT Trans-Flux. Attack his heads with Jet Stream as he is reeling back then quickly do an Air Cross along with your DTE. If done correctly, he will kneel over allowing you to get a good number of Air Crosses in. After this bout of ownage, he should have at most 2 heads left with extremely low health, allowing you to finish him off in a safer manner.

Strategy 2

Set Up – Trickster with E & I and Shotgun + A & R

If you aren’t too good with RG. use this strategy. Get close to Cerberus and use the shotgun to blow off all the ice from its heads. If he does a close range attack (which he often does) Sky Star away from him immediately. After he finishes, Air Trick back and continue with the air slashes.

If he does his “Ice Fall”attack, use “Bunnyhop” Sky Star dashes (basically Sky Star dash very close to the ground a few times). When he enters his rage mode, be A LOT more vigilante with your evasion. If he does his “Ice Fall” attack in “Rage” mode, Sky Star to the left or right wall and wall run. This will avoid the attack altogether. In total this is the hardest strategy to abide by for Cerberus

CHEAP Strategy

Set Up – Swordmaster with E & I and Spiral + Cerberus

What is meant to be an SS stopper is now a joke. Any other strategy against Cerberus will prove extremely dangerous. This strategy, however, is beyond easy. From the get go, chip off ALL the ice on all of Cerberus' heads. Now go directly to the furthest left (or right) corner and gun cancel with E & I/Spiral. If he cocks his head back, do an “Ice Age.” If he recharges the ice on his faces, chip it off again with E & I. If he does the “Ice floor” attack, hover with E & I. To further simplify this battle, target only the head that does the “Ice Fall” attack. Once it is destroyed, you will only have 1 of his attacks to worry about. This concludes mission 3.

Note: If you use this strategy, you'd have beaten him CHEAPLY. I strongly suggest you use this as a last resort.

mission 4
Difficulty — 13/20

Average Requirements:
Time - 14.30
Orbs - 11,000
Style - 5,000 (Hardest)


Suggested Battles:
Entranceway, Living Statue Room, Elevator 2nd Floor, Chamber of Sins

Suggested Set Up:
Royalguard with Spiral and E & I + Beowulf & Nevan

Entranceway

Enemies:

Hell Lust – 4

Use Spiral to keep the 3 at bay while charging DTE. Once you have it fully charged, kill them all with it. When the final Lust appears, kill him VERY slowly (try and keep your style up; free-ride and taunts help a lot). Try and get yourself a full DT bar - it is very important you do so to prepare for the battle in the next room.
     

Living Statue Room

Enemies:

Hell Lust – 3 Enigmas – 8

Before you even start moving, charge your DTE. Use the hand on the cursed door to charge your rage 3 times (jump Guarding it is exceptionally easy). After that, run towards the center where the 3 enigmas are and start doing Nevan combo 2 ASAP. When you have a full style bar, run directly to the middle one and DTE, then deactivate and taunt immediately. Now jump right up to the other door and parry it 3 times (this will give you a full rage bar), then run to the left DIRECTLY to the front of the first Enigma. Go into Tune Up stance immediately and do Nevan Combo 2. Don’t underestimate the bats - just 4 charge ups will kill an Enigma (but do a few more to be safe).

Once he's destroyed, taunt him and proceed to the next Enigma ahead to do the same thing, but stay away from the edge of the ledge just in case a Lust below gets you. Once again, taunt the defeated and then drop below to take care of the Lusts. If you have a full DT, USE it to clear them without them DT’ing.

Once those 2 Lusts are wiped out, 1 more will appear. Keep him to the left side of the screen so you don’t upset the Enigmas. Once he's gone, run up the steps in the center and kill the Enigma that appears anyway you choose. Now all that's left are 2 DT’d Enigmas. I suggest you use Nevan combo 2 to take them both out. It’ll take a little longer but it's safer and more stylish in the long run. This concludes tthe Living Statue Room.

Elevator 2nd Floor

Enemies:

Hell Gluttony – 5 Hell Sloth - 3

The first 2 Gluttons that you will face here should give you absolutely NO trouble, but DO NOT walk down the pathway yet. As long as you don’t, the 2 Gluttons perching on the ledge will not move, so make sure you fully build your DT with the 2 Gluttons that you are fighting now.

Once they are done for, run in between the 2 perched Gluttons and the newly appeared one next to you. Then jump so that you are in the center of them ALL and release your DTE. This will kill ALL of the remaining Gluttons (and hopefully hurt the Sloth on the upper ledge). Now all that is left are 3 Sloths, 1 of which is DT’d. If you have that rage from earlier, use it to quickly take down one of the non DT’d ones (I shouldn’t have to tell you but save the DT’d enemies for last). This concludes the Elevator 2nd Floor.

Chamber of Sins

Enemies:

Aybss – 3 Soul Eaters - 2

The second you hit the floor, start charging your Trans-Flux and creep slowly towards the Soul Eater just ahead of you. KEEP looking at him until nearly 3 DT runes turn red, then turn your back at the Soul Eater for a short second. Release your DTE when it is clear and quickly turn DT back off before charging again. Most commonly, the next Soul Eater will charge at you so jump + Air Hike and hover for bit with E & I. After 3 of its dive attacks, it should stop, and when it does, search for it while double jumping (to avoid any projectiles). Once you find it, use your remaining DT to kill it (Yes, even if you somehow have a full DT bar).

Once they are down, you'll have the 3 Abyss to worry about. Never end any of your combos with a knock-back unless it's near a wall. Use any “rage” you have to even the odds. Try finishing all your combos with rising attacks since this will give you more time to think (remember 1 DT’d enemy is better than 2 un DT’d enemies). Once you clear them, collect the orbs and continue on. This concludes the Chamber of Sins.

Note: If you need to change your “Set Up”, you have quite some time to do so. The time requirement for this mission is lenient. You are likely to end this mission with minutes to spare if you decide not to backtrack to the Divinity Statue

     Boss — Gigapede

Strategy 1

Set up - Royalguard with Spiral

Start immediately by getting onto the ledge on the left side of the room. On one of the pillars is a small ledge that you can jump onto. Once you are on it, target Giga’s head and continually RG Cancel Spiral shots, EVEN when Giga enters one of his holes. Spiral shots will continue to damage Gigapede, inflicting high damage. If at ANY point Giga does his purple orb attack, stop shooting and perform "Ultimate". There are 7 volleys of 2 orbs per wave so after Ultimate takes 7 separate hits, you are free to continue shooting with Spiral. Continue this throughout and Giga will soon die. The risk to this is sometimes (though rarely) the orbs will penetrate Ultimate. It is basically luck (or lack there of) if this happens.

Strategy 2

Set Up – Royalguard with A & R

This strategy requires PERFECT timing and reflex. Attempt this only if you have practiced beforehand. On the get go, jump straight onto Giga and fire away with A & R until he twirls. Once he does, get in as many air crosses as you can before he enters his hole. Once you can no longer hit him, run directly in between the small broken pillar and the large pillar (to the left of the screen [so the small broken pillar is to the right of Dante]) and wait for Giga to come along. (Make sure you are targeting his Tail)

Once you see his purple orbs, RG Cancel A & R combo 1's first hit. If done correctly, you will deflect EVERY orb back at Giga, inflicting HUGE damage. After that, DT and get in as many Air Crosses as you can. (Don’t follow him up to his other hole though. Stay on the floor)

Once he has entered his other hole, stand just left of the small ledge to the right of you (so the Bridge is just visible at the top of your screen behind your health bar). Once again, when you see him activate his purple orbs, RG cancel A & R. This should reduce him to minimal health. Jump on him as he comes out of the hole again, you should be able to kill him before he gets another shot out. Though VERY dangerous, this is the fastest way to kill Gigapede. This concludes mission 4.

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294

mission 5
Difficulty — 11/20

Average Requirements:
Time - 11.59
Orbs - 9,000 (Hardest)
Style - 5,000

Suggested Battles:
GiantWalker Chamber, Entranceway, Living statue Room, Surge of Fortunes

Suggested Set Up:
Swordmaster with Spiral & K Ann + Nevan + Beowulf 

     

Giantwalker Chamber

Enemies:
Blood Goyles – 7

As the battle begins, turn the first 3 to stone ASAP. Make sure ALL are stoned before doing a Real Impact. If they are reasonably close to each other, hit them with a Crazy Roll. Either way, the first wave shouldn't be a troule. For the second wave consists of 4 Blood Goyles. Stand in the opening to the door and wait for the scream (their dive attack). Jump + Wall jump away from the wall, then K Ann the dashing Goyle and give it a few shots every now and then to keep it stoned. Continue to wait for the others to arrive. Once they are all together, do a Real Impact on them all. The rest should be easy to clear out.

Entranceway

Enemies:
Hell Lust – 4

Use Spiral to keep the 3 at bay while charging DTE. Once you have it fully charged, kill them all with it. When the final Lust appears, kill him VERY slowly (try and keep your style up; free-ride and taunts help a lot). Try and get yourself a full DT bar - it is very important you do so to prepare for the battle in the next room. (Yes this is a copy-paste from mission 4)

Living Statue Room

Enemies:

Enigma – 6 Hell Sloth - 2

This is not as easy as it sounds. Make sure you are charging DTE at all times. As the battle begins, drop directly down to the door at the top of the steps. STAY AT THE CENTER OF THE SCREEN AT ALL TIMES. Pull out Nevan and Combo 2 the first Enigma to death. Once it's down, a Sloth will appear in the middle of the platform. Perform a launcher, then a Real Impact and DTE at the end of it (this will hit him and the Sloth teleporting around you).

Once that's done, proceed to the left of the screen and Nevan Combo 2 the Enigma to death. The Sloth may attack you in the middle of this, so jump as he attacks and perform Air Play before continuing with combo 2. After that, proceed to the other side of the room and do the same to the other Enigma. Once he's down, move back slightly (about 2 meters/6 feet) and wait for the next Enigma to fall, then immediately DTE it.

Now all you should have left are 2 Enigmas and 1 Sloth. Try luring the Enigmas into the tunnel towards the door on the bottom floor or the steps. Once they are trapped, keep the pressure on them with Nevan Combo 2 (while Air Playing if the Sloth is about to attack). Once finished, kill the sloth as you see fit.

Surge of Fortunes
(Elevator room)

Enemies:
Hell Pride – 16

Now here is some fun for you. Stand in the center of the elevator and prepare a “Volcano”. When the first 4 Prides fall, hit them with it, then taunt for good measure. Do this for all 4 waves. You probably won’t hit all of them for the last wave, so K Ann or Spiral the one you miss.

