Devil May Cry 4 Unofficial guide - SuperCheats · 2010. 6. 8. · Devil May Cry 4 introduces a new...

81
SuperCheats.com Unoffical Devil May Cry 4 Guide http://www.supercheats.com/guides/devil-may-cry-4 Check back for updates, videos and comments for this guide. Table of Contents Introduction 2 01 :: Birds of a Feather 3 02 :: La Porte De L'Enfer 5 03 :: The White Wing 11 04 :: Cold Blooded 17 05 :: Trisagion 21 06 :: Resurrection 24 07 :: The She-Viper 28 08 :: Profession Of Faith 34 09 :: For You 38 10 :: Wrapped In Glory 42 11 :: The Ninth Circle 43 12 :: A New Beginning 47 13 :: The Devil Returns 48 14 :: Forest of Ruin 52 15 :: Fortuna Castle 53 16 :: Inferno 54 17 :: Adagio For Strings 55 18 :: The Destroyer 56 19 :: The Successor 57 20 :: La Vita Nuova 58 Secret Mission 01 59 Secret Mission 02 60 Secret Mission 03 61 Secret Mission 04 62 Secret Mission 05 63 Secret Mission 06 64 Secret Mission 07 65 Secret Mission 08 66 Secret Mission 09 67 Secret Mission 10 68 Secret Mission 11 69 Secret Mission 12 70 Blue Orb Fragment Locations 71 Unlockables 75 Xbox 360 Achievements 76 UGO Review 80 page 1 / 81

Transcript of Devil May Cry 4 Unofficial guide - SuperCheats · 2010. 6. 8. · Devil May Cry 4 introduces a new...

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Table of Contents

Introduction 201 :: Birds of a Feather 302 :: La Porte De L'Enfer 503 :: The White Wing 1104 :: Cold Blooded 1705 :: Trisagion 2106 :: Resurrection 2407 :: The She-Viper 2808 :: Profession Of Faith 3409 :: For You 3810 :: Wrapped In Glory 4211 :: The Ninth Circle 4312 :: A New Beginning 4713 :: The Devil Returns 4814 :: Forest of Ruin 5215 :: Fortuna Castle 5316 :: Inferno 5417 :: Adagio For Strings 5518 :: The Destroyer 5619 :: The Successor 5720 :: La Vita Nuova 58Secret Mission 01 59Secret Mission 02 60Secret Mission 03 61Secret Mission 04 62Secret Mission 05 63Secret Mission 06 64Secret Mission 07 65Secret Mission 08 66Secret Mission 09 67Secret Mission 10 68Secret Mission 11 69Secret Mission 12 70Blue Orb Fragment Locations 71Unlockables 75Xbox 360 Achievements 76UGO Review 80

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SuperCheats.com's Unoffical Guide to

Devil May Cry 4

by Michael Monette

This is an unofficial game guide for Devil May Cry 4, it is not official, or endorsed by or connected to the game developer or publisher. All characters, locations, images and

video game content are copyright to their respective owners. Any trademarks displayed in the guides are exclusive property of their respective owners. Images and videos used

in this game guide have only been inserted to illustrate our words more effectively.

This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without

advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

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SuperCheats.com Unofficial Guide to Devil May Cry 4

Capcom's highly regarded hack and slash series, Devil May Cry, originated on the PlayStation 2 console back in

2001. The first title follows a half-demon bounty hunter named Dante on his quest to slay the demon emperor

Mundus. The second installment, Devil May Cry 2 (PS2, 2003), again features the devil hunter Dante as its main

protagonist, this time joined by a female warrior named Lucia. DMC2 is generally regarded as a disappointment

among fans of the series, the main reason being the noticeable decrease in difficulty from the original game.

However Capcom rebounded with a prequel to the first game, Devil May Cry 3: Dante's Awakening (PS2, 2005).

The unforgiving gameplay that the original Devil May Cry was known for returned with a number of enhancements

to the combat system.

At long last, the highly anticipated fourth installment of the series has made its way to next-gen consoles, and the

combat is as stylish as ever. Devil May Cry 4 introduces a new character by the name of Nero, a Holy Knight of the

Order of the Sword. Don't fret Dante fans, for the legendary devil hunter is playable here too, though he's not the

main protagonist in this one. Set in the castle town of Fortuna, the mysterious Order of the Sword group is in turmoil

following the death of their leader at the hands of a mysterious assassin. As Nero, it's your job to hunt the man and

confront him.

The land of Fortuna is a dangerous place, inhabited by a variety of malevolent demons. Don't worry though, as this

guide is here to help you. Herein you'll find walkthroughs for each of the game's twenty missions, including

strategies to aid you in defeating every boss creature, and tips to help you cut through the droves of demons

encountered along the way. There are also strategies for all twelve of the secret missions, directions to each and

every Blue Orb Fragment, and a complete listing of unlockable content.

Note --This guide was written based on the Devil Hunter difficulty with Automatic turned off. The strategies and

information contained within still apply to the Human difficulty level, but player and enemy strength varies

depending on difficulty.

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Devil May Cry 4 - Mission 01: Birds of a Feather

You're up against Dante here, the main antagonist of the first three games in the Devil May Cry series. If you've

played any of the other games in the series prior to this, you know that Dante is unmatched in his combat abilities.

Luckily, the first mission in Devil May Cry 4 serves as a helpful tutorial, and the absence of a health bar means that

you're definitely going to make it out of this one alive.

Dante

Gunplay

You'll learn the bare essentials of combat through this bout. The first lesson is in gunplay; you must knock Dante

back with bullets a total of five times to move on. Lock-on to your target (hold down the RB button on the Xbox 360

version, R1 on the PS3 version) and tap the Long-range attack button (X on Xbox 360, Square on PS3) until the

counter in the bottom-right corner of the screen records five hits. Next up is evasion; first, Jump and successfully

avoid Dante's gunfire three times, then successfully dodge the gunfire three times with the Side Roll ability.

After a short cutscene, Nero acquires the Red Queen blade, giving you the chance to practice melee combat. Wait

until your opponent taunts, then rush towards him and perform Red Queen Combo A. Hit Dante with this combo

three times to move on to the next lesson. The High Roller ability will prove useful throughout your adventure, so

learn it well. Again, wait until Dante is taunting, then move in and use the technique as instructed. Your final lesson

is the Buster ability; simply approach Dante and use Buster to perform a powerful attack.

Melee Combat

Opera House -- Boss Battle: Dante

Now that you're familiar with the basics of combat, it's time to put that knowledge to use in an actual fight. Your

own health bar is now visible in the top-left corner of the screen, while your opponent's appears at the bottom.

Dante definitely isn't at his best here, so walking away from this battle with a win is not too difficult a task. You were

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taught several useful combat maneuvers during the tutorial part of this mission that will definitely aid you in this

fight. If you need a reminder, press start at any time during the battle and select 'Skill List' from the menu for a list of

the skills Nero knows and how to perform them.

Battle

The High Roller and Buster skills are especially effective against Dante. For a damaging combo, first use High Roller

to sweep Dante up into the air, then quickly use Buster to launch him down to the ground below. Using Buster while

on the ground and not locked-on to your target causes Nero to grab Dante and smash him into the ground a few

times, knocking off a significant amount of health. You'll want to avoid gun use during this battle, as Dante can

usually manage to use his own gun to negate your bullets. Of course, offense is only one part of any fight, you'll also

have to use the evasive maneuvers learned through the tutorial to avoid Dante's attacks.

During the fight, be sure to direct some of your attacks towards the benches scattered around the Opera House to

find Red Orbs which can be used to purchase items via a Divinity Statue or the 'Power Up' option on the Mission

Start screen. Continue to pelt Dante with attacks until his health bar is depleted to clear the mission.

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Devil May Cry 4 - Mission 02: La Porte De L'Enfer

A group of Scarecrows will immediately spawn a short distance ahead of you. Scarecrows are one of the weakest

enemies in Devil May Cry 4, so fighting them is a great way to further familiarize yourself with the game's combat

system. Once the group of Scarecrows has been dealt with, proceed through the blue door in the northeast corner of

the plaza.

Storehouse

Upon entering the Storehouse, the camera reveals a Gold Orb nested in a small alcove above some steps. You'll

have to perform a Kick Jump to get to this orb. First, head up the steps and face the wall, then jump up into the air

while holding forward on the Left Thumbstick (or Analog Stick) and press the Jump button again when Nero reaches

the extent of his jump to jump off of the wall and into the alcove.

Alcove

Gold Orb

Gold Orbs can be used to revive your character upon death. By using one, you can avoid having to revert back to

the mission's last checkpoint. Gold Orbs are not very common, nor do they come cheap, so try your best to hold on

to them.

Cathedral

When you're ready to move on, head up the stairs, hop across the broken section, and proceed into the next room.

A short cutscene introduces a group of Scarecrows. Take out the enemies once you've regained control over Nero,

then head through the door at the far end of the room. There's nothing of interest in this area, so go through the red

door to reach the Cathedral. Move down the stairs to the glowing altar at the bottom of the area and examine it to

receive the Evil Legacy key item.

Pillar

Evil Legacy

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With this item, the Hell Bound, Snatch, and Devil Snatch abilities are useable. Nero can use Hell Bound on Grim

Grips to travel long distances. Hell Bound can also be used to launch Nero towards unsnatchable enemies, too.

There is a Grim Grip launch pad across from the altar that held Evil Legacy. Stand on the launch pad, lock-on to the

Grim Grip and tap the Devil Bringer button to pull Nero up to the second floor walkway. Use the second launch pad

at the walkway's west end to reach the parallel walkway. Move to the end of this walkway and then through the

door.

Tip -- A Vital Star S can be found in one of the cells along the southern end of the Cathedral's first floor;

locate the star and use Snatch to take it into your inventory.

Grim Grip

Grim Grip

Use Hell Bound to quickly cross the Business District, completely avoiding the mess of demons in the streets below.

You can attempt a secret mission by examining the piece of parchment attached to the centerpiece in the circular

room, but you may want to pass this by as your skills may not be up to par this early in. Another Grim Grip launch

pad lies at the end of this walkway; use it to reach the walkway of another building. Kill the group of Scarecrows that

spawns, and then use Hell Bound to reach the next building. More Scarecrows… Kill them to unblock the doorway,

and then proceed into the next area.

Business District

Residential District

Drop down into the alleyway below and wipe out the Scarecrows at the opposite end. When the Scarecrows have

been dealt with, approach the Red Orb cluster midway down the street and pummel it with quick attacks until it

shatters.