      Boss — Agni & Rudra

Set up - Royalguard with E & I

If you feel you can handle RG well enough to jump parry A LOT, feel free to use this strategy. It is pretty simple - all you have to do is jump parry the first brother's Dash & Dive attack and when the other brother comes along, jump Release (+ DTE) his dive attack. This results in equally enormous damage to both brothers, but do not hesitate. Immediately run back into the middle of the 2 brothers or you will find a very subtle Stinger or Dive attack heading your way (by subtle I mean without a sound cue)

For the actual charging of your DT, target Rudra (blue) and shoot 1-2 times with E & I. This will make him guard for a short time before retaliating with a rather poor and easily traceable uppercut. Time your jump with the attack and air parry it. Typically, he will hit his brother, hence stopping any attack coming from behind. The downside to this is that it will uneven the damage each brother is taking. To slightly get around this, once they start preparing for a team attack, get in as many E & I shots as you can at Agni (red).

This tactic does not change throughout the game but a few words of warning: if while parrying Rudras attack Agni decides to attack first, DO NOT stick to the usual plan. Instead, clearly jump evade until Rudra starts making the first strikes. This may make the battle slightly more tedious but it is a lot safer than risking getting hit at such a late stage of the level.

mission 6
Difficulty — 3/20

Average Requirements:
Time - 4.59 (Hardest)
Orbs - 6,000
Style - 5,000


Suggested Battles:
“Trial of the Warrior”

Suggested Set Up:
Swordmaster with E & I and K Ann + Rebellion & Beowulf

Trial of Warrior

Enemies:

Hell Sloth – 6
Hell Glutton – 2
Hell Wrath – 3
Hell Lust – 3

Start off charging your DTE. The key to this entire stage is speed. It has a very difficult requirement to maintain, hence Real Impact should be done whenever possible, though most crowd control should be dealt with using K Ann.

Once the battle begins, immediately run towards the back and Real Impact the charger on the wall behind you (don’t worry about pushing O next to it, no text will come up). You will have 2 Lusts and a Glutton hunting you at this point, so run directly to the other side of the room and Real Impact the other charger ASAP (DO NOT stop to attack the enemies). Once that is done, go directly to the center of all 3 enemies (which should all be piled up pretty close to you) and DTE them. This will clear the entire first wave.

Now don’t hesitate. Run directly in front of the charger you just hit so the Sloth will appear right next to you, allowing you to hit it with heavy damage before the timer runs out. A combo that does high damage other than Real Impact is:

Un DT’d enemy — 2 hits from Rebellion – High Time – 3 Hits from Aerial Rave – Hammer – Helm Breaker

DT’d Enemy — K Ann Blast – Real Impact – Tornado – (Jump cancel from Tornado into E & I shots when it is about to finish, then as you get closer, hit the enemy with a Hammer and immediately start shooting with E & I. You can Hammer an enemy 3 times before it actually takes effect, in which case come down with a Helm Breaker then repeat (if possible/safe to do so). This is a very fast way of killing DT’d enemies while maintaining style.

You will now be greeted by 2 Sloths and a Glutton, so combo the Sloth you are close to with the first combo before it has a chance to DT. Once the timers deactivate, do not stop attacking the Sloth you have started attacking until he is down to 2 bars of health. (with a bit of extra damage done for good measure). Once he is down to that health, target the next Sloth and do the same thing. Make sure you have full DT after both are beaten down to 2 bars. (Knockdown any other enemies with K Ann if it is required) After both are down, quickly Real Impact both chargers on both walls. Then once again, get into the center of the enemies and DTE. Stand just slightly to the right of the charger and prepare for the next wave of enemies.

2 Wraths will appear with a Glutton beside them. Gun down the Wrath where you are standing and AS soon as a Lust appears near you, Stinger him (he will DT very soon after!). This wave will now consist of a Glutton, Lust and Sloth. Kill the Lust you have knocked down using the DT combo above, and then work on any one of the Sloths. The Glutton roaming around will rarely be a problem since it's slow in attack.

IF at any time now you acquire a full DT, Real Impact both charges again, only this time you need to knock down an enemy to ease the process. You only need enough time for the DTE to hit them all un DT’d (do this only once or time will be wasted). The remaining Sloths will continuously re-spawn, followed by the final Wrath. If it is DT’d, don’t be afraid to do 1 close range K Ann shot to speed up its explosion. Once it's down, there should be about 2 Sloths and a Glutton (if it is still alive) remaining. Use the combos above to finish them off. This concludes Trial of Warrior.

Note: Proceed to the “Trial of Wisdom”. In case you don’t know the right order of doors to enter, follow below:

4 red dots door > 2 red dots door > 3 red dots door

Once you are in the final room be sure to collect all the orbs on top of the beams above. This concludes mission 6.

7 mission
Difficulty — 12/20

Average Requirements:
Time - 12.59
Orbs - 13,000
Style - 5,000 (Hardest)


Suggested Battles:
The Divine Library, Skull Spire, Tranquil Souls room, Cursed Skull Room, Tranquil Souls Room 2, Vergil Fight 1

Suggested Set Up:
Swordmaster with E & I and K Ann + Beowulf and Agni & Rudra

Divine Library

Enemies:

Damned Pawns - 5 Damned Knight - 1

This is pretty simple. Run directly to the Knight and take the Orihalcon. Make sure you do not hit him at all. Once you get the item, run towards the furthest left Pawn, taunt, then do a Real Impact. Repeat this on the other 2 Pawns that are not by the Knight in the area and you should have about an “Awesome” or “Sweet” rank. Now finally, run to the Knight, taunt and Real Impact + DTE him. This will kill (nearly) every enemy here. If any is left, kill it anyway you please (as long as you add a few taunts here and there for style). This concludes The Divine Library.
     

    Skull Spire

Enemies:

Damned Pawns – 6 Damned Knight - 2

For this battle, just kill the first 2 Pawns (enemies here will activate as you get close to them). Use taunts and basic attacks to fill back your DT. If you feel safe enough, lure the Pawn into attacking and counter with Real Impact. Once both Pawns are defeated, you'll have a full DT bar, so head on to the next room.

Tranquil Souls Room

Enemies:
Hell Greed – 4

Note: The 1st wave of Hell Greeds only summon Prides. The 2nd wave summons a combination of Prides and Lusts.

From the get go, target any one of the Greeds and either K Bee Cancel 9 times (don’t K Bee cancel the casket, get to its back and do it there) or K Ann Weapon Cancel until their health drops to 2 bars. Now when the Prides are about to appear and both Greeds are down to 2 bars of health, DTE. Turn it off and taunt immediately. Don’t worry if you didn’t kill all the Prides.

When all of them die, you will face another wave of 2 Greeds. Once again, K Bee or K Ann Cancel them to 2 bars of health (while taunting to build DT). Odds are, some Lusts will get summoned here, so if you are K Bee’ing the Greed, stop and start blasting the Lusts with K Ann, retargeting any that may be getting too close for comfort. Again, once they are down to 2 health bars and that you have a full DTE, use it. Don’t worry if you can’t hit everything. Use a combination of K Ann + Real Impact to take out the rest. This concludes the Tranquil Souls Room.

Cursed Skull Room

Enemies:

Hell Sloth - 4 Hell Greed - 3

Note: The Hell Greeds here only summon Sloths.

This fight is simple enough. Immediately fire K Ann to disperse the enemies, then either K Bee or K Ann Cancel the Greeds down to 2 health bars. When you're done, try and catch all 3 enemies in your DTE. After that, kill one of the Sloths, leaving you with one left. You must kill this one with as much style as possible as this is one of the few fights where style is the main factor. Also, use this enemy to refill your DT. Once he's defeated, you will get another wave of 2 Sloths and Greeds. Again, K Ann or K Bee cancel the Greeds to 2 health bars, then get to the middle and DTE. However, it's hard to notice the Sloths teleporting about, so be careful. Once they are defeated, take out both Sloths as stylishly as possible. This concludes the Cursed Skull Room.

Note: If you feel you are running low on orbs, take a trip outside the tower and pick up the stray ones lying around. The single one high up near the building gives you 1,000, and there's a hearty amount in the bar if you need it. You can also change your style/set up at the divinity statue if you need to. The next fight involves a HVG, so pick a style you’re comfortable with.

Tranquil Souls Room

Enemies:

Hell Greed – 2 Hell Vanguard - 1

As soon as the fight begins, Stinger in and start K Bee'ing/K Ann'ing one of the Greeds that appear. No matter how hard you try, they will always have a chance to summon here. Downside is that they summon a mix of Gluttons, Lusts and Sloths. Once he's down to 2 health bars, switch over to his friend (left of him) and do the same thing (remember that the Greed's casket IS NOT reboundable, so make sure you hit his back). Once they are both down, try to DTE all the remaining enemies, particularly the Lusts.

For HVG, fight him as best you can. I prefer RG for the easy parries and Gold Release's power output. MAKE SURE not to get too close to the 2 poles in the room since it can screw up your air combos and force you into a disadvantageous situation.

     Boss — Vergil

Set up - Quiksilver with E & I and K Ann + Beo & Reb

Fortunately, this fight isn't insanely hard, but it can be after a long and draining mission, so make sure you've had practice beforehand. From the get go, shoot some E & I to get his attention. If he teleports close to you, jump away. DO NOT stay too close; his 3 hit slash has very good reach. After the jump, jump up again and wait for his combo to end (Air Hike if needed), then K Bee at him. NOW, for combos, you have 2 choices: Damage or Style.

High Damage – K Bee x 12 – Dash Straight – K Ann

Damage – K Bee – Punch – Rising Dragon – K Bee x 8 – Dash Straight – K Bee

Style & DT – K Bee – Beo 3 Hit – Rising Dragon – K Bee – Rebellion combo 2 (2 hits) – Dash Straight/Stinger – Taunt

First off, if your combo on Vergil ends prematurely, DO NOT TAUNT. Instead, evade and activate Quicksilver if necessary. Other than that, repeat this strategy until Vergil starts summoning swords. When Vergil summons swords, get as far away as possible (hopefully he's not centered on the stage). Go crazy with E & I and he will teleport towards you but he won't be able to reach you. Then, he SHOULD spin his sword to deflect your bullets. This will waste his time with Summoned Swords but he will inevitably go into 1 of 3 formations.

Sword Storm (1) – This is the formation where the swords circle around Dante for a while before they stop and simultaneously shoot at Dante. To evade, jump around. This way, however, may put too much concentration on the swords, leaving Vergil to shove his sword up your ass. Whatever you do, this shouldn't be too much of a problem, although if you find it troublesome you can always use Quicksilver.

Sword Storm (2) – This is Sword Storm's 2nd form where all the swords appear above Dante and shoot off one after the other. This should be of NO bother at all. All you have to do is move - you can jump, run, DT, QS, it's your choice. Just make sure you are moving in one direction.

Blistering Swords – This is the tough one - it has cost many SS'ers their ranks. Now IF you are on Quicksilver, this is the time to use it. Activate before the first sword shoots, then jump + Air Hike and deactivate. If you worry about getting hit, keep QS activated until all the swords are gone. If you didn't chose QS, MAKE sure you are far away from Vergil at all times during this phase. If he does Blistering Swords, jump IMMEDIATELY in a sideward direction (to Vergil's left or right), then Air Hike at the peak of the jump also in a left/right direction. If he teleports during this move, you'll have some trouble evading unless you're on Trickster.