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Red Orb Cluster

Blue Orb Fragment -- Jump up onto the building behind the Red Orb cluster, hug the wall and hop into the

small crevice above the lower roof. The Blue Orb Fragment is tucked away in this crevice.

Crevice

Blue Orb Fragment

Make your way to the end of the street. A large steel tower sits at the southern end of this area; Kick Jump up to the

top of it and wait there for a moment to reveal a stash of Red Orbs. Afterwards, approach the door at the end of this

area and use it to enter Port Caerula.

Port Caerula

Move to the end of the dock at the west end of the port and use the Grim Grip launch pad to reach the other side

port. Head through the door at end of this section to enter the Customs House.

Tower

Grim Grip

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Kill the group of Scarecrows that spawns, then approach the wheel that was hidden behind the red mesh. Rapidly

slash the wheel until the blue mesh blocking the doorway above dissolves. Examine the console here to trigger a

brief cutscene. Afterwards, return to the Port Caerula dock area. Another group of Scarecrows spawns outside the

Customs House. Defeat the enemies and make your way back to the other end of the port using the Grim Grip.

Wheel

First Mining Area

Move to the north end of the port and cross the recently lowered bridge. Head through the door there to reach the

mining area. A large group of Red Orbs can be found at the south end of the waterway, so drop down and collect

the orbs, then hop back to the upper level. When you're ready, use the pair of Grim Grips to reach the upper

walkway.

Bridge

Grim Grip

Blue Orb Fragment -- Attack the Combat Adjudicator and attain a combo grade of B to receive a bunch of

Red Orbs and a Blue Orb Fragment.

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Combo

With the Divinity Statue, you can use Proud Souls to gain new skills and combat abilities, and spend Red Orbs on

items. There's a tough enemy waiting for you through the next door, so you may want to purchase a few healing

items.

Divinity Statue

Ferrum Hills -- Boss Battle: Berial

The towering Berial poses a significant threat, as his attacks are quick and quite damaging as well. Blast the demon

with Blue Rose as he closes in on you. Bullets are nigh useless against this beast, but you may as well chip off a bit of

his health bar before getting down to business. Berial's attacks are usually hard to detect, so you're definitely not

going to make it out of this one unscathed. When you see the demon raise his flaming sword, prepare to use the Side

Roll ability and avoid the swipe that follows. You can also hop over Berial's horizontal sweeps, but this attack

usually comes quickly and is in some situations (such as while you are in the middle of an attack), completely

unavoidable.

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Berial

Luckily Green Orbs are made available when Berial smashes one of the ruined houses in the village. The only issue

here is that Berial's attacks cover a wide range, which can cause him to break too many of the houses quickly,

resulting in an excess of Green Orbs. To combat this, try your best to lure Berial to one section of the village and

face him there. If you're taking a lot of damage and your health is dwindling, lead the beast towards a fresh group of

houses, lead him around until he destroys them, then collect the Green Orbs to restore some of your health bar.

When you've managed to get close enough to Berial without being tossed about, jump up into the air and use Hell

Bound to launch Nero towards Berial's head. Slash the beast's face by rapidly tapping the Close-range attack button

while Nero falls. You can use Hell Bound and attack Berial in this fashion while his back is turned too, but be careful

as he can quickly whip around and slash you with his sword. You can slash his legs and mid-section too, but this

doesn't seem to be quite as effective, and you'll have to work harder to dodge his attacks.

Once you've dealt enough damage to Berial, his flames dissipate and he becomes stunned. While the beast is in this

state, approach him and use Buster to deal some heavy damage to him. You can hit him with another super combo if

you can reach and Buster him before he gets up. When Berial begins to snap out of his stunned state, run as far away

from him as you can; upon waking, he'll let off an explosive hellfire attack that is quite difficult to avoid. After you

have managed to stun Berial at least once, a flaming pillar attack is added to his arsenal, but that can be dodged

easily enough with the Side Roll ability.

Stunned Berial

Continue to attack Berial until his health bar is completely spent. When the demon falls, he'll leave behind a heap of

Red Orbs. Collect the orbs, and then head up the stairs at the end of the area to clear the mission.

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Devil May Cry 4 - Mission 03: The White Wing

Now would be a good time to acquire some new skills with the Proud Souls you earned at the end of Mission 2.

There is a Divinity Statue in the starting area, denoted on the mini-map by a yellow symbol. Some useful Red Queen

skills are Streak, Split and Red Queen Combo C. For Blue Rose, purchase at least Charge Shot, as it can be used to

knock back most enemies. The Air Hike and Speed abilities are also useful. Of course, you won't have enough

Proud Souls to purchase all of these skills, as some of them are quite costly, so purchase the ones you can for now.

Second Mining Area

Start down the tracks and turn left when you reach the split. Smash the board at the dead end to reveal a Red Orb

cluster. Pummel the cluster with quick attacks until it shatters, then turn around and follow the tracks into the next

area. Jump up onto the wooden tower in the northwestern corner of the area and use Hell Bound on the Grim Grips

and begin your ascent. Hold down the Lock-on button and aim towards each subsequent Grim Grip until you reach

a small wooden platform.

Red Orb Cluster

Grim Grips

Blue Orb Fragment -- When you reach the tunnel entrance, hop onto the board to the left. From this

platform, jump up onto the higher one. Here, use the closest Grim Grip to propel yourself towards the

second. Grab hold of the second Grim Grip to swing towards the metal sheet and Kick Jump off of it.

Immediately after using Kick Jump, grab hold of the Grim Grip above to reach a higher area with two more

Grim Grips.

Grim Grips

Blue Orb Fragment

This next part can be tricky, you have to hit these last two grips bang on to get to the Blue Orb Fragment platform.

After using the middle grip, immediately latch on to the final one and you should land directly on the platform. You

really need to hit the last grip as soon as you can, or you'll just miss the platform.

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Blue Orb Fragment -- The Roulette Spin and Streak 2 skills and the Air Hike ability are needed to reach this

fragment. All of those skills together are quite costly, so you may have to leave this one alone for now and

come back to it later. If you think you might have collected enough souls to purchase those skills if you had

them all back, you could get a refund from the Divinity Statue at the beginning of the level. To get a refund,

select the 'Cancel All' option on the Skill Up menu. You can purchase the abilities needed to get the orb,

then return to the statue and get your old skills back.

Secret Area

Blue Orb Fragment

The secret area that holds the Blue Orb Fragment is across from the tunnel entrance that is reached by using the first

batch of Grim Grips in this room. To get to this area you'll need to use mid-air attacks to cross the gap. First, stand on

the wooden platform and face south. Next, use Streak 2 to propel Nero forward, then use Roulette Spin and

immediately after that, use Air Hike. Hopefully you are above the platform, or at least close to it; use Roulette Spin

again if necessary. This is a tough one to get and might require a few tries, but if you're using the right skills, you'll get

it eventually.

 

When you're ready to proceed, go through the tunnel entrance and clear out the Scarecrows that spawn. Afterwards,

hop up the ledges at the northern end of the room. Turn left into the dead end and grab the Vital Star S there, then

smash the board up ahead and follow the tunnel to its end.

 

Fortuna Castle Gate

Travel down the snowy pass until you reach a broken bridge. A cutscene introducing a pair of Frosts is triggered at this

point. These guys sure pack a punch, but they certainly aren't anything you can't deal with. They have a variety of

powerful melee attacks and a few ice based ones that can freeze Nero. In the event of Nero being frozen solid, rotate

the Left Thumbstick or Left Analog Stick until the ice veil shatters. Frosts are snatchable, so use Snatch to pull one

towards you and then perform a devastating combo. Use Buster while on the ground and Nero will grab hold of the

Frost and swing it around, possibly inflicting damage on the second if it's nearby.

Once your enemies have been dealt with, make your way across the Fortuna Castle bridge to trigger another

cutscene. Afterwards, approach the large doors and enter the castle.

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Fortuna Castle

Fortuna Castle -- Grand Hall

You don't yet possess the tools to break the coffin in the middle of the Grand Hall, so head through the door at the

western end of this area to enter the Large Hall. Start down the hall and turn left as soon as you can. Go through the

door here to reach the Torture Chamber. A large group of Scarecrows spawns in the middle of the chamber, fight

them off until the red mesh blocking the doorway disappears, then go through that doorway and head up the stairs.

Torture Chamber

Through the doorway at the top of the stairs, you find yourself on the second floor of the chamber. Latch onto the grip

at the other end of the chamber to reach that platform. Another grip will appear; use it to reach the side platform. This

is where things get tricky; you must make it to the upper doorway at the eastern end of the chamber, but the ceiling is

lined with razor-sharp spikes, posing a significant threat. If you use the grip in such a way that Nero is propelled

upwards into the spikes, he'll take some nasty damage and probably fall back to the first floor. Falling back to the first

floor triggers another group of Scarecrows which you must then face in order to clear away the red mesh blocking the

doorway. So by all means, avoid touching those spikes.

Torture Chamber

Grim Grips

While standing on the northeastern platform, one stationary grip and another mobile grip must be used to cross to the

platform at the other end of the chamber. Wait until the mobile grip is just about to line up with the platform, then

grab hold of the stationary grip and immediately latch onto the mobile one. Be sure to use the second grip as soon as

you are able to, because Nero may be flung into the spikes above if you let him fall too far. To cross the next set of

grips, wait until the grip closest to you has just appeared, then grab it and the other two immediately after each other

to make it safely to the next platform.

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On this platform, the grim grip closest to you flickers in and out of existence. Wait until it has just appeared before

latching onto it, then immediately use the second one to reach the last platform. To cross the final stretch, wait until

the middle grip is about to line up with the one closest to you before latching onto the first, then quickly grab the final

two to reach the doorway. Go through the door at the end of the corridor to reach the second floor of the Grand Hall.

Grim Grips

Final Platform

Fortuna Castle -- 2F

Move to the other end of the walkway and go through the only accessible door. You'll meet a pair of Frosts about

midway down the courtyard walkway. Once the Frosts have been dealt with, move to the end of the walkway and

head through the door there. In Foris Falls, make your way to the door in the northeastern corner of the area and head

through.

Tip -- A Vital Star S can be found floating above the lamppost at the northern end of Foris Falls. To reach

this item, Kick Jump off of the post's eastern face and land on top of it. Once you're atop the post, jump into

the air and clip it to take the star into your inventory.

Head to the other end of the Central Courtyard's eastern walkway and go through the door there. Start down the

walkway until you reach a blue wheel. Attack the wheel until the barrier surrounding the area falls.