If Vergil spins his sword (to deflect E & I) and teleports again, I suggest you activate QS and run away. The Quick Cancel frames will keep you safe from his teleport and you can save your jump for when the frames run out.

This is pretty much it. Repeat these strategies and Vergil 1 will fall. This concludes mission 7.

mission 8
Difficulty — 9/20

Average Requirements:
Time - 11.00
Orbs - 10,000 (Hardest)
Style - 5,000


Suggested Battles:
Leviathan's Intestines (Gigapede 1), Leviathan's Intestines, Leviathan's Eye, Leviathan's Intestines (Gigapede 2)

Suggested Set Up:
Swordmaster with E & I + Beowulf & Nevan

Note: Be VERY careful of the acid and steer clear as best you can. Touching even a small margin of it will kill your rank. I have ended this mission with 96 damage before and only got an S rank because of it.

For the pathway with acid, you can hug the right wall and only have to jump at 2 occasions. It is essential that you LEARN where those spots are for your 2nd time through (which you MAY want to use Air Raid to get through, though the DTE could be put to better use).

Note 2: Keep track of your orb count here. If you are on 999,999, buy a lot of items to reduce the number. If for some reason you can't, you'll need guess work during Leviathan's battle.
     

Leviathan's Intestines

Enemies:
Gigapede - 1

This is fairly simple. After a bit of practice, you'll find these 2 battles a synch. First off, make your way to the end of the level. Even at a good pace, you still have to dodge 1 of his attacks, which is a short snap. To avoid this, as soon as he stops screeching, jump. Keep in mind that on DMD, he NEVER does his long delayed bite, so simply wait for him to stop making noise.

Once you reached the end, your view may be slightly impaired but it shouldn't matter. You can literally do this with your eyes closed. Wait for him to bite, then jump + Hammer + Nevan Air Scythe (2 hits) and fall straight to the ground. Don't try geting in an extra K bee; it won't work. Repeat this until Giga is "stunned", which is hinted by a loud screech.

Finish whatever you are doing (e.g. both Scythe slashes) and perform a Real Impact (extend it for as long as possible). Then Killer Bee and Scythe slash (ground). Ground Scythe slash can be cancelled with a jump if Giga tries to bite. Repeat the same combo until he's stunned (faster this time) and do Real Impact again. He will die after the second Real impact.

Note: Keep in mind that it takes a short while before the 1,000 red orb appears, so be patient. Also, a dead Giga still lets you pull off a full Real impact so have fun.

Leviathan's Intestines

Enemies:
Hell Envy – 8

Bunch up the first 5. It's easy - just run around amidst them dodging each swing. Once they are close to each other, pull out a Jam Session and finish it with a Trans-Flux, then deactivate and taunt. For the last 3, just go over and play around with them. Taunt in between Jam sessions and Crazy Rolls. Try to fill your DT gauge back up without letting your style dwindle. A pretty easy fight.

Leviathan's Eye

Enemies:
Hell Envy – Infinite

As you know by now, the point of this room is to feed orbs to the Fatimus. Do exactly what you did in the previous battle. Bunch them ALL up together, Jam Session and DTE. Repeat this until the Fatimus fills up, but don't use DTE this time.

Leviathan's Intestines

Enemies:
Gigapede - 1

This is exactly the same as the previous Giga battle, except, your view will be nearly totally impaired, though it shouldn't matter too much.

     Boss — Leviathan Heart Core

Set up - Swordmaster with E & I + Beowulf & Nevan

This is a rather tedious battle. Your sole aim is to kill the red and blue lungs at the SAME time, ALONG with all the Envies that plague the battlefield. This may sound hard but it isn't. Keep in mind that the red lung offers 600 orbs whereas the blue lung offers a healthy 1200. Killing all at once offers a great reward for your efforts. If you have below 999,999 orbs, hopefully you have kept track of your orb count. As soon as you've gotten 10,000 orbs for this mission, start wailing at the Heart-Core using the strategy below:

Orb Farming - Orb farming is the tedious part of this fight but it is a quick way to earn what you need. Start off by attacking the blue lung. Hopefully you have full DTE as that is pretty much the main requirement for this. After knocking out half its health, the Envies should be on your tail (or on top of you). At this point, run to the DIRECT front of the red lung and shoot it once with E & I, then prepare a Real Impact + Tornado. Give it a quick Hammer and then return to the blue lung. Knock it down to a SLITHER of health (equivalent to about 1 Hammer or Nevan Slash) and then do the same for the red lung. Once done, drop down and DTE the crowd of Envies (don't have to hit them all).

Grab the orbs from the red lung and proceed to the blue lung. Kill it immediately (forget about the Heart-Core; it will feel your wrath soon enough). Once the blue lung is down, collect all remaining orbs. Do this again, but this time you'll have to taunt at EVERY given interval to refill DT. A single E & I shot at intervals will stop the blue lung from leeching your DT, so keep reasonably close to it and hit it from time to time until your DT bar is nearly full. Once it's full, repeat the strategy above once more. After this mass kill you should have MORE than enough orbs to clear this mission.

Killing LHC - to kill LHC quickly, all you really have to do are 3 moves - Air Scythe, Hammer and Real Impact. Immediately head for the blue lung, Air Scythe and Hammer cancel whilst rebounding off of the Envies. If you feel unsafe with this strategy, K Bee rebound the lung. Both ways are safe.

Once the lung is dead, the core will most likely shoot lasers. Now THIS is your cue. Before the core opens up, target it and KEEP it locked on. Then jump and Air Hike with Beo and switch cancel between Hammer and Nevan Scythe at the SHELL above the lasers. This inflicts HUGE damage, but to further increase that damage (if you are skilled enough), switch to Hammer right after the FIRST hit of the Scythe Slash. Once the lasers stop, drop to the ground and head to the left of the core and prepare a Real Impact + DTE. You should have taken down at LEAST half his health with this strategy. Repeat it once more and you are gold. This concludes mission 8.

mission 9
Difficulty — 10/20

Average Requirements:
Time - 12.59
Orbs - 10,000
Style - 5,000


Suggested Battles:
Provisions Storeroom 1, Rounded Pathway, Provisions Storeroom 2, Rounded Pathway

Suggested Set Up:
Gunslinger with Spiral & Artemis + Beowulf & Rebellion

Provisions Storeroom

Enemies:
Arachne – 4

This is pretty simplistic for an Arachne battle. You'll dealing with 2 separate waves of 2 Arachne, and that means no DT'd enemies (unless you're really bad of course). So, the key to successful Arachne battles is the audio cue - EVERY attack they do has a hint. When you hear one, jump + Air Hike, then release a barrage of Multi-lock. Always fight one enemy at a time and to remember keep track of the other one while fighting him. You hear a sound, you jump, hike, and release.

Constant hitting on an Arachne can eventually cause it to stagger, and when it does, it is TOTALLY vulnerable against knockbacks and juggles. Hightime the Arachne (not Rising Dragon) and you can quite successfully do a K Bee rebound barrage on it. Be VERY careful when taunting Arachnes. It is far more dangerous than other normal enemies. If possible, end this fight with DT remaining.

Note: At Sub Ground Water Vein, switch to Quicksilver and run past the first group of Enigmas. Once they're out of sight, you can pretty much dodge your way past the final one without too much hassle.
     

Rounded Pathway

Enemies:
Enigma – 2

This is pretty simple in all. Avoid ALL the revolving blades (walk slowly if you must) and run in between each one in time with the Enigma arrows or alternatively, give him a few long distance Spiral shots. Once half way through, hide behind the wall so the 1st Enigma doesn't hit you and shoot with Spiral to knock him down (hide when he shoots). After he's down, stroll on to the second Enigma and knock him down with Spiral, then either do Sniper or Multi-lock to finish him off. Remember to taunt, then proceed to Provisions Storeroom 2.

Provisions Storeroom 2

Enemies:
Arachne – 5

The first part of this battle is the same as the first Arachne battle. Always keep check of both enemies and target one first. KEEP it locked on and never release it as you're killing each target. After the first 2, you're in for a tougher fight - 3 Arachne at once. The logic stays the same - target one and attack immediately. Use DT (not DTE) to kill faster but don't get carried away. If you hear an attack, Air Hike and shoot. Once he's dead, target any other and do the same. The last enemy will DT but as long as you keep check and don't do anything stupid, Artemis multi-lock will keep your style ranking high enough.

Rounded Pathway

Enemies:
Enigma – 2

Not much I can say. Again, use Spiral to knock one down and finish off with Sniper, Multi-lock or basic attacks. Do the same for second one and make sure you taunt after each kill. Every little taunt helps.

     Boss — Nevan

Set up - Quicksilver with Spiral + Beowulf

Nevan is surprisingly one of the easier bosses to "No Damage" and attain a good boost to your style meter. Here's what you do.

At the start of the battle, stroll up to her, trigger her Spin attack by walking directly in front of her. When she does her Spin, do a small backflip back and immediately charge a Straight. She will spin 4 times before dropping her arms. THE MOMENT her arms touch her hips, release Straight.

What will happen is that Straight will break her barrier in a single strike, then fire Spiral to knock her onto the floor and do backflip cancelling to inflict maximum damage. (don't DTE or QS at this point). She will now teleport over to the other side of the room. Trigger her spin attack again but this time, DTE (this will also break her barrier, though it must be maximum) and perform any random combo on her (don't K Bee cancel, you'd want to do normal damage). After that, she'll teleport again over to the other side. Repeat the Straight, Spiral and backflip strategy. (Watch your DT fill up, it's fun)

Now, Nevan will go into her second phase, which you'd want to end as quickly as possible. Stay by the steps and wait for her Electric Floor attack. As long as you are on the steps, you won't get hurt (she sometimes does it twice). Stay by the stairs since she has a habit of teleporting there again and you DON'T want that. Wait for her to start her Electric Pillar attack, dodge the first 1 or 2 waves (sometimes she does the Light Pillar attack that emerges from beneath Dante, and this makes things easier) and then stroll up to her and DTE, followed by Back flip Cancelling again.

She'll now be back to her first phase, so stroll to the top of the steps and trigger her Spin. Straight and Back flip Cancel as usual, and do the same DTE thing on the other side of the room. FINALLY, when running back to the top of the steps, trigger Nevan's Spin, (should be significantly longer now) Straight, Spiral AND quickly activate QS and Back flip cancel like an absolute nut-case. If you feel you won't kill her with it, don't do it. Just stick to the DTE + Straight strategy. Quicksilver is really just to end this battle faster and give you added safety with Quick Cancel. This concludes mission 9.

Note: When triggering Nevan's Spin attack, you always have time to taunt before she starts. The extra DT always comes in handy.

mission 10
Difficulty — 5/20

Average Requirements:
Time - 12.59
Orbs - 10,000
Style - 4,500 (Hardest)


Suggested Battles:
Rounded Pathway, Provisions Storeroom

Suggested Set Up:
Trickster with K Ann + A & R

Note: Do not be fooled by how short mission 10 is; it is deceptively difficult. Despite having only 1 tough battle, the fight you face is A LOT harder than you think. If you are assuming this will be one of your first SS rank missions, think again.

Note 2: After exiting Nevan's room, revisit secret mission 5 and run through it a few times. Everything is easily broken with K Ann, but be sure to always pick up the orbs from the jukebox. Also, be sure to pick up all stray orbs in this mission, including green orbs.
     

Rounded Pathway

Enemies:
Dullahan – 3

OK, if you need help for this fight, put DMC down and play something else, seriously. Nevertheless, use Air Cross to inflict maximum damage on each Dulluhan. Run AROUND them, and if you choose to run through them, be careful, since they can do damage SO marginal you can't see it. No one wants to end a mission with 6 damage now do they. Doing this quick enough means you can kill them all before they go through the gate on the other side, but it doesn't matter even if they do.

Note: At Sub-ground Water Vein, immediately hug the right side of the hill as you run up. You can quite easily stroll past the first group of Enigmas, then kill the last 2 or Trickster past them if you prefer.

Note 2: Change your weapon set up to Gunslinger with Artemis, Rebellion and Beowulf.

Provisions Storeroom

Enemies:

Arachne – 2 Big Arachne - 2

This fight will be a real test of patience. First of all, same as ever, TARGET 1 AT ALL TIMES, and the one you'd want to target today is the first normal Arachne. EVERY time you hear anything, jump and Air Hike immediately. There isn't a lot of room for error in this battle so never stop moving as the Arachnes have a habit of performing their web attack. When fighting the first Arachne, DT as well to kill it as fast as possible. Once it's dead, you'll be left with a big one and a little one.

Target the big one and knock it down to 1 bar of health, then give it a few extra hits for good measure. (Remember, even if you feel you're jumping too much, you probably aren't. Just remember to release a barrage of Artemis at the peak of each jump). NOW, target the small Arachne and batter him to near-death also. Once he's near-death, re-target the big Arachne, finish him off and then DT. You have about 5 seconds to kill this DT'd Arachne, but if you aren't in time, don't panic.

If you killed the Arachne, a final wave of 2 small and 1 big Arachne will appear. If you didn't kill the Arachne, 1 small and big Arache will appear, followed by another small one after you kill one.

If you didn't kill the DT'd Arachne, immediately target the big Arachne and kill it as quickly as possible. Keep moving and jumping when a sound is heard. After he dies, target the non DT'd Arachne that appeared with the big one and kill him before switching your target to the other non DT'd Arachne that has just appeared. Finally, finish off the last DT'd Arachne.

If you did kill the Arachne, target the next small one, then the big one, then the small one again, using the same strategy as for the first wave. This concludes mission 10.

mission 11
Difficulty — 14/20

Average Requirements:
Time - 9.00
Orbs - 8,000
Style - 5,000 (Hardest)


Suggested Battles:
Gears of Madness, Alter of Evil Pathway, Alter of Evil, Temperance Wagon

Suggested Set Up:
Trickster with K Ann and E & I + Beowulf & Nevan

Gears of Madness

Enemies:
Enigma – 2

Very simplistic fight here - Equip Nevan, run in between the 2 Enigmas and start combo 2'ing the closest Enigma (most likely the one on the gear). Once it's dead, do one last Jam Session before Tricking over and pumping away with Beowulf. Simple.
     

Alter of Evil Pathway

Enemies:
Soul Eater – 5

The moment the fight starts, run in (like, in front of the camera) and turn and face the Soul Eater to stop it from solidifying, then use K Ann to kill it. After it's dead, run backwards ALL THE WAY. No doubt 1 or 2 will begin to dive for you. When you reach the end, pull out E & I and start shooting at it. As it draws very close to you, fire K Ann and it should die. If another one is also dashing, use Dash + Wall Run to easily evade it. After that, all new Soul Eaters will be a long distance away so turn around and wait for one to dash, then just target it with E & I and finish it off by basic shooting. This can be quite tricky if you lose control, but otherwise it's not too difficult.

Altar of Evil

Enemies:

Soul Eater – 3 Hell Vanguard - 1

Before you even trigger the fight, Wall Run up the opposite end and knock the pillar into the slot first, then run around to the other side and prepare by equipping K Ann. As soon as the fight begins, hug the wall behind you and face away (get into the section where you CAN'T see Dante as the pillar blocks his view). Don't fret with the 2 Soul Eaters that will try to dash at you. They will get stuck at the guard rail, allowing you to kill 1 or 2 of them with K Ann. Make sure you stay close to the wall, as it will stop HVG from joining this little confrontation. After 2 Soul Eaters are killed, drop down and search for the other one, then use ALL YOUR DTE to get rid of it (it's worth it). After that, use whatever strategy you have for HVG.

Temperance Wagon

Enemies:

Hell Pride – 9
Hell Lust – 5
Hell Glutton – 1
Hell Wrath – 2
Enigma – 2

This isn't as hard as it first looks. The first wave is 2 Lusts and a Glutton. For starters, prepare a Jam Session and let it catch the enemies in mid air so that the blast hits them back at all angles. Run to the back of the wagon (part closest to camera) and start abusing K Ann to push them all to the other side. Once they are there, taunt and then pull out another Jam session. MAKE SURE you have full DT for the next wave. For the next wave, let go of L1 as they land (and savor the moment).

NOW, immediately run to the front of the wagon (top right corner to be exact), turn around and face the bottom left corner, then proceed to do Combo 2 whilst targeting any Prides that may get close to you. Don't worry about the Enigma arrows; they'll just aid your style meter. Now after the final Lust and Wrath appear on the other wagon, be ready to STOP on the final Lust that will appear near Dante's shoulder. If you do Combo 2 any longer you may blow up the Wrath, so use Beowulf to kill the last Pride and then kill the Wrath safely.

     Boss — Beowulf

Set up - Quicksilver with Spiral + A & R and Rebellion

Now, this is no easy task. Beowulf requires A LOT of practice beforehand, especially learning how to dodge his basic 3 hit attack PERFECTLY, which is really a simple case of 3 well-timed rolls. If you find yourself in an impossible situation, or if you mis-timed a roll, activate Quicksilver and evade to safety. For the start of this fight, DT should be of no concern (also note that you won't be using DT/DTE AT ALL in this fight). NEVER run backwards to evade Beowulf's Volcano. As he prepares for the attack, run a good distance away to his left or right, then Stinger back into the fray.

The key to "No Damage" against Beowulf is to kill him before he gets to his (rather vicious) third phase. At the beginning of the fight, he will pretty much repeat his basic 3 hit attack, and if you are too close, he will do a foot stomp. A simple and effective strategy is 2 left/right rolls followed by a vertical jump. Helm Breaker – Rebellion 2 hits – High time – Air Cross – Helm Breaker.

After this combo, Beowulf is likely to clutch his eye and swing an arm randomly. If so, right after the last Helm Breaker, roll left and taunt on the spot. This is purely for style and DT purposes. This combo can be repeated until you see Beowulf stagger obviously (preparing his "I Will Kill You" light burst attack).

Once Beowulf staggers, use the time to get in 2-4 (or ~6 if he falls to the floor) Air Crosses before preparing for the burst. NOW, this requires VERY good timing. As Beowulf lunges upwards and spreads his arms out, jump and activate QS just after the blast comes out. You will Quick Cancel the remainder of the blast and be damage-free during Beowulf's weakest moment. Stay in QS and pull off as many Air Hikes or gun cancelled Air Crosses as possible. As you can see, this does HUGE damage. When Beowulf goes down on all fours, deactivate QS and taunt to replenish some DT (you should have at least 4 blocks of DT).

Now for Beowulf's cage phase, this also requires a lot of practice to pull off correctly. Chase Beowulf down with Stinger and stand the same distance away from the cage (that has't fallen yet) as Beowulf. While he is bringing it down, shoot Spiral once or twice using weapon Switch Cancelling. As the cage falls, jump up and Helm Breaker JUST as it lands, then fire off 2 more shots of Spiral. Take a small step forward and repeat for 4 more cages. After the last cage, Stinger at Beowulf and start pummeling away. You'll get 500 orbs from the cages you broke. At this point he should have less than half his health left.

Now you are at Beowulf's 2nd phase. He'll do one of two things. One, he dashes at you (in which case, time your rolls even if he jumps, then wait for him to perform a Volcano). Two, he does a Volcano + cage (in which case, run to his left or right). After he finishes either attack, run back to him and hack away with Rebellion. He should stagger almost instantly. Once again, prepare for his blast attack, then jump + QS (with whatever DT you have left) and Air Cross him as many times as possible. Let QS deactivate itself and don't stop attacking until he runs away.

Lastly, he will go back to a corner, so repeat the Helm Breaker + Spiral strategy. He should die before he gets to his 3rd phase; if he doesn't, use ANY QS you have left immediately and use timed rolls to the left and right to avoid any cages he may bring down. This concludes mission 11.

0

295

mission 12
Difficulty — 20/20

Average Requirements:
Time - 11.59
Orbs - 14,000 (Hardest)
Style - 5,000 (Also hard)


Suggested Battles:
“Temperance Wagon,” “Alter of Evil,” “Alter of Evil Pathway”

Suggested Set Up:
Royalguard with Spiral and E & I + Beowulf & Nevan

Note: Even if you get hit, DO NOT restart right away. Sometimes, the attack may miss but you mistake it as a hit since your health decreases. Not only that but you will want practice on ALL parts of this mission.
     

Temperance Wagon

Enemies:

Hell Pride
Hell Wrath
Hell Glutton
Hell Sloth
Hell Lust
Enigma – 2

Be prepared for a HUGE endurance fest here. The best way to do this mission is to play it safe with EVERY battle, and cheap tactics are the way to go. If you do decide to play “properly” then be very careful when attacking and kill the Lusts immediately as they will be the biggest threat. You prepared? Ok, let’s get this going.

Your first endurance test is the Temperance Wagon. However, surprisingly enough, this is the easiest/most controllable part of the mission (apart from the Geryon fight of course). You start off facing 3 Gluttons. This is VERY easy, though I would still suggest you Spiral RG cancel them to the far end of the carriage followed by a few combo 3’s & a Jam Session, this will hit you Stylish, and considering you can’t take damage at all it should stay relatively high, your aim for these first 3 is to kill them all around the same time.

Once they are gone, you are now dealt 3 Hell Prides with an Enigma coming on another carriage. Get in the closest right corner of the carriage and face the furthest left corner, then continue using Combo 2 with Nevan. This will keep the Prides at bay whilst absorbing the arrows. Once the Enigma is out of sight, you would have killed most of the Prides, giving the Lusts time to break on to the scene…

Don’t think for a second you’ll get away with combo 2’ing these guys. Whip out Spiral & begin RG cancelling, switching between each enemy per shot (Even if a DT’d Pride is on the screen). When all enemies are down, give a few extra shots on any Prides that may remain. If there are no Prides, then try and even out the enemies health bars before you go in for a combo 3 & Jam Session.