Wheel

Blue Orb Fragment -- There is a large mirror along the eastern wall, just beyond the door. Hit the mirror

until it shatters, revealing the Blue Orb Fragment in a small alcove.

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Mirror

When you're ready to proceed, use the door along the eastern wall to enter the Gallery. Kill the Scarecrows that

spawn to remove the red mesh blocking the doorway, then head through the door in the southeastern corner of the

Gallery. Move to the opposite end of this section to find a Divinity Statue. Utilize it if you wish otherwise head

through the doorway across from it.

Library -- Bianco Angelo

Upon entering the Library you'll encounter a new enemy. This isn't quite a boss battle, but this enemy may be tough

this early on in the game. The Bianco Angelo carries a massive shield, wields a hefty lance, and is surprisingly agile.

He can fly, too. The knight's lance can dish out some serious damage, so be ready to Side Roll out of the way if you

notice your enemy readying a charge.

Charged Shot can be used to knock the knight back when its shield is down, which occurs when it's readying a

charge or hovering in the air. This enemy is unsnatchable, so use Hell Bound to launch Nero towards it once it's been

knocked to the ground. An effective combo against this enemy is High Roller into mid-air Buster. All together that's a

Charged Shot knock down, Hell Bound towards the downed knight, and High Roller into Buster. While an effective

tactic against one Bianco Angela, it can be difficult to pull off with more than one in the area.

Divinity Statue

The Buster skill can also be used while on the ground, though this is more dangerous because you have to wait until

the knight lowers its shield to attack. Get behind your enemy with Hell Bound and use Buster before he can turn

around. When you're facing a number of them, just use Hell Bound to get behind one and either slash away at its

back, or use Buster to deal some heavy damage. The jars in this room contain Green Orbs, so break them open if your

health begins to dwindle.

Once the white knights have been dealt with, examine the altar in the north room to obtain the Anima Mercury key

item. Mission clear!

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Devil May Cry 4 - Mission 04: Cold Blooded

Approach the Gyro Blade at the west end of the Library and hit it with Buster to bring it to life. Afterwards, use Buster

to push the Gyro Blade across the room and into the closed door. Gyro Blades can break doors that are marked with

these symbols; smashing this one allows you to exit the Library.

Gyro Blade

Closed Door

Return to the Gallery; a red mesh immediately covers the exit, and a group of Frosts and Scarecrows spawns. You

can activate the Gyro Blade in this room and use it to damage the enemies here if you are so inclined; doing so is in

no way necessary, however. Slashing the Gyro Blade in quick succession while it's active sets it spinning,

razor-sharp blades protruding from its sides. Once the enemies have been dealt with, break the destructible objects

in the Gallery to get some Red Orbs before returning to the Grand Hall.

Grand Hall

Drop down to the first floor of the hall and approach the coffin. There's a dormant Gyro Blade north of the coffin;

locate the Gyro Blade and punch it into the coffin to destroy it, uncovering a seal.You cannot use this now, but it

will prove useful later. For now, enter the Large Hall using the door at the east end of the hall.

Coffin

Gyro Blade

Large Hall -- Gyro Blade Puzzle

Move down the hall until you reach a blocked doorway. Two Gyro Blades must be set onto the remaining pedastles

here. Use Buster to activate either of the two Gyro Blades here now, and then punch it down to the west end of the

hall. When you reach the end of the hall, punch it into the gate there to free another Gyro Blade. Leave the Gyro

Blade you used to smash the gate behind and punch this new one back to the blocked doorway. Some demons

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spawn down the hall; simply slash the Gyro Blade a couple of times to set it spinning and punch it down the hall to

easily to clear them out. When you reach the blocked doorway, place the blade on one of the empty pedestals.

Afterwards, use the door midway down the east end of the hallway to enter the Dining Room.

Blocked Doorway

Gyro Blade Gate

A pair of white knights occupy this area. Eliminate them, then move north and enter the corridor at the end of the

room. Turn into the dead end to find another Gyro Blade. Use Buster to activate the blade, and then punch it

towards the fireball corridor. Punch the Gyro Blade in front of you to move down the corridor without taking

damage from the unceasing fireballs. You won't take any damage as long as the Gyro Blade is ahead of you. At the

end of the corridor, punch the blade into the machine to destroy it.

Gyro Blades

Fireball Hallway

You can attempt Secret Mission 02 if you wish; check out the 'Secret Missions' section for more info. When you're

ready to proceed, head through the door across from the Secret Mission parchment. A group of Scarecrows spawns

in the fenced off area here; the Gyro Blade in this room can be used to quickly take them out if you wish. Once the

Scarecrows have been dealt with, locate the wheel and start pummeling it with attacks. The wheel will open the

cage's gate, allowing you to enter the hall and move the Gyro Blade onto the final pedestal.

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Secret Mission 02 Wheel

Central Courtyard -- Boss Battle: Bael

The two Rusalkas will effortlessly dodge any attempt you make to use Snatch or Buster on them, so hit them with

standard melee attacks instead. The seemingly harmless Rusalkas are actually attached to a hideous toad demon

named Bael. He'll reveal himself once you've dealt enough damage to the Rusalkas. While far from agile, Bael can

move around the courtyard by leaping up into the air and then landing on the ground with a devastating thud. As

soon as Bael leaps up into the air, start running in any direction and then Side Roll in an attempt to avoid the

subsequent body slam.

Bael

Bael has a variety of attacks in his arsenal; a couple of ice based ones that can freeze Nero, and a few brutal melee

attacks. One attack in particular to watch out for is Bael's lunge attack in which he attempts to catch Nero in his

open mouth and then chew on him. This attack deals a large amount of damage, so be ready to Side Roll out of the

way when Bael lunges forth. It's quite hard to dodge Bael while you're attacking him, but side rolling can save you

in most cases.

Most of his melee attacks are tough to dodge if you are too far away from him, but by keeping close to him you

should be able avoid the majority of his melee attacks with the Side Roll ability. You might even be able to get

behind Bael after successfully dodging one of his attacks, allowing you to chip away at his health bar while he turns

around or before he leaps up into the air. Bael has a couple of long-range ice attacks, too; side rolling or jumping

should be enough to get you out of the way, but if you do get caught by one of his ice attacks and Nero becomes

frozen, rotate the Left Thumbstick (or Analog Stick) until the ice shatters.

Bael will occasionally hide himself away and leave you to deal with the Rusalkas. Henceforth, they aren't nearly as

passive as they were during your first encounter with them. You'll want to be careful when facing the Rusalkas again,

as their attacks can deal a fair amount of damage. While they are out, focus all of your attacks on a single one,

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because if you deal enough damage, she will become stunned and you can then use Buster on her to pull Bael back

into the battle. If you don't manage to stun one of the Rusalkas and bring Bael back in this fashion, however, he will

eventually reenter the battle and attempt to catch Nero in his open mouth, so start running to one side and Side Roll

to avoid him.

If Bael sustains enough damage, he'll fall over stunned; this is your chance to knock off a sizeable chunk of his

health with Buster. Bael will likely become stunned at least twice during this fight, so don't stray too far from him to

avoid missing an opportunity to hit him with a the special Buster combo.

When Bael is close to death, his skin shifts to a reddish tint and he'll begin to attack more aggressively. If at any point

he freezes while in this state, immediately get away from his face, as the ice quickly shatters and Bael will lunge

forward. If you're low on health and willing to risk it, jump up and slash the Rusalkas while Bael is frozen to squeeze

some Green Orbs out of them.

Once you've managed to bring Bael down, you'll obtain a Rusalka Corpse. With this item, Nero's Devil Arm will

glow while near a secret (i.e., Red Orb stashes, Blue Orb Fragments, and Secret Mission parchments). Collect the

mass of Red Orbs that the demon leaves behind, then head through the door on the west side of the courtyard to

clear the mission.

Rusalka Corpse

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Devil May Cry 4 - Mission 05: Trisagion

Right off the bat, a pair of Mephisto manifest and attack. These guys look scary, but their ethereal cloaks can be

snatched away, leaving behind a pathetic, writhing, insect-like creature. The Mephisto can be hard to grab while

they're cloaked, so wait until one is readying an attack and then use Snatch several times to remove its cloak.

Your enemy is snatchable once uncloaked, so pull the pathetic thing towards you and dish out some damage with a

combo. If you aren't quick enough, the exposed Mephisto will don its cloak again; just snatch it away once more

and finish it off. Since you're facing two of them, try using Streak to push the uncloaked Mephisto away from the

other to avoid attacks from the cloaked Mephisto.

Rusalka corpse you acquired after defeating the boss at the end of the previous mission, Nero's Devil Arm will glow

when you reach the stairs at the south end of the area. If you hop off of the stairs and walk underneath the archway

you'll find the Secret Mission 03 parchment attached to the base of the stairs. You can't complete this one without

the Hold ability, so you'll have to return to this area sometime after completing Mission 08 when it's acquired.

Check out the 'Secret Missions' section for more info.

Secret Mission 03

Tip -- A Gold Orb sits on one of the stone ledges along the eastern side of the graveyard. To get to this orb,

first smash the statue in the middle of the area, hop onto the pedestal, and face east. Next, jump towards

the ledge, use Roulette Spin and then Air Hike. If you did this correctly, you should have landed on the

middle ledge. From here, use Streak 2 to collect the large Red Orb and Gold Orb on the two other ledges.

Stone Ledge

Master's Bedroom

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Use the door at the top of the stairs at the south end of the graveyard to enter the Master's Chamber. Kill off the

Bianco Angelo in this room and then stand before the fireplace. Jump up and slash away at the mirror until it

shatters, revealing the Secret Mission 10 parchment. Attempt this one if you wish; it's one of the easier ones and can

be completed with a minimal amount of skills. Check out the 'Secret Missions' section for more info.

Secret Mission 10

When you're ready to move on, head through the door at the south end of the room to reach the Torture Chamber.

Pummel the wheel to the right to raise the gate before the Gyro Blade. Activate the Gyro Blade and punch it across

the catwalk. When you reach the next area, punch the Gyro Blade into the tower to trigger a cutscene.

Wheel

Gyro Blade

Fortuna Castle -- B1

You'll face two Mephisto down here. Use snatch to remove their cloaks and attack while they're vulnerable.

Afterwards, approach the pillar and examine it to obtain the Wing Talisman key item. With this item in your

possession, you can jump onto the seals and use them to reach the top of the well. A Red Orb cluster can be found

in a cell about midway up the well.

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Pillar Wing Talisman

Once back in the Torture Chamber, a group of Scarecrows appears and the way out is sealed. Begin fighting the

Scarecrows and eventually a pair of Mephistos join the fray. Switch your focus from the lesser demons to the two

Mephisto. Focus on one of them at a time; first snatch away its cloak, then use Streak to push it away from the

crowd. Repeat this to take out the other Mephisto and then finish off the Scarecrows and leave the chamber.

Grand Hall

Kill off the two Frosts in the Large Hall and then use the western-most door to enter the Grand Hall. Use the Gyro

Blade in this area to bust the coffin in the middle of the room if you haven't already. With the Winged Talisman in

hand, the seal underneath the coffin is active; hop onto it to reach the chandelier above, then hack away at its stem

to drive it into the portrait of Sanctus, revealing a secret doorway. Proceed through the doorway and down the stairs

to reach the Underground Laboratory entrance.

Tip -- Use Snatch to grab the Vital Star S in one of the cells on the left side of this room.

Active Seal

Chandelier

Move to the end of this area to clear the mission.

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Mission 06: Resurrection

Blue Orb Fragment -- You likely spotted this one during the opening cutscene. Grab the fragment on your

way down and then drop down.

Once you've reached the bottom, head through the door to trigger yet another cutscene. The enemies you encounter

here -- called Cutlasses -- can be a real pain to deal with. If you have the right skills, however, you should have an

easy enough time taking them out. First, target one of the Cutlasses, use Charged Shot to stun it and then

immediately use Streak or Split to knock the Cutlass up out of the floor. There are three of them here, so use Streak to

push the flopping Cutlass away so you can attack it without taking damage from the others. When the three Cutlasses

have been dealt with, the red mesh blocking the door at the other end of the tunnel will disappear.

Game Room

Proceed through the door at the end of the Cutlass tunnel to reach the Game Room. To remove the blue mesh

blocking the door at the other end of the room, the Nero statue must reach the space at the end. Yellow circles move

the Nero piece to a nearby space of the same color, red spaces spawn a group of enemies or a couple of energy

beams, blue spaces spawn Red and Green Orbs, and white spaces have no effect.

Dice

Game Board

The dice will land on the number that was on top when you hit it. With this knowledge you can roll a six every time

and get out of this one quickly, or use the first yellow space to jump ahead. Use Buster on the dice shortly after the

two appears; if you hit it correctly, the dice will land on six. When the Nero piece reaches the end, head through the

door to reach the Containment Chamber

Containment Room -- Boss Battle: Agnus

This one is simple, really; jump up into the air, use Snatch to pull one of the flying swords to you, then use Buster to

launch that sword at the window Agnus is hiding behind. Several swords are in the air at once, so make sure that

you'll have enough time to execute Buster without being interrupted by a sword slash. The only threat Agnus poses is

that he will sometimes charge the room with electricity. To avoid this, hop onto the circular platform in the middle

of the room when the window glows red, as you won't take any damage here. Some of the broken swords may drop

Green Orbs, so collect those if your health is low.

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Agnus Buster

Continue throwing swords into the window until it shatters. Jump up to the cowering Agnus to confront him and

receive a powerful key item, Yamato. With the Yamato you can toggle Nero's Devil Trigger, which will boost up his

attack power and speed significantly, and will also restore small amounts of health while it's active. The effects won't

last long at first, but Purple Orbs can be purchased from the Item screen to lengthen the D.T. Gauge. The gauge

refills when Nero takes damage, deals damage, or when a Devil Star item is used. It can only be toggled when at

least three units are full.

Yamato

Foris Falls

Pummel the wheel to extend the bridge across Foris Falls and remove the blue mesh blocking entrance to the stairs.

Climb these stairs to the top.

Blue Orb Fragment -- At the top of the stairs, notice the fragment hovering in mid-air. You'll need Streak to grab this

one. Stand at the end of the platform directly in front of the hovering orb and use Streak to launch Nero into it. Streak

2 might be necessary to make it out far enough, but you can just use Snatch to grab it in mid-air if that's the case.

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Wheel Blue Orb Fragment

Head through the door at the top of the stairs once you're ready to move on.

Angel Creation

Fight off the knights in the first part of the room. The High Roller into mid-air Buster combo works quite well, and if

you can manage to get behind one, use Devil Trigger and slash away to make short work of him. The Secret Mission

04 parchment can be found on the wall in the northwest corner of this area. Attempt the mission if you wish; check

out the 'Secret Missions' section for more details. There are more knights at the other end of the area, so make your

way there and fight them. Proceed through the door once they've been dealt with

Secret Mission 04

To Mitis Forest

Interact with the console in the Underground Laboratory to seal off the bottom floor. Afterwards, use the floating

seals to reach the door at the top of this area. Use the door there to return to the Grand Hall. Head up the stairs,

through the smashed Sanctus portrait and exit through one of the doors on either side of it. Move to the end of the

courtyard walkway and use the door there. Cross the Bridge in Foris Falls and go through the door to reach the Forest

Entrance. Move forward to trigger a cutscene and clear the mission.

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Seals Bridge

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Devil May Cry 4 - Mission 07: The She-Viper

The Secret Mission 08 parchment is attached to the stone gazebo up ahead, but don't activate it because Nero does

not have the Royal Guard fighting style needed to clear it. You'll have the opportunity to complete this one in a later

mission, though, so just ignore it for now. Pummel the Red Orb cluster near the structure to collect a large number of

Red Orbs and then make your way to the next area.

Secret Mission 08

Red Orb Cluster

Before dropping down, follow the path to the left to find a Holy Water and then drop down to the area below to

encounter a group of Chimera Seeds. Nero can take one of these guys out with a single Buster, so tear through them

one by one, then head to the east end of the area and enter the building there.

Holy Water

Ruined Church

Inside the Ruined Church, Chimera Seeds attach themselves to Scarecrows to form Chimeras. These enemies don't

appear to have any more health than the normal Scarecrows you're used to facing by now, but they are a bit more

dangerous in that the plant attachment can use its blades to damage you even while its host is on the ground or in

mid-air. The blades don't deal a whole lot of damage, but they can kick your style rank down a notch or two if you

aren't careful.

When the Chimeras have been dealt with, break the glass enclosing the area at the west end of the church and

smash the pods there to collect a large amount of Red Orbs. Afterwards, head up the stairs in the southeastern corner

of the church and follow the walkway to its end to reach a wheel. Pummel the wheel to spawn tiles which you can

then follow to reach the walkway at the opposite end of the church. Don't loiter though; as another tile manifests,

the one behind it disappears, so keep moving to avoid falling to the floor below. Once you've made it onto the

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walkway, use the door at its end to reach the Ruined Valley.

Wheel

Tiles

Ruined Valley

Head up the stairs and stand on the seal to spawn a couple of Grim Grips. Use the two Grim Grips to reach a wheel.

Attack the wheel until tiles start appearing beyond the nearby cliffside. These tiles act similarly to those you used to

cross the Ruined Church, though they are a great deal more hazardous as there is no real pattern to their appearance

and disappearance. To make matters worse, two Mephistos will loom over you while you cross the valley.

Grim Grip

Mephisto

Try your best to avoid the specters (or, try to kill them), but concentrate on the tiles around you. If the tiles beneath

Nero turn red, quickly move onto a stable set of tiles, in other words, not another red one! In the event that you do

fall, you'll find yourself in the Ruined Lowlands where you then must defeat the enemies there before an exit seal

will appear. Air Hike can be a real lifesaver (well, a timesaver, at least) here, because it can be used to reach a stable

tile as a tile beneath you disappears.

Blue Orb Fragment -- This fragment is at the south end of the valley; wait until there are some tiles beneath

it, then jump up into the air and take it into your inventory.

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Blue Orb Fragment

Once you've safely made it to the end of the line, head through the door there to reach the Lapis River.

Lapis River/Ancient Plaza

There isn't much to see in this area, other than some Red Orb-holding pods and the Secret Mission 05 parchment.

The parchment is attached to a tree in the southwest corner of the area. Attempt it if you'd like; check out the 'Secret

Missions' section for more info.

Secret Mission 05

When you're ready to proceed, follow the northwest trail to the Ancient Plaza. A group of Scarecrows and Chimera

Seeds quickly spawns and the exit is sealed. Clear the area of enemies to remove the red mesh blocking the exit,

then follow the trail to reach the Windswept Valley.

Windswept Valley/Ruined Valley

Activate the Gyro Blade, slash it to set it spinning, and then punch it towards the two doors to destroy them. Set the

blade spinning again and launch it at the Scarecrows and/or Chimeras in the area. Afterwards, send the Gyro Blade

through the adjacent door to destroy it. Use the door on the other side to reenter the Ruined Valley.

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Gyro Blade Gyro Blade Door

The humongous viper in this area is intent on having Nero for a midday snack. Dash across the walkway -- trying

your best to avoid taking hits from the viper -- to reach the opposite side of the valley. Once you have safely made it

across, head through the door to reach the Forgotten Ruins.

Forgotten Ruins

Blue Orb Fragment -- Attack the Combat Adjudicator and attain a style rank of A to receive some Red Orbs

and a Blue Orb Fragment.

Head through the arched doorway and kill the Scarcrows and Chimera Seeds on the other side. Afterwards, move to

the end of the walkway. You'll find a Divinity Statue there; you are just before a boss battle, so it would be a good

idea to at least purchase some healing items just incase. The Air Hike ability will be of great use against this boss, so

use Proud Souls to purchase it if you lack it. It is a bit pricey, but you can select the 'Cancel All' option from the

menu to refund the Proud Souls you've spent thus far. Get Air Hike for now; you can always refund again after the

battle and get your old skills back if you wish.

 

Divinity Statue

When you're ready to go, enter the She-Viper's Den to face Echidna.

Den of the She-Viper -- Boss Battle: Echidna

The She-Viper has quite a bit of health, but her attacks, while quick, are easy enough to dodge and do not deal very

much damage. During the first half of the battle, Echidna's primary attack consists of her shooting up into the air,

circling the arena and then lunging through the trees in an attempt to knock you aside. Hold down the Lock-on

button to keep track off her movements while she's up in the air. When she thrusts out towards you, Side Roll out of

the way just before impact to avoid the attack.