This is a wave of 4 Lusts and a Wrath. Once 2 Lusts are gone, the Wrath will appear so BE CAREFUL not to spiral him. However, when the Wrath appears shoot him once with Spiral and 4 times with E & I. On the 5th shot, press guard immediately after for a Perfect Parry. DO NOT at any point, use the rage you have built up. Once the Wrath dies, take out the few remaining Lusts.

This next wave consists of 4 Sloths and 2 Wraths. One of the Wraths will be patrolling on another cart. If you are using the Spiral tactic, kill him for some extra health and orbs. Then, proceed shooting the 3 Sloths that have appeared before you. Once one is dead another will appear, followed by a Wrath again. Once again, shoot the Wrath once with Spiral followed by 5 E & I shots, parrying directly after the last shot, then kill all the remaining Sloths.

Now here’s the only easy part. Once again a Wrath will be trailing on another Cart, & you will be facing a pair of Gluttons and 1 Sloth, closely followed by a Wrath. If you are quick, you can knock the 2 starting enemies back against the wall and kill the Wrath on the other cart quickly. Once again, parry the Wrath (your rage will be important later) and then finish off the enemies. Thankfully, this concludes the Temperance Wagon.

Altar of Evil

Enemies:

Hell Sloth – 7 Hell Pride – 3

This is one of the few times in the game I will ever say watch out for the Prides… Health is a big factor in this room, you get very little health bonus and if the Sloths’ DT is at full health you can pretty much kiss your arse goodbye. That said from the get go, target the first Sloth you see. Use basic K Bee Rebound tactics to kill him off. If you have enough time and want to play safe, charge a level 3 Rising Dragon, steady him mid air with E & I then K Bee him to the ground (or until it dies). After that target the next Sloth and move on. One important thing to note is WHICH Sloth you have targeted. You have to target the Sloth that was fighting alongside the one you killed. Failure to do so will result in a full health DT. If you are unsure which one it is, whittle both Sloths to below 1 bar of health before killing one. After the first 3 Sloths it becomes a lot easier to tell which Sloth is which.

Your other major problem is the Prides. Though slow they have a huge habit of tackling your mid K Bees, and if they are DT’d they take a LONG time to shove out the way of a downed Sloth, and killing one will risk an early DT from another Sloth. If you notice a Pride heading your way, Free-Ride the Sloth to a safe location and continue the onslaught. If you don’t have the time, Spiral Cancel the Sloth out the way of the Pride (rather than the opposite). If you get past this with no damage, give yourself a pat on the back. That is a challenge on its own. This concludes the Alter of Evil.

Altar of Evil Pathway

Enemies:
Blood Goyle – 7

The downside to this fight is its slight randomness, as you are running towards the screen it is hard to tell where the Goyle is coming from. That said, run as fast as you can and if you hear a sound, jump + Hike and hope for the best. Keep in mind that if a Goyle glides by you, don’t assume the worst. Sometimes it does no damage. At this point it is always worth completing the mission regardless of hits. 

Once you reach the other side, you should be able to easily RG Cancel EVERY Goyle into stone with Spiral. Rather than going for melee attacks, continue with the Spiral RG. Most of those in the front will take a lot of damage. Of course, if you need health kill one ASAP then RG Cancel the remaining enemies. This is purely for style and orb purposes - doing this should guarantee S ranks in style and orbs so it is well worth it, not to mention that Blood Goyles give huge rebates on health orbs. Short and sweet, this concludes the Alter of Evil Pathway.

Note: For the Gears of Madness run through as fast as possible, skip the red orbs path and jump + Hike from the middle gear to the top gear… BE extra careful to avoid any Goyle. If you are using RG for this mission, you won’t need to kill any Goyle here for a top up of health. Skip them all entirely.

Pathway

Enemies:
 
Hell Lust – 7 Hell Pride – 2 Hell Vanguard - 1

OK, welcome to hell. This is arguably the hardest (forced) fight in the entire game. The fact it is at the very end of Mission 12 is a kick in the teeth, but nevertheless let’s get going. From the absolute get go of this fight, run up to HVG as FAST as you can; you should KNOW where he appears. Start pummelling him with Beowulf ASAP. Once he guards, continue pummelling until he deflects the strike, then immediately Perfect (Air) Just Release on him and run to the corner of the room (right of the door closest to you). (Air) Parry the first 2 dashes HVG does and air Just Release the final dash, even if it’s a vertical dash (the ceiling will make your Gold Just Release hit). After that K Bee him to death and HOPE the Lusts below do not uppercut. 

Once HVG is dead, it’s total plain sailing, Jump + Hike with Beowulf and once you hit the ceiling, activate Air Raid and finish off the remaining enemies with Thunderbolt. Whether they DT or not doesn’t matter, and you can often find openings to drop down and collect the orbs enemies leave behind. Your vertical distance may look close (provided you are hugging the ceiling) but Lusts uppercuts will NEVER hit you, even if you stay in one spot. For your own sake, I suggest you try and push the enemies towards the right door as you will be able to see what you are shooting. And of course, shoot the non DT’d enemies first. However, if an enemy does DT, don’t fret. You should have plenty of health here.

     Boss — Geryon

Set up - Swordmaster with E & I and Rebellion + Beowulf

Runway

For the runway, play it safe. Stay WELL back and once Geryon gets close enough, jump + Hike over him, Helm Breaker to the ground and hold /\ (if you feel a bit risky, Helm Breaker his carriage; it does damage). When he re-appears, release Drive and repeat the above steps. When he stops, you can do 3 Drives before he catches up to you. He’ll collapse in 1-2 more Drives.

Arena

For the Arena, IMMEDIATELY Stinger towards Geryon, then cancel into Real Impact + Tornado. When Geryon falls back to the ground, run towards the screen to the outline of the circle engraved on the ground. As Geryon swings the carriage towards you, jump + Hike AND HELM BREAKER (never Killer Bee) then Stinger, followed by a Real Impact + Tornado. This is what is known as the “Geryon Loop.” After Tornado, Geryon will fall to the ground and if you have enough time get in some Hammers, but always give yourself enough time to retreat. If Geryon looks like he won’t collapse, DTE him to aid with the damage. Once you get the loop sorted it becomes very easy to pull off consistently. This concludes Mission 12.

mission 13
Difficulty — 8/20

Average Requirements:
Time - 8.59
Orbs - 6,000 (Hardest)
Style - 5,000

Suggested Battles:
Effervescence Corridor, Lux-Luminous Corridor (Fight 1)

Suggested Set Up:
Trickster with E&I + K Ann and Rebellion + Beowulf 

     

Effervescence Corridor

Enemies:
Pawn – 8
Bishop – 3

This fight could have been considerably easy but for style and orb purposes you can’t just DTE spam your way through this. Anyway, get in between the first 4 Pawns near you and begin attacking them however you want. I personally like to use Dash and Wall Run quite often due to the narrow walls. Wall Run gives an exceptional style increase (as you’ll find out in Mission 15). Once you have yourself A SSStylish rank, keep it going for a short while then DTE the group of Pawns. DO NOT hit the Bishop, even if it means leaving another pawn. Now use these 2 to refill your DT gauge and prepare for the next wave.

Get slightly closer to the doorway you started from and await the 2 Bishops appearing near you.(taunt for good measure). Work your ass off on one of them and kill him, then once again DTE the large crowd of Pawns. Once again use the other Bishop you didn’t hit to refill your DT gauge, though it isn’t as important now.

Note: Even if you did hit the Bishop with your DTE, don’t worry, he’ll still have health, but you’ll have to spam a multitude of evasive manoeuvres to refill your DT gauge.

Lux-Luminous Corridor

Enemies:
Pawn – 6
Bishop – 2

This is a tad more awkward than the previous fight. Start out by luring the first 2 Pawns to activation and give a few taunts (to increase DT or style). Once you got all you can, go to the next set and do the same. (Rebellion Combo 2 is a safe style gainer) After that, get yourself amidst the entire crowd of enemies and carefully attack with Wall Runs and Dashes to increase style, followed by a DTE once you’ve been at SSStylish for a while. After the DTE you’ll probably be left with a Bishop or 2, to which case simply dispatch them in a safe manner.

Note: Don’t worry about any more fights. Check your orb count to see if you’ve satisfied the requirement. If you haven’t, redo fight 2 by exiting and re-entering the door you came in from. Assuming you’ve met the requirement, skip fight 2. Also, don’t forget the white orb near the Divinity Statue.

      Boss — Vergil 2

Set up - Quicksilver with E&I + K Ann and Rebellion + Beowulf

As with Vergil 1, tactics generally remain the same though new tactics must also be implemented to make the fight more endurable. This will test your patience far more than the previous fight as Vergil DTs now. Fortunately, the mission isn’t as draining as before so if you do get hit just have a break or try again.

For the first 1/3 of his health Vergil is easy. He won’t DT and his attacks are generally easy to dodge and counter. If Vergil does his Rising Sun attack, you should nearly always be able to counter it. His basic 4 hit combo, though, has less open time so if you fail to counter it don’t worry. Sometimes it’s best to just wait for his Rising Sun + K Bee. (OR cross up combo ending with Rising Sun).

Also as before, you’ll want to keep your style up with him, so use the first 1/3 health to keep your style high, and when he starts DT’ing you’ll want to maximize the damage you inflict (check Mission 7 boss fight for suitable combos). An orb will surround Vergil after he loses 1/3 of his life and then he’ll DT. (This is where Quicksilver comes in handy, a bit on that later)

At this point he usually couples his DT with a set of Summoned Swords, so as he prepares (with orb surrounding him) you should run to the far end of room and be prepared. He often does a Starfall after his Summon Swords, so during his teleport jump Hike + K Bee in his opposite direction. If on the off chance something goes wrong, activate Quicksilver and evade.

Once he gets to his Summoned Swords formation, relax and keep on evading. (Use the Mission 7 guide on how to avoid the formations) Now, to get him out of DT, first make sure he’s got no swords spinning around him and wait for his Rising Sun + Starfall (or just Starfall if you’re quick). Then, activate QS mid air and mid K Bee Vergil as he is finishing his, K Bee rebound 3 times on him, de-activate, and taunt (the rebounds must be quick).

Doing this will not only rid him of DT, but stop him from regaining any health. Amidst this, follow on your basic combos and openings as normal. When his health goes down to 1/3, he will pick up Yamato in the center of the battlefield. USE this chance IMMEDIATELY, activate QS and give him all you got until he either prepares Rapid Slash (he won’t parry) or you refill close to 3 DT bars. He’ll now use all Yamato and Beowulf attacks. It’s pretty much the same strategy as before only utilize the Yamato openings when possible. This concludes Mission 13.

mission 14
Difficulty — 15/20

Average Requirements:
Time - 12.00
Orbs - 13,000
Style - 5,500

Suggested Battles:
Alter of Evil, Temperance Wagon, Hells Highway

Suggested Set Up:
Trickster with E&I + Spiral and Beowulf + A&R 

     

Alter of Evil

Enemies:
Fallen – 3

Fallens are tough on DMD. They’ll test your patience, so practice on them before attempting the whole runthrough once you get used to their attacks and can evade successfully, then proceed on. The key trick to consistently beating Fallens is this: When fighting 2 Fallens, work on 1 only. Fighting 2 of them with their shields removed is extremely unpredictable, but fighting 1 with and 1 without a shield will still allow you to hit both at the same time with DTE (as you’ll find out soon).