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Echidna

When Echinda is not up in the air, she'll be hovering somewhere in the arena. When Echidna begins to twist her

torso to the side, jump up into the air to avoid the tail swipe that follows. You can use Hell Bound to pull yourself

towards her torso and then hack away while in mid-air. A good combo to use against her while she's hovering: slide

towards her with Streak, use High Roller and then Split while up in the air. To add some punch to this combo, while

standing a safe distance away, charge up Nero's Blade to Exceed level 3, then use Streak and follow through; both

High Roller and Streak are significantly more powerful while Red Queen is powered up. If she becomes stunned

(she'll slump down and put one of her hands to her head), use Buster on her to perform a powerful combo.

Echidna will also root herself into the ground and release a Chimera Seed or two from the bulb beneath her. Jump up

towards the bulb and use Buster to inflict a fair amount of damage. If you have the Air Hike ability, you can leap up

onto Echidna's base when she spits out a Chimera Seed to reach her torso. Activate Nero's Devil Trigger while up

there and slash away until she bumps you off. If at any point during the battle you are low on health, seek out and

destroy one of the pod clusters in the area, as the pods may hold Green Orbs.

Once about half of Echidna's health bar has been chipped away, the sky darkens and it begins to rain. At this point,

the She-Viper begins to glow yellow and her attack pattern shifts. She has a couple of new moves in her arsenal,

including one where she plunges into the ground and raises a number of tentacles in the immediate vicinity. While

Echidna is embedded into the ground, approach her and activate the Devil Trigger if you are able to, otherwise slash

away until at least three of the bars on the D.T. Gauge are full. If you can deal enough damage to Echidna while

she's in this state, she will become stunned; use Buster at this point to deal heavy damage to her. sStay far away from

Echinda while she's using her other attacks and wait until she embeds herself in the ground again, as that's the best

opportunity to inflict some serious damage.

Devil Trigger

You'll obtain the Sephirothic Fruit key item once you've manage to best Echinda, but unfortunately she manages to

get away. Darn! Nevertheless, approach the gnarled roots in the southwest corner of the den and examine them.

They react with the Sephirothic Fruit and wither away, allowing you move on to the next mission.

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Devil May Cry 4 - Mission 08: Profession Of Faith

Make your way to the west end of the initial area and fight off the Scarecrows and Chimera Seeds there.

Blue Orb Fragment -- The pod hanging from the ceiling of the tunnel in the middle of the Ancient Training

Ground holds the fragment. Stand below it, jump up into the air and use a normal attack to break it open

and claim the fragment.

Pod

Examine the gnarled roots in the next area; with the Sephirothic Fruit in your possession, they'll shrivel up and clear

the way. There's nothing of particular interest here, so head straight for the exit in the southwest corner of the area.

Ancient Plaza

The Assaults, the reptilian humanoids first encountered here, are much like the Frost enemy that you are already

familiar with. They're a bit quicker, though, but that's easy enough to compensate for. As with Frosts, Buster is quite

effective when you're crowded, as Nero will grab the Assault and swing it around, damaging the surrounding

enemies. These guys are also snatchable, so use this to your advantage and lock one into a combo. Get ready to Side

Roll while an Assault burrows underground or jumps up into the air, as it soon thrusts towards you in both cases.

Watch out for their projectile attack as well; just jump out of the line of fire to avoid taking damage. These guys also

carry shields, but you can simply jump over them to get by this, or use Charged Shot to knock them down, then

move in and pummel them. Once the Assaults have been dealt with, make your way to the Windswept Valley using

the northeast exit.

Windswept Valley/Ruined Church

There aren't ant enemies here, so ignore the Gyro Blade and head for the Ruined Church entrance in the eastern

corner of the valley. Kill off the Scarecrows and Assaults in the room, then smash all of the pods in the church for a

large amount of Red Orbs. Afterwards, pass underneath the stairwell archway and use the Sephirothic Fruit to

remove the roots there. Proceed through the door to reach the Lost Woods.

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Roots

Lost Woods

The inscription on the tablet in the middle of the woods reads: 'This is a gentle forest, yet those who treat her

unkindly will fall into darkness. Those who do not wish for darkness should seek the light. For if not, all efforts will

be in vain.' Just that bit of information should give you a good idea what the Lost Woods is all about; if you don't

follow the light, you'll be aimlessly wandering through the woods. If you head the wrong way, you'll end up in the

Hidden Pit area where you then must fight off a group of enemies to make an exit seal appear. Stepping on this seal

will bring you back to the initial area of the Lost Woods.

Lost Woods

Hidden Pit

Blue Orb Fragment -- To get this fragment, you'll have give the Hidden Pit a visit. After killing the enemies

in the area, stand in front of the seal and spin the camera around to look north. You should be able to spot

a Blue Orb Fragment in the trees; stand underneath the fragment and use Air Hike to take it into your

inventory.

To get out of the Lost Woods you have take the path where the archway shadows are pointing towards the statue in

the middle of the woods (see image below). Think how the shadow of something would appear in real life if the sun

were shining behind it. If you chose the correct path, you'll find yourself in an area identical to the first. In each

instance, take the path that the sun is shining on and you'll soon make it out of the woods.

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Blue Orb Fragment Shadows

Forgotten Ruins/Ancient Training Ground

Once you have made it out of the woods, head to the other end of the walkway (do not drop down to the area

below!) and go through the door there. Defeat the Scarecrows and Assaults near the beginning of the area, then

move to the end of the walkway and proceed through the door. You'll be facing a boss in the next area, so use the

Divinity Statue to purchase healing items and new skills if you have Proud Souls on hand; Streak, Split, and Air Hike

are all good ones to have for the upcoming battle.

Grand Album Bridge -- Boss Battle: Angelo Credo

Credo is a fierce and masterful swordsman while in his demon form. The hulking Aegis Shield that he holds can

block any kind of attack, making it especially difficult to break through his guard. As well as being a solid defender,

he's also a heavy hitter. To make matters worse, Green Orbs are scarce during this battle, so you're essentially

limited to whatever healing items you might have stored away in your inventory.

Angelo Credo

Most of Angelo Credo's attacks are quickly executed, but if you dodge the strike using Side Roll or Jump, you can

usually get a few hits in while his attack animation finishes. Credo's move pool mainly consists of various sword

swings and a couple of powerful combos that can be dodged fairly easily, but there are a couple of moves in

particular to look out for. If Credo teleports away from you, it is likely that he will then follow up with a sword throw.

The thrown sword travels very fast, but you can get a small Green Orb if you manage to bat it down with a slash.

The thrown sword can also be caught using Buster, but Credo has to be just the right distance from you and your

timing must be bang on. With too little distance between yourself and Credo, the sword is impossible to catch, so it

would be best to simply dodge this attack with a Side Roll than to risk taking damage. If Credo is far away enough

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from you (i.e., at the opposite end of the platform), use Buster as soon as the sword leaves his hand.

When Credo slashes his sword downwards, Side Roll to avoid this attack, move behind him and use Buster while he

recovers. Sometimes when Credo is knocked into while his shield is raised, he'll lift his shield up and stand on one

leg; get out of the way when you see this animation, because a downward sword swing will follow. If you can get in

there with a quick Streak, though, you can interrupt the attack and hopefully start a combo. Once you've broken

through his guard, don't let up! Pummel him with normal strikes, Streak, Split, High Roller and normal slashes until

he recovers. Activate Devil Trigger if you have Credo locked into a combo and get in as many hits as you can.

The Devil Bringer is the key to success here; use Buster on Credo whenever he stumbles backwards or his guard

falters. If you deal enough damage to Credo with a single combo, he will stagger on the spot; use Buster at this

moment to perform a special variant that'll deal a significant blow to Credo's health. There is a very small window of

opportunity to hit Credo while he's staggering, so your best bet is to use Buster as often as possible so you don't miss

a chance to deal heavy damage.

Buster

Once Credo is close to death, he'll kneel, evidently wounded, and become significantly more powerful when he

stands back up. He's more difficult to manage during this powered up stage, so activate Devil Trigger and wail on

him while he's kneeling; hopefully you can kill him and avoid having to face a stronger, faster, more reckless Angelo

Credo. He'll also fly during this stage, and has a new attack in which he summons a number of swords around

himself and proceeds to launch them towards you. Credo does not seem to be nearly as defense-oriented during this

stage, and should be close to death, so slash away at him to quickly hack off the remainder of his health.

You obtain the Aegis Shield once you've bested Credo. The Hold ability is available with this attack. To use Hold,

first grab a snatchable enemy with Snatch and then hold down the Devil Bringer button to use that enemy as a meat

shield.

Wounded

Aegis Shield

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Devil May Cry 4 - Mission 09: For You

Move south towards the HQ until you encounter a group of enemies. You're up against a couple of Bianco Angelos

and a new, more powerful variant, the Alto Angelo. Together, these guys can be tough, as they have a number of

group-based attacks. You can actually wipe them all out at once with a simple tactic, but the Charged Shot skill is

required to do so. Wait until the knights gather together in the distance and begin to form a mass of energy. Charge

Blue Rose and as soon as the ball of energy comes hurtling towards you, blast it to send it back to them. This should

destroy each of them and possibly earn you an SSS grade. This is a great way to earn a large amount of Proud Souls,

and also to unlock the 'Smokin' Sick Style!!!' achievement on the Xbox 360 version.

Angelo Attack

SSS Grade

Once the knights have been dealt with, enter the Grand Hall at the end of the bridge.

Grand Hall

Blue Orb Fragment -- Attain an S grade on the Combat Adjudicator in the northeast corner of the Grand

Hall to receive a large amount of Red Orbs and the fragment.

 

Tip -- A Devil Star S can be found in the northwestern corner of the hall.

Exit through the doorway at the south end of the hall and hit the switch there to trigger a cutscene. Hitting this switch

opens up a new path, but also triggers lasers in the Grand Hall. These lasers can take out a bar of health if touched,

so coming into contact with them is something you want to avoid. Turn right at the top of the stairs, drop down to a

safe spot between the laser there, and then jump up onto the east walkway. Head through the doorway and up the

stairs to enter the Key Chamber.

Switch

Lasers

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Key Chamber

Another trio of knights occupies this chamber. A red mesh covers the key item tower, and two rapidly moving lasers

effectively block off exit through the doorway at the opposite end of the room. If you are now familiar with the tactic

outlined in this mission's opening paragraph, use it to wipe the group out if the opportunity arises. When the knights

have been dealt with, approach the tower and examine it to obtain the Key of Cronus key item.

Tower

Key of Cronus

Approach the machine in the middle of the chamber and hit it with a Buster to slow time for a short while. The rapid

moving lasers blocking thr western doorway are slowed to a dull pace, allowing you to slip through..