Let’s get started. Run up to the first Fallen and break his shield ASAP. You’ll need to hit him consecutively with 3 Air Crosses for his shield to break and you MUST be quick (no pause between blows). With a bit of practice you can break his shield before the second Fallen appears. When his shield is down, you’ll have to revise your attack plan, which will ALWAYS be:

Wait for blade spin attack – Air Trick to him (Or basic jump if he is above you) – Air Cross – Air Hike – Air Cross – Gun shot – Air Cross

The third Air Cross will knock him back and if you feel safe, do a Sky Cross towards him and Air Cross him again. For the explosion attack, do exactly the same but Air Trick or jump towards him as he throws the sword, not before, since it can knick you on the way down. You have to get this combination down perfectly so you can spend all your time concentrating on the other Fallen.

If you see him attack at all, Sky Star. Now, don’t just use DTE whenever you have an opening. The lower the health of the second Fallen, the easier he’ll be to kill later, so what you want to do is release DTE close to the first Fallen and during the attack of the second fallen. Doing this will hit both of them (Shielded Fallens are opening to damage when they attack).

An example of an attack with a significant opening is their “Stinger” attack, though with some decent timing you can damage them during any of their attacks. Once you have killed the first Fallen, the other will DT, but don’t go for him. Run directly to the next Fallen’s spawn location and be prepared to break his shield ASAP. DO NOT rush here; if the other Fallen is on your tail, take your time breaking his shield (it’s very common to get hit here). When he’s dead, get to the center of the room and prepare for a lengthy battle with a single Fallen.

Against this Fallen, you’ll notice that he does the swing attack A LOT, which is very unpredictable. The explosion attack, however, has a HUGE opening time and is easily prepared for. You’ll also find that it takes a lot of Air Crosses to knock him back, so hit him as often as you can during any openings and not just 3 times (use gun canceling). When he does do his swing attack, don’t sit still. Jump up as high as possible and then Air Hike. Use Air Trick or careful landing to get in line with the Fallen and mash away with Air Crosses, taunting during any openings to raise your style. This will take a while, but outside of very unsafe RG play, it is your safest bet, especially with the fights that follow.

Temperance Wagon

Enemies:
Hell Sloth – 2
Hell Lust – 2 Hell Gluttons – 2
Hell Vanguard – 1

OK, with some careful planning you should be fine on this final wagon fight. For the first wave, don’t bother using DTE - you’ll need it later. Stand at the closest right corner and prepare a few Spiral shots to hit them all back, then use any crowd clearing attacks to raise your style and hit multiple enemies. Either way, make sure you kill the 2 Lusts first; they’re harder to deal with than Sloths when DT’d.

Once the first wave is done, prepare for HVG to appear and hit him ASAP. DO NOT take any chances with evasion here - jump and Sky Star to maximize invincibility frames and when the 2 Gluttons safely appear, use DTE. Once they’re gone, safely work on HVG. Don’t worry too much about style at this point as the following battles will yield all that you need. For now, focus on killing him quickly as the previous 2 kills will speed up his DT’ed process.

Note: Swap Spiral with Kalina Ann and A&R with Rebellion for the next battle.

Hells Highway - Round 1

Enemies:
Pawn –7

Go through the first 2 cage doors and take the first right to enter round 1.

This is pretty simple. For the first wave, don’t use DTE. Just beat them all down and try not to get surrounded though they really shouldn’t pose much of a threat. If you do get surrounded, use Sky Star and Wall Run. For the second wave (4 Pawns), hit them a few times and then jump + DTE. Try your best to only kill 3 Pawns so that you can use the 4th one to refill DT. It’s not vital but it helps greatly.

Hells Highway - Round 2

Enemies:

Knight –2 Rook - 2

Back out and take a right to enter round 2.

Get behind the first Knight and get in a few K Ann shots. ALWAYS be wary of the Rook here. When the Knights are huddled together, hit them both with DTE. Chances are that 1 will die, so use K Ann gun canceling to kill the other. Once he’s dead, it’s a simple case of careful evade & counter tactics, but don’t get overboard hitting the Rook. Use Wall Run to evade the lasers as often as possible. So long as you’re careful, this fight is pretty easy. Finish this with a full DT gauge.

Hells Highway - Round 3

Enemies:

Knight –2 Bishop - 1

Go straight into the next room with the shade of red to enter round 3.

Once again, start off by getting behind the first Knight and K Ann him, then Sky Star to the center, DTE, and finish off the remaining Knights followed by the Bishop. Be careful of the Bishop’s fire attack.

Hells Highway - Round 4

Enemies:

Bishop –2 Rook - 1

Go straight up and then turn left to enter round 4.

This is a fairly simple fight - use simple strategies (K Bee rebounds) to kill off the Bishops. If you have DTE, use it, then use the Rook for style farming and make sure you end the fight with a full DT gauge.

Note: Switch to Quicksilver in the next room and use it to get past the Enigmas in the next room. Then, GO BACK to the bar room and pick up the orbs from the breakables (even on a perfect run, people have been known to fail on orb count).

mission 15
Difficulty — 16/20

Average Requirements:
Time - 18.00
Orbs - 11,000
Style - 6,000

Suggested Battles:
Upper Subterranean Garden, Alter of Evil Pathway, Rounded Pathway, Top Obsidian Path, Gears of Madness

Suggested Set Up:
Trickster with E&I and A&R 

Note: It’s very important to keep track of your starting orbs. If you have 999,999 orbs, spend them on Holy Waters until you’re around 950,000. This is vital to keeping this mission as short as possible.
     

Upper Subterranean Garden

Enemies:
Fallen – 2

Thankfully, there are no more 3-way Fallen fights. Use the same method as in the previous Fallen fight in mission 14; only, keep in mind that the smaller battlefield may make evasion harder, so be extra wary of the second Fallen. Stay on the lower grounds in the center and make sure to evade when the second Fallen attacks.

Note: In this mission, you will be taking several detours. To do a perfect run, you must follow this path EXACTLY, in which case you’ll eliminate an exceptionally hard Arachne battle.

Once you activated the 3-way doors, head back and turn on the wall device ONCE, and then run through the Gears of Madness room. So long as you’re quick, you won’t have to deal with any of the Blood Goyles. (Don’t worry about the shield in this room)

Alter of Evil Pathway

Enemies:
Soul Eaters – 7

Don’t dare think of trying to run through this room, even with Quicksilver. Immediately hug the east wall and run towards it with your back facing the pathway. Once you hear a Soul Eater, Dash Wall Run and you will land directly on the second level pipes. Run to the northwest corner and once again hug the corner wall. When the Soul Eaters gathering bellow you get too close for comfort, DTE (you should eliminate about 3 of them).

Once they’re down, take EXTREME care in dispatching the rest. A quick K Ann shot will knock out half their health so do it twice if possible. If all the Soul Eaters are a long distance away, wait for them to dive, then whip out E&I and try taking it out before it gets to you. If it gets close or there’re 2 of them, use Wall Run to evade and then proceed back to the second level pipes for safety. This is a very sketchy fight and no matter how good you are you can always get unlucky.

Note: Be careful in getting the orichalcon and head back to the Gears of Madness room. Keep in mind you have a HUGE time requirement for this mission so taking your time is a luxury you have.

Once you obtained the orichalcon, head back through the Gears of Madness, skip all fights and don’t bother hitting the wall device in there. Instead, work your way back to the room with the first wall device and turn it on a second time, then swap A&R with Beowulf. Now, turn on the device twice and pick up all the orbs in the vicinity before heading to the room with the second orichalcon fragment.

Rounded Pathway

Enemies:
Soul Eaters – 2

This fight is fairly simplistic. Get as close to the first rotating blade as you can and use turning K Ann blasts to take out the first Soul Eater. For the second one, turn around and wait for it to dive, then use E&I followed by a K Ann blast. On the off chance he teleports close, do the same to him as you did the first one, though it may take a bit longer.

Note: This is the major detour – you are now going to head ALL THE WAY back to the bar. Follow the path the tri-doors lead you to all the way to the Geryon coliseum, drop down to the bottom and look for a door on the outskirts. Head through and go back to the strip club, back in through the teleporter to the area with the Enigmas. Finally, proceed STRAIGHT down the hill to the door on the right. SKIP ALL FIGHTS.

Top Obsidian Path

Enemies:

Pawn –6 Knight - 2

There are far more enemies here but you’ll only be dealing with the first wave. Do not hit anything. Target the first Pawn, get to his right side and follow this command sequence exactly until you reach SSStylish. Also, do not stop targeting him.

Dash – Air Trick – Sky Star – Wall Run

By the time your Wall Run ends, the Dash will continue to raise your style. Taunt after every 2 Wall Runs to get to Stylish ASAP. Once you reach full SSStylish, use DTE to kill all 6 Pawns. Don’t bother with the Knights, just leave the room and re-enter. Repeat follow this until you have earned a total of 11,000+ orbs for the mission.
Then, head RIGHT back to the wall device, turn it on twice and go back through the tri-door. Skip the Dullahans - you can hug (i.e. run into) the far right side of the rotating blades without damage. Use that to make jumping over them easier and (for the love of god) don’t jump on it.

Get the orichalcon fragment and once again use DT (if you have it) to play safe. Then turn the wall device in the Dullahan room TWICE before once again finding yourself in the gears room. SKIP ALL FIGHTS.

Gears of Madness

Enemies:
Blood Goyles –3

Do your best to lure as many Goyles as you can to the top 2 gears, then beat them down from there. If they get caught near the blades, don’t try hitting them and stick to K Ann shots. Once they’re all dead, turn on the wall device TWICE, then head back to the elevator and finish the mission. This concludes mission 15.

mission 16
Difficulty — 18/20

Average Requirements:
Time - 15.00
Orbs - 10,000
Style - 5,000

Suggested Battles:
Living Statue Room, Waking Sun Chamber, Chamber of Sins, Crystal Skull Room

Suggested Set Up:
Swordmaster with E&I + Spiral and Nev + Beo

Note: In the Entranceway (right), hold R1 as you go through the door and you’ll automatically target the Enigma allowing you to hit it twice with Spiral and knock it down.
     

Living Statue Room
Enemies:

Enigma - 2 Blood Goyles – 3

Though it sounds simple this is an incredibly annoying battle. From the get go, DT immediately and run to the other cursed door. Jump and do an Air Play, then when it is safe, face the screen and do Combo 2. Don’t let the Enigma appear on screen, even if you have to Combo 2 the Goyles to death.

Once they’re stoned, finish them off with attacks when it’s safe. After the 3rd one is dead, head over to one of the Enigmas and perform Combo 2 until it staggers, then do a Dash, Straight and then a Real Impact. Repeat this with the other Enigma.