Blocked Doorway

Time-slow Machine

The Gauntlet

Slash the wheel in the southeastern corner of the room until an elevator is lowered. All you must do is kill the

enemies that spawn in the elevator to ascend to the next level. When the first batch has been dealt with, step out of

the elevator and into the small area. Activate the machine with a Buster to slow time, then move past the lasers and

to the elevator at the other end. Kill the Frosts within to reach the third level.

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Wheel Elevator

Blue Orb Fragment -- While in the elevator at the third level, turn away from the laser room and drop

down from the open doorway to reach an area below. A Blue Orb Fragment can be found here. You'll

have to jump to get it, and doing so sets you back to the first level. Activate the wheel again to call the

elevator and make your way back up to the third level.

Dropdown

Blue Orb Fragment

Defeat the Assaults to ascend to the exit.. Use the Divinity Statue just before the next area if need be, otherwise head

up the stairs to proceed.

Agnus' Room -- Boss Battle: Angelo Agnus

After facing the Angelo version of Credo, Agnus comes off as a real pushover. While a couple of his attacks can be

problematic, they are easy enough to detect and then dodge. Angelo Agnus is not nearly as nimble as Credo, and

mainly relies on his demonic powers rather than a sword and shield. While he does carry a hulking blade, his sword

swipes are brutish and easily avoided.

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Angelo Agnus

Agnus hovers in mid-air for the duration of the battle, which allows him to move around the room quickly. He'll use

his sword when close to you; the only attack you really need to watch out for is the downward swing, but there is

ample warning for that one; when he raises his sword up over his head, get ready to Side Roll out of the way. Agnus

will frequently summon Gladius to aid him in battle, however these creatures can actually be used against him.

In their reptile forms, the Gladius glide around the room and will occasionally change to sword form and dart

towards you. Use Snatch to knock a Gladius out of the air and embed it into the ground below, then use Buster to

pluck it out of the ground and automatically hurl it towards Agnus. The throw will take a second or two to execute,

so make sure that none of the other enemies are about to hit you to avoid having your attack interrupted. Using

Agnus' own creatures is the easiest way to deal damage to him.

One move in particular to watch out for is Agnus' health sapping ability. When you hear him shout 'Your strength is

mine!' get ready to jump or Side Roll out of the way, as Agnus will soon charge towards you and attempt to grab

hold of you. If he manages to get you, he then proceeds to sap your health to restore a portion of his own health bar.

The sapping can be cut short by toggling Devil Trigger.

If at any point during this battle you require health, the few cages in the room release Green Orbs when broken. The

Gladius creatures sometimes leave behind White Orbs when killed which are used to charge the D.T. Gauge.

Another one of Agnus' abilities appears similar to the Gladius summon in its casting, but the disc of energy will

instead launch a number of fireballs towards you. A rather lengthy casting, but most of the fireballs can be dodged

rather easily if you're a good distance away from the casting.

For Agnus' most devastating attack, he summons two Cutlasses, fastens them to his arms and starts to spin towards

you. Get as far away from him as you can while this is going on and get ready to Side Roll, as Agnus will throw them

towards you once he's done with them.

Once Agnus has sustained a certain amount of damage, he will slump over and remain still for a short while. Use

Buster while he is in this state to perform a powerful combo, dealing a significant blow to Agnus' health bar. Keep an

eye on him to avoid missing the opportunity to use this.

Buster

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Devil May Cry 4 - Mission 10: Wrapped In Glory

Exit Agnus' room to the Gauntlet and step into the elevator to trigger a cutscene. The new enemy that the cutscene

introduces is a more powerful variant of the Mephisto enemy you have dealt with previously. The Faust's attacks

differ from his lesser counterpart's; his claw swipes cover a wide-range as opposed to the pinpoint precision that the

Mephisto usually use, which make his attacks much harder to dodge.

The Faust is sided by two Mephisto, so things could get ugly. The Faust's cloak is a bit tougher to remove than a

Mephisto's, too. First, jump up into the air and use Buster on the enemy, then immediately start charging Blue Rose;

as soon as you touch the ground, lock-on and hit the Mephisto/Faust with Charged Shot. If the cloak isn't removed

entirely, use Snatch until the remainder is removed. Wail away on the vulnerable Faust/Mephisto once it's exposed.

When the enemies have been dealt with, step out of the elevator and onto the platform. Hit the time-slow machine

with Buster, then make your way past the lasers and onto the elevator at the other end of the platform. Attack the

wheel on the elevator until the blue mesh blocking the dropdown is removed. Step out of the elevator, hit the

machine, move to the first set of lasers and use the dropdown to reach the floor below.

 

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Devil May Cry 4 - Mission 11: The Ninth Circle

Blue Orb Fragment -- There's a Combat Adjudicator at the south end of the Advent Chamber. Attack the

Combat Adjudicator and attain a combo grade of SSS to receive a bunch of Red Orbs and a Blue Orb

Fragment. You'll have to use a large variety of moves to earn the grade.

Combat Adjudicator

Blue Orb Fragment

Slash the wheel on the eastern side of the chamber to trigger a set of Grim Grips. Use Hell Bound on the grips to

scale up to the walkway above. Move forward to trigger a Mephisto and Faust spawn. Defeat the specters, hit the

switch at the far end of the walkway and use the lift that appears to reach the second floor.

Wheel

Lift

Advent Chamber -- 2F

Approach the gate at the end of the walkway and read the inscription on the tablet to the left. The inscription reads

'Proceeding alone is strictly prohibited.' To open the gate, stand on the pressure pad, then target one of the

Scarecrows on the other side and use Snatch to pull it onto the second pressure pad. When the gate is open, kill the

two Scarecrows and continue down the walkway.

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Gate Scarecrows

You have to hit the two Grim Grips here a certain way to scale the wall at the other end of the pit. Snatch 3 may or

may not be required, but use the Divinity Statue to purchase the skill if you lack it to ensure success. Jump towards

the first Grim Grip and use Hell Bound to propel yourself towards the second. Latch onto the second grip as soon as

you are able to; you won't reach the wall if you wait too long. If you hit the second grip correctly, Kick Jump up the

wall to scale the rest of it.

Grim Grips

The second set of Grim Grips is easier to cross, but you will have to defeat a group of Bianco Angelos if you miss

one and fall to the area below.

Tip -- A Devil Star S can be found in the pit, just below the high wall. You'll have to defeat the knights that

spawn there if you wish to retrieve it, though.

Once you've made it over the wall, kill the Alto Angelo there and then slash the wheel until a third set of Grim Grips

appears. Use the grips to reach the third floor, then hit the switch and kill the group of knights that spawns. Drop

down from the left end of the platform and make your way back to the Divinity Statue on the second floor. Ignore

the enemies here and step onto the lift.

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Switch Lift

Advent Chamber 3F -- Boss Battle: Sanctus

While at first glance Sanctus appears to be nothing more than a frail old man, he is, in fact, no pushover. What he

lacks in physical strength he more than makes up for with his demonic powers. The battle begins with Sanctus

hovering in the air, enclosed in a protective sphere. The shield must first be shattered before you can inflict any

damage. Sanctus can glide around the arena fairly quickly, so breaking the sphere is easier said than done.

Sanctus

Hell Bound can be used on the two orbs that hover near Sanctus to pull yourself towards him, putting you in prime

position to get a few slashes in on the sphere. The sphere will shatter when it sustains a certain amount of damage.

Once it's down, do not let up, as Sanctus will eventually restore it, forcing you to bring it down all over again. Hit

him a few more times while the sphere is down and he'll fall to the ground, stunned. Slash away while he's

vulnerable and then use Buster to perform a special combo that will deal a significant blow to his health.

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Vulnerable Buster

Sanctus is completely helpless while on the ground, but while floating in the air he uses a few different attacks, but

the majority of those are easy enough to avoid. One attack you will want to watch out for, though, is when Sanctus

launches a bevy of fireballs towards you. If you're on the ground and a fair distance from him, simply Side Roll to

one side to dodge them all or slash them as they come at you. The fireballs can be tough to dodge while in the

process of attacking him, so if you see this attack coming, cease the assault and try your best to avoid getting hit.

Sanctus will also summon pillars of energy around him which is almost impossible to avoid when you're near him.

If you fail to quickly drop Sanctus to the ground after shattering the sphere, he'll summon a new one, a process

which will inflict damage if you're nearby when it happens. When Sanctus covers the ground below him with an

energy beam, jump up into the air and execute a slash combo to remain there until the attack ceases. Since this

attack is easy to dodge, it's actually a good time to gets some hits in. If you see a good opportunity to damage his

shield, activate Devil Trigger to up the damage you'll deal.

Continue breaking Sanctus' protective sphere, dropping him to the ground and then using Buster until he is left with

about a quarter of his health bar. At this point, a short cutscene is triggered in which Sanctus seeks refuge within the

towering Savior. Prepare yourself, as the Savior will then attempt to crush Nero with its fist; Side Roll out of the way

just before impact to avoid taking damage. When Sanctus returns to the field, he does so with a couple of new

moves in his arsenal. The hovering orbs that surround him can now hurt you; they'll occasionally shoot towards you

and inflict damage if they hit. Use Blue Rose to shoot the flaming orbs out of the air and return them to their default

nature.

Buster

Savior

Sanctus is especially deadly at this point, because the fireballs he launches, when coupled with the flaming orbs can

be difficult to dodge. While Sanctus acts much the same way he did during the first part of the fight, his use of the

Savior can make getting the last few hits in difficult because he'll come back out with a fully recharged shield.

Whatever you do, don't let up! Get Sanctus out of his shield and attack him while he's vulnerable until his health bar

is spent to clear the mission.

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Devil May Cry 4 - Mission 12: A New Beginning

Character control now shifts from Nero to Dante. Luckily you retain all of the Proud Souls and Red Orbs acquired

while playing as Nero, as well as your health bar and D.T. gauge. Dante is much different than Nero in terms of

gameplay; his move list is a lot larger for one thing, and he lacks the Devil Bringer, but his combat style is much

more diverse. This transition might be tough to adapt to at first, but you'll likely find that the sheer amount of skills

available to Dante makes him both powerful and quite fun to use. In other words, if you were getting by fine with

Nero, you should have no problem slaying demons as Dante.

Before starting the mission, select 'Power Up' from the menu and enter the 'Skill Up' menu. Purchase all of the

sword skills to start, Charged Shot for Ebony & Ivory or Coyote-A, and definitely the Speed and Air Hike abilities.

You'll also want to upgrade a couple of styles, but it's difficult to know which ones you prefer without first playing as

Dante. If you're looking for an authorial suggestion; the Trickster and Swordmaster styles are enough to get you

through most any situation.

Ascension Chamber

Test out each of Dante's combat styles on the Scarecrows in this room. You'll find that Dante has several moves that

are similar to Nero's (Stinger/Streak, Helm Breaker/Split, High Time/High Roller), so he isn't entirely different when it

comes to swordplay. Pause the game and open up the Skill List for a complete rundown of the moves currently

available to you. Once the Scarecrows have been dealt with, head through the door at the north end of the room.

Meeting Room

A new type of enemy is encountered here; a larger, more powerful Scarecrow. The Mega Scarecrows can take more

of a beating than the standard Scarecrow, deal more damage, and have a projectile attack added to the mix. They're

still one of the lesser enemies, though, so they aren't too difficult to defeat this far into the game. Once the enemies

have been dealt with, proceed through the door at the north end of the room.

Experiment Disposal

Approach the lift and examine it to retrieve the Wing Talisman key item that Nero left behind. When the lift reaches

the first floor, an ominous message appears on screen; the HQ is about to collapse! You have less than 10 minutes to

escape.

 

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Devil May Cry 4 - Mission 13: The Devil Returns

You've been through here before as Nero, but several things differ this time around. For one thing, any path

shrouded by black fog will not bring you to the area it should because of Echinda's influence on the forest. To start,

move south along the walkway and hop down to the area below. Take the eastern exit, as the other will lead you

right back to the Ancient Training Grounds.

Forgotten Ruins/Windswept Valley

Jump down from the balcony in the middle of the walkway and eliminate the Scarecrows and Chimera that spawn

below. Afterwards, move through the black fog at the start of the eastern trail to enter the Windswept Valley.

Balcony

Chimera Assaults

The area is immediately sealed off and a group of Assaults spawns. The trouble with these guys is that they've been

taken over by the Chimera in a fashion similar to the Chimera brand of Scarecrow you previously had to deal with.

The Assaults are much faster than the Scarecrows, and that quickness, coupled with the almost unavoidable swipes

from the Chimeras make this a decidedly deadly pairing. Activate Devil Trigger to take care of them quickly if you

must, otherwise pound a way and try to avoid taking too much damage.

When the way is clear, head up the stairs to the east and through the black fog to reach the next area.

Ancient Plaza/Lapis River

More Assaults to deal with here, but luckily these ones aren't infected by the Chimera. Defeat the enemies, then

make your way to the north exit and head through to reach the Lapis River. The exit here is actually underneath the

bridge in the middle of the area. Eliminate the two Mephisto first if you wish, otherwise move through the black fog

below the bridge to proceed.

Exit

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Windswept Valley/Ruined Church

Use the door up ahead to enter the Ruined Church.

Blue Orb Fragment -- Attain a style grade of A on the Combat Adjudicator in the church's western room to

receive the fragment and a large amount of Red Orbs.

Move underneath the stairs and through the door at the end of the way.

Lost Woods/Forgotten Ruins

There are a couple more of those annoying Chimera Assaults to deal with here. Take them out (with Devil Trigger

active, if you must), or simply avoid them and run to the statue in the center. You've been through the Lost Woods

once before, but here's the explanation again, just incase you made it through the first time based on sheer luck.

To get out of the Lost Woods, you must take the path where the archway shadows are pointing towards the statue in

the middle of the woods (see image below). Think how the shadow of something would appear in real life if the sun

were shining behind it. If you chose the correct path, you'll find yourself in an area identical to the first. In each

instance, take the path that the sun is shining on -- even if it appears to be the path you used to enter the area -- and

you'll soon make it out of the woods.

Lost Woods

Shadows

The way out this time around is east, west, south and south again. In the Forgotten Ruins, use the Divinity Statue if

you wish, otherwise exit into the next area to trigger a boss battle.

Den of the She-Viper -- Boss Battle: Echidna

Echidna's move pool is identical to your first encounter of her as Nero. Dante's combat styles and differing skills

mean a slightly different approach this time around. This strategy focuses on the Trickster and Swordmaster combat

styles, so remember which buttons are used to toggle them so you can switch between them on the fly.

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Echidna

The Trickster style can be used to avoid the majority of Echidna's attacks. Toggle this style while Echidna is flying

around the arena. Hold down the Lock-on button to track her movement and use Dash just before impact. While

Echidna is floating in the air, if you've upgraded the Trickster style, use Sky Star to propel yourself towards her torso,

then switch to the Swordmaster style and use Aerial Rave to deal some damage.

Preserve your D.T. Gauge until Echidna roots herself into the ground to spawn Chimera Seeds. Though you can't

Hell Bound your way up to her, wait until the bulb below her spits out a Chimera Seed, then Air Hike up onto her

mid-section, toggle the Swordmaster style, activate Devil Trigger and use Shredder repeatedly. With a lengthy D.T.

Gauge, you can chip away a large portion of Echidna's health here. Throw in a Rebellion Combo B and maybe a

Stinger (careful not to fall!) and you can knock her health down quite a bit. Though you can't perform a super Buster

as Nero could, you are at least be able to stay in place when Echidna becomes stunned and continue the assault.

Rooted

Devil Trigger

When her health bar has been halved, Echidna powers herself up. She now moves faster and will inflict more

damage with each hit. Instead of rooting herself into the ground to spawn Chimera Seeds, she will instead plunge

herself into the ground and raise roots around her and attempt to smack you around with them. Avoid the roots and

get up to her torso; toggle Devil Trigger if it's available, and hit her with Shredder, Rebellion Combo B and other

quick attacks.

Avoid her other attacks with Dash and wait until she embeds herself into the ground again before moving in to deal

damage. There's also a projectile attack that you'll want to watch out for; keep your distance from her when she is

not in the ground and use Dash to avoid taking damage.

Once Echidna has fallen, you'll receive the Gilgamesh weapon. Feel free to try it out whenever. Head through the

exit in the southwest corner of the den to clear the mission.

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Gilgamesh

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Devil May Cry 4 - Mission 14: Forest of Ruin

You'll encounter a new enemy a short ways down the path known as Fault. These guys are more of an annoyance

than anything because all they'll is try to trap you in their mouths, which doesn't do any damage. If they do succeed,

however, you're in for a bit of an annoyance because you are then brought to the Ruined Lowlands where you must

defeat the enemies there to spawn an exit seal. The enemies encountered in the lowlands could very well be those

annoying Chimera-infected Assaults, so try your best to avoid being sent there. When you use the seal to exit the

lowlands, you'll end up back at the start of the area, which can be quite irritating.

 

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Devil May Cry 4 - Mission 15: Fortuna Castle

Blue Orb Fragment -- Head up the stairs on the right to find a Combat Adjudicator. Attain a style grade of

SS to receive the fragment and some Red Orbs.

Go through the door in the southeast corner of Foris Falls to reach the Central Courtyard.

Central Courtyard -- Blitz

About midway down the walkway, a cutscene introduces a brand new type of enemy called Blitz. Blitz are without a

doubt the toughest of the ‘lesser' demons that you will encounter in Devil May Cry 4. They are agile and pack quite

a punch. Not only that, but they're protected by an electric shield, so any attempt to melee one results in a sharp jolt.

The Blitz's electric shield can be removed, however; it's best done using the shotgun with Charged Shot (without

locking-on), as well as the Round Trip Rebellion ability.

 

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Devil May Cry 4 - Mission 16: Inferno

A poisonous gas hangs in the air, so you'll be taking constant damage here.

Blue Orb Fragment -- A Combat Adjudicator can be found in the initial area. A style grade of S is needed

to acquire the fragment, but you have to be quick about it, as the poisonous gas will be zapping your

health all the while. Once you've managed an S grade, pick up the Green Orbs to the right of the statue to

refill your health bar.

 

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Devil May Cry 4 - Mission 17: Adagio For Strings

Make your way through the mining area to reach Port Caerula. Defeat the Scarecrows and Altos that spawn at the

center of the dock and then exit to the Residential District. Another enemy encounter here, this time composed of

Mephistos and Assaults. Clear out the demons, pummel the Red Orb cluster until it shatters, then step into the

alleyway and through the door at its end.

Business District/Terrace

More demons; you just can't get a break can you? It's sheer pandemonium; a large number of Scarecrows of both the

standard and Mega variety, as well as a pack of Basilisks, occupy the district.

Blue Orb Fragment -- Once the district is clear of demons, locate the Restaurant-Café on the west side of

the street; about midway down. Air Hike or use Kick Jump to get up onto the awning. Kick Jump up the

wall and use Sky Star (Trickster) as soon as Dante reaches the top of the railing.

 

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Devil May Cry 4 - Mission 18: The Destroyer

This mission is just one big boss fight. Your objective; take down the colossal Savior! Now, this is no simple task,

even for one as well-versed in combat as Dante. You obtain the Yamato at the start of this mission. With this artifact

in your possession, the Dark Slayer combat style can be toggled by attempting to switch to the talent you currently

have selected. This weapon won't be of much use during this battle, but it may come in handy during subsequent

playthroughs.

 

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Devil May Cry 4 - Mission 19: The Successor

You're playing as Nero once again, which is bad news if it took you awhile to get used to Dante. This entire mission

consists of a dice game, similar to the one you partook in within the Underground Laboratory's Game Room. There

are several levels to this one, though, but the rules are similar. The Nero statue must reach the circle at the end to

progress to the next level. Yellow spaces warp the piece to the exit, red spaces spawn a group of enemies or a

couple of energy beams, blue spaces spawn Red and Green Orbs, and the white spaces have no effect.

 

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Devil May Cry 4 - Mission 20: La Vita Nuova

This is it, the final battle! There's no turning back now!

Sacred Heart -- Boss Battle: Sanctus Diabolica

This battle bears some similarity to your first encounter with Sanctus, as he uses several of the same moves and floats

around the area in a protective sphere. However Sanctus is significantly more dangerous this time around (which

makes sense, what with this being the final battle and all) and sports a brand new, decidedly evil look. Well, this is

it, time to silence this demon once and for all.

Yet again, Nero's Demon Arm will serve as the main tool in besting your enemy. First and foremost, Sanctus'

protective sphere needs to be shattered, then it's just a matter of knocking him to the ground and hitting him with

Buster to perform a powerful combo. Same deal as last time; use Hell Bound on the orbs that float near Sanctus to

get close to the sphere and start dealing some damage to it. Activating Devil Trigger will certainly help bring down

the sphere faster, so toggle if the gauge permits it..