Waking Sun Chamber
Enemies:

Rook – 4 Knight – 1

Once you have taken the Golden Sun, run right back to the other side of the pillar and prepare for the first Rook; do whatever you wish with him. Once he’s dead, 2 Rooks and a Knight will appear. Run to the Knight and get a few Spiral shots in before DTE’ing. Once he’s dead, target either of the Rooks and work on them.

An example of a good combo is to constantly swap between Hammer and Air Scythe - it does extremely heavy damage and can make fairly short work of Rooks. Once that Rook is dead, a final one will appear. Of course, target him first using the same techniques and then finish the final DT’d one off. As before, don’t take any unnecessary risks.

Note: Change your weapons and style to Trickster with E&I + A&R.

Chamber of Sins

Enemies:
Fallen – 2

As per normal, use the Trickster strategies in mission 14 to clear this. You have to be VERY wary of the walls here; you CAN still hit them through the wall provided they are close enough, but be extra vigilante - this is an exceptionally small room.

Crystal Skull Room
Enemies:

Greed –3 Prides – 3

OK, if you’re anything like me this room should pose no problem (considering this was indeed your training room for general messing around). If not, keep in mind that this is your only opportunity to raise decent style, so what I suggest is you kill the first 2 Greeds ASAP (knock both to 2 bars health then DTE) along with all the Prides. Then take on a few waves of Sloths getting as much style as possible before heading out; just don’t get too carried away.

Note: Swap to Quicksilver to help get through all the next chambers.

      Boss — Lady

Set up - Quicksilver with E & I and Rebellion + Beowulf

For starters, you should NEVER stop shooting until you know of the safe moments. Your shots WILL deflect her bullets just like the cutscenes, but you have to keep firing. Hunt her down, keep about 2 meters away from her and shoot. Don’t try to attack or get too close or she’ll whip out K Ann and say something.

At this time, you should jump and K Bee her (Air Hike if needed). Hit her with Beowulf’s basic combo twice and then jump UP and fire E & I. She’ll then do some spinning shots and then evade. Keep that distance and she’ll cock K Ann again. Repeat this for the first 1/3 of the fight.

For the 2/3 of the fight, jump on any of the ledges, stand on one end and keep shooting. Once Lady does her Grapple move, she’ll land on the ledge closest to you. Stinger over the ledge towards her and activate Quicksilver. Do 2 or 3 Rebellion combos on her, de-activate and then taunt. Later when she’s on the floor, DO NOT JUMP. Just KEEP shooting - move left and right if needed but NEVER jump. Repeat this strategy until the she has 1/3 health remaining.

The danger of this last part is finding her. If you can’t find her and she prepares to do Hysterics (missile attack), get into the center of the room and jump + Wall Hike on any wall until the missiles are gone, then go look for her again. As usual, keep shooting once you see her and repeat the same strategy as the first 1/3 of the fight. NEVER RUSH.

mission 17
Difficulty — 6/20

Average Requirements:
Time - 6:30
Orbs - 10,000 (Hardest)
Style - 4,500

Suggested Battles:
Trial of Wisdom, Skull Spire

Suggested Set Up:
Trickster with E&I + K Ann and Cerberus + Beowulf 

Note: Pretty easy mission here, just be sure to collect all orbs available and make a stop at Secret Mission 11 (Pins & Needles) which can be pretty easy with some practice and Sky Star.
     

Trial of Wisdom

Enemies:

Arachne – 2 Soul Eater – 2

The second you enter this room, start charging DTE and head towards the other Red Skull door facing the Soul Eater that appears. When you have a DTE of 3 bars, turn around and use it. Now you should be down to 2 Arachnes. If you keep one in a corner the other will seldom attack, leaving you open to batter it. Once it’s dead, kill the other however way you wish. At some point, another soul Eater will appear so save your remaining DTE for it. A piss easy fight ends the Trial of Wisdom

Skull Spire

Enemies:

Abyss – 2 Soul Eater – 2

OK, this fight is a bit sketchy. Keep in mind that the steady incline will prevent any projectiles from hitting you, and even if you jump you’ll probably I-frame them. You need high style points here, so get one Abyss and work on him. Use Cerberus + Beowulf basic combos to keep him grounded. Air combos are pretty unsafe here.

If you find yourself crowded, use some Dashes to avoid any basic strikes and Sky Star to avoid the jumping projectiles. Once you’ve killed one, run all the way up to the top of the room and use your DTE on the first Soul Eater you come across. This is the sketchy par - if the 2nd Soul Eater dashes it’s safer to stay up the top and dodge all the dash attacks before you go for the kill. If he doesn’t, then just turn and K Ann him. Once he’s gone, as usual, work on one Abyss at a time. When the final one DT’s, use it with a lot of Cerberuses drawn out moves to keep your style rank high, though Doppelganger will wield all the style you need

      Boss — Doppelganger

Set up - Swordmaster with E&I and Rebellion + Nevan

This is one hell of an easy boss. The only thing to be careful of his 3-hit combo. Sometimes when you expect a Beast Uppercut he comes out with a Basic 3 hit and you generally forget to Air Hike or Hover.

OK, from the get go run to the left unopened light and Air Hike the first Volcano he does. Then use Prop Shredder to break the light. If he is getting too close for comfort, evade. Patience is a virtue. Now when it is broken he’ll either get hit by it (which I implore you try to get every time) to which you should do a basic Rebellion combo followed by a taunt as he jumps back or he’ll jump back. Either way, once he prepares a Zodiac, get JUST to the edge of the light the window creates (for positioning) and use the first hit of Prop Shredder to deflect the first deflection. Then so long as you extend it you’ll knock back every remaining deflection. He increases the number of deflects as his health decreases so you generally can only get 1 deflection per light break.

Once the windows close and if you have time, break open the closest window if you can by using Prop Shredder or jump to evade then Helm Breaker followed by Rebellion’s basic combo. (Get him trapped) Taunt him as he staggers and roll to the next window, then Prop Shred it right away and he should get caught, then do a basic 3 hit combo followed by a taunt. After that he should repeat the deflection procedure. Repeat this strategy until he has just under half his health.

For the speed kill, you should have full DTE. Incite him to do a Beast uppercut and when he does, jump and activate Air Raid. Now once you see him prepare to do Zodiac, perform Vortex. DO NOT WAIT for the ball to be released. (Try and hug the wall as much as possible and ALWAYS target him) After that. get back to the wall as fast as possible but once again if he prepares a Zodiac, perform Vortex again. Doing this with full DTE will take out half of his health. If you find this hard to do. just do the Prop Shredder strategy throughout.

mission 18
Difficulty — 17/20

Average Requirements:
Time - 35:00
Orbs - 11,000 (Hardest)
Style - 4,500

Suggested Battles:
Chess Set, Agni & Rudra, Geryon, Beowulf, Cerberus

Suggested Set Up:
Royalguard with E&I + K Ann and Rebellion + Beowulf 
     
      Boss — Chess Set

Note: Keep in mind that once the pawns reach the other end they’ll transform, also the Rooks will summon a lot of enemies. The only constant is the King and Queen.

Strategy 1

You’ll need a lot of patience for this fight and this mission in general. OK, don’t hit ANYTHING at all, absolutely nothing. You’ll be swamped with enemies before you know it but you won’t have to deal with a DT’d king. Stand at the far back and target the Queen until she activates, then dodge her attacks. She reacts to enemy hits, so if you hit an enemy or herself she’ll target you.

Lure her to a corner so that you’re boxed in and jump guard her 3 times. This gives you a full DT bar. Now keep track of her until the King activates. Make sure that the first hit you give him is a BASIC release. (NEVER DTE in this fight)

After that, head back to the Queen and get yourself cornered again. If things are a bit hectic, use roll guarding instead but be extra careful of the Bishops - they are surprisingly accurate. Once you have a full rage bar again, go back to the King and deal the damage. Now simply wail on him with Beowulf or Rebellion until he dies. This will of course provoke the Queen so be careful.

Strategy 2

Set up - Quicksilver/E&I + K Ann/Reb + Beo

From the start simply stand well back and wait for the Queen to activate, then keep track of her until the King activates (you can tell by a very slight change in music). Alternatively target the King and continuously do Killer Bee rebounds until he awakes. This will however cause some unwanted attention to congregate in a single location.

When the king does activate, give him a shot with E&I and from then on NEVER LOSE HIS TARGET. Chase after him and if he is a Killer Bee’s distance away, Air Hike, K Bee, activate Time Lag and batter him (with Beowulf basic) until he teleports again. Remember to always taunt when he teleports (with QS deactivated of course). Do this repeatedly for the entire fight, refilling DT to at least 3 gauges if it goes below.

Demon World

Enemies:
Bosses – 1~9

It’s advisable to do 4 of the boss fights. You can meet the orb requirement fighting just 3 but it is sometimes hit or miss. The route I am showing is one I find preferable but feel free to choose any route you are comfortable with. You have enough time to do EVERY fight here, so taking your time in fights should not be a problem. If you do follow your own route, fight the enemy you find hardest first to lowers the risk of dying late in the mission.

Recommended: (Scroll down to the boss section)

Agni & Rudra, Geryon, Cerberus, Beowulf

Other bosses:

Gigapede, Doppelganger, Nevan, Leviathan's Heart, Hell Vanguard

mission 19
Difficulty — 19/20

Average Requirements:
Time - 19:00
Orbs - 7,500 (Hardest)
Style - 5,000

Suggested Battles:
Room of Fallen Ones, Nirvana of Illusions, Infinity Nirvana

Suggested Set Up:
Swordmaster with E&I + K Ann and Rebellion + Beowulf
     

Room of Fallen Ones

Enemies:
Abyss – 5

As with the Abyss fights before, stick to killing one at a time for now. A good combo is High Time -> Aerial Rave (Full) -> Air Hike -> K Bee. This combo will separate a single Abyss and you’ll catch him with the K Bee before he counter-attacks. Once he’s dead, work on lowering both other Abyss’s health together until they’re both low, then kill one before working on the other as fast as you can. (Your aim is to kill them both before the other pair appears)

If you didn’t manage to kill the DT’d Abyss, don’t worry. Work on either one of the non-DT’d Abyss and come back to him when it’s clear. With a bit of practice, this room can be a piece of cake. (Just be extra careful of both projectile attacks - they are the showstoppers here.)

Nirvana of Illusions

Enemies:
Abyss – 7

This requires a little bit of luck. Charge your DT and run around until you see the bright mirror. Immediately start your low level DTE and then proceed to repeat Rebellion basic combo 1. It should take about 2 combos for it to go down. Now immediately run around again for the next mirror then and attack as before. Assuming you circle for more than 3 seconds and don’t find it, don’t bother going for it and jump onto a Chandelier above instead.

Position the camera so that you can see 3 mirrors and wait. You are 100% safe standing there. Use your full DTE to shatter it then have a quick run round. If you still fail to see it, jump back onto the chandelier and wait for an enemy to jump, then taunt. Do this until you have another full DT bar.

Infinity Nirvana

Enemies:
Abyss – 4

This can be an incredibly frustrating battle if you fight wildly. It requires a good deal of crowd management. For starters, charge your DT and work on one enemy. Use combos like Beowulf basic combo – High Time – Aerial Rave (3-hit) – Hammer – Killer Bee and perform Real Impact at any time you feel it’s safe.

Your aim here is to knock each enemy down to 2 health bars. Once they are down, pick your DTE time VERY carefully. All enemies must be in a position to take damage. Anyone teleporting will remain unscathed but so long as you kill 2 you should be fit to kill the rest within the time limit.

When the 4th Abyss appears (about 3 quarters round the arch), track him down and kill him. Beowulf’s basic combo followed by a Real Impact to Hammer etc can do the trick quite easily. If a DT’d Abyss remains, attack until he teleports, then Real Impact him as he’s above. (His projectile won’t hit you directly below him)

      Boss — Arkham

Set up - Trickster with Spiral/E&I +K Ann and Rebellion + Beowulf

OK, they broke the mould making this battle. You’ll be glad to know that the first part isn’t too hard. The second part, however, will condemn your soul. First, I suggest that EVERY time Arkham falls back down you find his location (lookout for the shadow on the floor) and prepare a Straight just for the extra damage.

Once he’s fallen to the ground, keep at his front (left front or right front) and keep Rebellion out. This weapon does the greatest damage in the long run and the attacks can be cancelled well. For now, the only attack you have to deal with is the swipe attack and there is a pattern.

The first 2 swipes are slow and deliberate while the third one can catch you unaware if you let it. It comes quick so be sure to jump. His downward attack is deadly (un)accurate, and should you get hit by this you may want to consider ending yourself because you certainly aren’t lucky. Once your attacks start waving through him evade quickly for he’ll do a mild serpent attack (get back quick enough he won’t do it at all). Utilize Air Hike and Sky Star in all directions and don’t do it just upwards. After you’ve evaded, continue as normal. When he turns light red use your DTE and attack wildly (with DT on) until he disappears into the ground.

Now, this is the first of several Legion battles. Arkham’s Legions will be the big test of the fight, and as you progress their numbers increase and they get more dangerous. For starters, here it’s fairly simple. Work out the geography of the room amd run in a circle. Once you’ve got a rhythm do this: Dash – Bunny-Hop – K Ann. ALWAYS keep away from the Legions and once you have a full DT you may want to use it on them. Run around until they circle you and when they stop, release your DTE. (Great for style and mass kills)

Once Arkham come, repeat step one. Be sure to kill EVERY Legion as strays can be annoying and must be dealt with  (Spiral is great for clearing the scraps). Once you’ve knocked Arkham down to half health, you’ll get the lovely cutscene where your brother makes his entrance and for some random reason takes away most of your tactical mobility.

So now you’re severely screwed and Arkham is in pissed off mode, he’ll pretty much do his Run & Gun for the rest of the round. Your aim here is to keep as much distance as possible and let Vergil do all the fighting. Get accustomed to Vergil leeching of your button commands, the only attacks you should care to know are Rapid slash (R1 + Forward + []) and teleport (O).

Equip Spiral and use Rapid Slash to make Vergil zone in and pretty soon Arkham will run towards you. When you hear the explosions, jump, land, then jump again and Air Hike at the peak. ALWAYS move to the left or right in Arkham’s opposite direction. Remember that Vergil always follows your commands, so during your jumps ALWAYS push [] so that Vergil will K Bee and on your hikes always push R1 + Forward + [] so that he Rapid Slashes.

In the brief moments that Arkham stops moving, cancel Spiral Shifts (That is while holding R1 shoot, move shoot, move etc) but always be sure that you are a good distance from him. Remember to VARY Vergil’s attacks to stop any recovery frames from attacks just used; it makes a big difference. When Arkahm turns bright red (quite a satisfying color), zone in quick and double team him for as long as you can.

Back to the Legions, you have to play FAR safer now. No firing on every jump, you do however have Vergil to back you up… and Rapid Slash is the ideal crowd clearer here, so do this: Jump – [] – Hike – R1 + F + []. Do this while having Spiral or K Ann equipped and it will make Vergil do a K Bee followed by a Rapid Slash. If Vergil gets out of range, push O to get him back to your side but NEVER stop - that is the dopiest thing you could do.

After the jump + Hike, it’s up to you whether you want to K Ann, but I advise to only do it when it’s safe. Follow these 2 strategies to the bone and do NOT stray at all. Don’t think for a second you’ll get a few double team hits in before Arkham does something because avoiding the serpents when in close range is far easier said than done, not to mention doing that while avoiding his running.

On the very last bout against the Legions, it is wise to RARELY ever shoot K Ann. A basic glance will tell you that it’s extremely dangerous at nearly all times. It may take long but let Vergil do the job. This fight is a make or break for SS’ing altogether. If you can do this you can do just about everything this game has to offer. You do it, and congratulate yourself. Thankfully this concludes this god forsaken mission.

mission 20
Difficulty — 7/20

Average Requirements:
Time - 7:00
Orbs - 0
Style - 3,000

Suggested Battles:
---

Suggested Set Up:
Quicksilver with E&I + K Ann and Rebellion + Beowulf 
     
      Boss — Vergil 3

Well here it is, the “Finale” (so to speak) for one this is one hell of a hard fight. If there was a mission before this fight it would certainly rival Mission 12 in terms of difficulty. The one thing you must learn 100% is to evade all of Vergil’s attacks without difficulty. If you can do that you shouldn’t have much problems for 90% of this fight. Of course, patience is always a plus. Here’s a quick refresher of the key combos for the 13 point system:

High Damage – K Bee x 12 – Dash Straight – K Ann

Damage – K Bee – Punch – Rising Dragon – K Bee x 8 – Dash Straight – K Bee

Style & DT – K Bee – Beo 3 Hit – Rising Dragon – K Bee – Rebellion combo 2 (2 hits) – Dash Straight/Stinger – Taunt

You’ll want to taunt after combos almost constantly to make sure you satisfy the style requirement. Nothing sucks more than a zero damage run only to fail on style. Always keep a good distance from Vergil - a lot of his attacks come out without warning.

For Vergil’s 5-hit killer combo, it always starts the exact same way as his basic 4-hit combo but you must ALWAYS assume that that’s what he’s going for. It has a small recovery time as compared to the 4-hit combo. In that case you’d want to run away, jump as he does Helm Breaker and then K Bee right after his Stinger to get your 13 points worth.

For his Round Trip DO NOT K Bee it or you take scratch damage. Stand back blasting with E & I then as it approaches use K Ann. If you’re in a tight spot, activate QS and bat it away with the Quick Cancel frames. Attack during Judgment Cut as normal, but don’t rebound the first K Bee –  the last orb can come back to bite you up the ass. Naturally, when Summoned Swords comes about. do as you do in Vergil  battle 2 and stand back blasting E&I until he blocks them, then evade the formations accordingly:

Sword Storm (1) – This is the formation that circles Dante at his level. They spin for a short time, then stop and simultaneously shoot at Dante. You can either jump around like a fish, which works… or be prepared for the pause. This way however can put too much concentration on the swords, leaving Vergil to shove his sword up your ass. Whatever you choose, this shouldn’t cause too much of a problem, though if you find it troublesome you could always use Quicksilver

Sword Storm (2) – This is the second form of Sword Storm. All the swords appear above Dante and shoot off one after the other. This should cause you NO bother at all; all you have to do is move. You can jump, run, DT, QS, it’s your choice but just make sure you are moving in a direction.

Blistering Swords – This is the tough one. It has cost many SS’ers their ranks, and now IF you have chosen Quicksilver, this is the time to use it. Activate before the first sword is shot and if you are confident, after it fires jump hike and de-activate. If you are a little more concerned, then keep QS active until all the swords are gone.

If you didn’t choose QS, MAKE sure you are far away from Vergil at all times during his formation change. If he does Blistering Swords, jump IMMEDIATELY in a sideward direction (to Vergil’s left or right) then Air Hike at the peak of the jump (also in a left/right direction). If he teleports during this move (unless you’re on Trickster), you are going to have some evasion trouble.

Use the QS + Triple K Bee rebound to knock Vergil out of his DT, but keep in mind that during his DDT (Desperate Devil Trigger) it’s pointless to try and knock him out as you will lose all of your DT bar + no 13 point combo at the end.

With all the above, the first portion of this fight shouldn’t cause much trouble (after some practice). The DDT is the hard part, and here’re the evasions tactics. When Vergil emanates the large orb around him, run FAR away to the furthest point of the screen and wait for his move. Odds are he’ll also call upon Summoned Swords here though every time. Vergil has 2 motions from here, which can interchange about 3 times before his DT wears off:

5 Hit Killer Combo – He’ll do this any number of times. After his Stinger he can freely change into the “Helm Breaker Chain.” He generally does this about 3 times before changing over, but it can go on for ages. Keep calm while evading and don’t bother attacking while he’s in this state.

Helm Breaker Chain – Vergil Helm Breakers in quick succession for 5 times. To avoid this, run, that’s all, nothing else. So long as you run (and not into an invisible wall) you will get out of this unscathed. Summoned Swords, however, are a different matter.

You are hoping he does his Helm Breaker Chain because his 5-Hit killer combo with Summoned Swords is incredibly annoying, to which you should utilize QS as much as possible. If he does go in to his Helm Breaker Chain, you need to do precisely time rolls for EACH Helm Breaker. After 1 chain, his swords should take formation and if they go round his back I strongly advise QS usage… anywhere else and careful maneuvering whilst evading shouldn’t be to much bother. From here on, style goes out the window – you’d want to make use of EVERY (safe) opening available and he’ll DDT more than once so don’t think you’ll get off easy. Remain consistent and don’t rush and you should be fine throughout this fight. This concludes mission 20.

Ну что Данте?Ценишь заботу брата?Между прочим я еще ~1,5 месяца не смогу добиться личной аудиенции,и все ради тебя!!!Сохрани это все себе на комп,переводи, и благодари меня...Ну и конечно,того,кто мне это передал...Как ты видел выше,результаты от использования этих руководств налицо...  :D

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296

:O Bерджил
ааааааааааааааааааааааааааааааааааааааааааааааааааааааааааааа!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1 :D  :O  :O

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297

А фига ли в 1 сообщение не влезло  :D
Вот и смарите у кого сколько сообщений и какую ценность они представляют.Думаю 3 моих сообщения которые выше ~300 сообщений ДаННте

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298

Bерджил
ЕБ******* ТЕКС ВЫШЕЛ!!!!!!!!!!!!!!!

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299

Bерджил
А ТЕПЕРЬ УДАЛИ ЕГО!ё!!!!!ёёёёёёёЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁЁ

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300

Я же сказал пусть Данте скажет хоть спасибо а то он еще бессердечнее меня становится я же все для него,а он...  :cry:

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