This guy can be a real pain to knock out of the air once the sphere is broken. He'll either dodge to the side, or throw

fireballs to keep you at bay. The fireballs can be easily avoided by dropping to the ground and circling beneath

Sanctus. The opportune moment to knock Sanctus out of the air is while he remains still and uses his blade to shield

himself from your attacks. At this point, jump up and hit the raised sword with Buster to stagger him, then jump back

up to him and slash away to strike him down. Be quick about hitting him once his guard is down, as he recovers

quite quickly. When he falls to the ground, use Buster to deal a substantial blow to his health.

 

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Devil May Cry 4 - Secret Mission 01 -- Annihilation

When: Mission 02: La Porte De L'Enfer

Where: Terrace/Business District (after crossing the gap with Hell Bound).

Objective: Destroy all demons within the time limit.

While this secret mission is available during the second mission, it would be a good idea to wait until you've

powered up Nero before attempting this. You have 60 seconds to clear out all of the Scarecrows in the area; the

mission is a failure if you run out of time. An easy way to clear this mission is to wait until you have attained a

lengthy Devil Trigger gauge by purchasing Purple Orbs, as the Devil Buster ability will usually kill a Scarecrow with

a single use. You can clear out a good number of them with Devil Snatch, and then finish the rest off with other

abilities. The Streak and Split Red Queen abilities are also good to have.

If one of your attacks happens to knock an enemy back, don't run after it, but instead use Snatch to pull the

Scarecrow back to you. Snatch works while you're up in the air, too. If the Scarecrow falls beyond the Devil

Bringer's reach, turn your attention to a different one. In the event of failure, you can immediately retry the mission if

that failure wasn't due to Nero's death. Once you've met the objective, pick up the Blue Orb Fragment to clear the

mission.

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Devil May Cry 4 - Secret Mission 02 -- Alley-Oop

When: Mission 04: Cold Blooded

Where: Dining Room

Objective: Successfully execute a mid-air buster 5 times without touching the ground.

Completing this one requires the right skills and a bit of luck. You'll need Snatch 3 to do this. Make sure that the

Lock-on is set to Type 1; you can verify this by pausing the game and entering the 'Options,' then 'Game Options'

menu. Your goal is to chain five mid-air Busters using the Scarecrows in the arena. The mission is a failure if all of

the Scarecrows die, or Nero's health bar is depleted. The Scarecrows here do pack quite a punch, and you can die in

secret missions, so retreat through the door in this area if you're close to death.

Start by using High Roller on one of the Scarecrows, then immediately use Buster while in mid-air. As soon as that

Scarecrow hits the ground, hold the Lock-on button and push the Left Thumbstick (or Analog Stick) towards a

standing Scarecrow. Use Snatch to pull that Scarecrow towards you, then release the Lock-on button and use Buster.

Nero can't snatch Scarecrows that are lying on the ground, so you must quickly scan the area below you for standing

Scarecrows that can be snatched.  Luck plays a small role here, as Nero's Buster can knock down the Scarecrows on

the ground below, which could leave none standing if they were close together. Additionally, the Scarecrows can

also block Nero's Devil Bringer, effectively ending the chain.

You can retry this mission as many times as you'd like, as long as you don't die during it. When you've managed to

chain 5 mid-air Busters, collect the Blue Orb Fragment to clear the mission.

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Devil May Cry 4 - Secret Mission 03 -- Nonviolent Resistance

When: Mission 05: Trisagion

Where: Soldier's Graveyard (return here after completing Mission 08)

Objective: Raise your stylish ranking without using attacks.

First of all, the Hold ability is required to clear this one. While the parchment is near the beginning of Mission 05,

the Hold ability is acquired at the end of Mission 08. Once you have Hold, purchase the Enemy Hike ability as well.

To clear this mission, you need to attain a style grade of C without once using an offensive ability.

Initially there are two Scarecrows and one Frost in the room. As soon as the mission begins, use Hold on one of the

Scarecrows and back yourself against a wall. Wait until either the Frost or Scarecrow (preferably the Frost) hits your

shield with an attack, then press the Taunt button to up the style meter. It is important that you do not spam taunts

because that won't do you any good; let your shield take a hit before taunting to up the meter.

If the Scarecrow you're holding should die, quickly grab the second one. If you are hit at all, whack one of the

enemies and retry the mission, because another Frost will spawn in the Scarecrow's place. When the style meter is

just about full after a couple of hits and a taunt, Use Enemy Hike to (hopefully) hit C. Collect the Blue Orb Fragment

once you've succeeded to clear the mission.

This can also be attempted as Dante during Mission 17. If you find it easier, you can use Dante's Royal Block ability

with Taunt (and perhaps Enemy Hike) to clear this mission instead. Stand in the L-shaped corridor in the northeastern

corner of the room; the Scarecrows won't bother you here, and you can then simply Royal Block the Frost's attacks

to up the style meter. Taunt afterwards, then Enemy Hike (if necessary) without getting hit to attain a C grade.

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Devil May Cry 4 - Secret Mission 04 -- Tracking Treasure Down

When: Mission 06: Resurrection

Where: Angel Creation

Objective: Find all the hidden orbs.

You have two minutes to find 99 hidden orbs. To start, move south and stand before the large door to collect 30 of

the hidden orbs. There are 60 more orbs behind the mirror on the western side of the second floor walkway. To get

up to the walkway, Kick Jump off of one of its supports and try to land on the narrow beam that connects it to the

pillar. Once you've made it onto that beam, jump over the railing and locate the mirror. Slash the mirror until it

shatters. Hop into the little alcove that was behind it and stand there until the orb stash appears.

The last batch is at the bottom of the stairs beyond the smashed Sanctus portrait; stand in the middle of that area to

reveal the orb stash. Return to the Grand Hall and grab the Blue Orb Fragment near the Gyro Blade to clear the

mission.

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Devil May Cry 4 - Secret Mission 05 -- Sky Scraper

When: Mission 07: The She-Viper

Where: Lapis River

Objective: Reach the goal by rising to the top.

The Red Queen Roulette Spin skill and the Air Hike ability are needed to complete this one. The Snatch 3 skill

would prove useful too, but it's not necessary.

You have 60 seconds to reach the Blue Orb Fragment at the very top of this area. To start, jump onto the first seal

and use the two Grim Grips above it to reach the second. From the second seal, use the next two Grim Grips to

reach the next. After hitting that seal, land on the catwalk above it. Face the gated seal, jump towards it, use Roulette

Spin to break the fencing, then use Air Hike and land on the seal. As you ascend, latch onto the Grim Grip above

and land on the upper catwalk. From here, use the same Grim Grip to hit the final seal. Land on the ledge and touch

the fragment to clear the mission

 

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Devil May Cry 4 - Secret Mission 06 -- Vermifuge

When: Mission 10: Wrapped In Glory

Where: Security Corridor

Objective: Eliminate all of the Chimera before the Scarecrow is taken over.

You'll probably need Air Hike to accomplish this one, so make sure you have it. The objective is to kill all of the

Chimera before they can merge with the Scarecrow. This appears to be a difficult task at first, as the Scarecrow starts

off surrounded by a mess of them. However there is one way to ensure its safety.

The Aegis Shield attained after besting Angelo Credo adds the Hold ability to your repertoire. To use Hold, hit the

Scarecrow with Buster, but hold down the Devil Bringer button. The Chimera Seeds are rather fast, and Nero is

reduced to a stroll while holding an enemy, so you'll have to jump and Air Hike to avoid the Chimera. Jump towards

the steps that lead up to the area at the eastern end of the map. The Chimera will not enter the fountain area, so carry

the Scarecrow far into that area and throw him down. Afterwards, head back down the stairs and tear about each

and every Chimera Seed with Buster. Collect the Blue Orb Fragment after completing the objective to clear the

mission.

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Devil May Cry 4 - Secret Mission 07 -- Free Running

When: Mission 10: Wrapped In Glory

Where: Meeting Room

Objective: Reach the goal without falling through the vanishing floor.

Hitting the wheel at the start of the mission eventually activates a tile bridge. The tiles at the start of the bridge soon

disappear, and a new section of tiles takes its place. The tiles eventually lead to a Blue Orb Fragment. There are two

Mephisto that are intent on making things difficult for you, as they'll constantly poke and prod in an attempt to knock

you off.

There is a trick to complete this mission quickly as Nero; the Red Queen Calibur skill and the Enemy Hike and Air

Hike abilities are needed to pull it off. Slash the wheel to trigger the tiles, run to the end of the first two tiles that

appear and jump straight ahead, use Calibur, Enemy Hike off of the Mephisto there and then Air Hike onto the ledge

where the fragment is. You may need to straighten out the camera so to see where you're jumping.

 

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Devil May Cry 4 - Secret Mission 08 -- Royal Blocker

When: Mission 07: The She-Viper (only Dante can complete this one, so wait until Mission 14: Forest of

Ruin)

Where: Forest Entrance

Objective: Execute a royal block 5 times.

This mission can be quite difficult, especially if you aren't familiar with the Royal Guard style. You're put into a

room with a pair of Mephistos and must successfully perform Royal Block five times in a row. To use the Royal Block

skill, have the Royal Guard style toggled, and press the Style Action button just before an enemy's attack hits. If you

get hit by one of the Mephistos after a successful execution, the chain resets to zero. You can, however, kill one of

the Mephistos to make things a bit easier.

Clearing this mission is all about timing, but there seems to be a little bit of luck involved, too. If you're having a lot

of trouble doing this, there is one thing you could try, but it comes with absolutely no guarantee of success. First, kill

one of the two Mephistos, then hold the lock-on button and basically mash the Style Action button. Sure, Dante's

going to look pretty silly while doing this, but it is surprisingly effective. The only attack you'll want to avoid while

doing this is the Mephisto's tail swipe, as it very difficult to block.

Other than that, there doesn't seem to be a surefire way to clear this one. Just practice, practice, practice and try, try

again until you can pull it off. Once you've succeeded, collect the Blue Orb Fragment that appears to clear the

mission.

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Devil May Cry 4 - Secret Mission 09 -- Unbreakable

When: Mission 15: Fortuna Castle

Where: Library

Objective: Eliminate all enemies without taking damage and without being captured by a Fault.

You're up against two waves of Assaults and Chimera Seeds here, and you have to wipe them all out without taking

any damage or being captured by a Fault. The biggest threat are the Chimera-infected Assaults, as the Chimera swing

their tentacles every which way, making them difficult to avoid. Even a small nick spells failure, so you can't be too

careful.

With that said, this mission can be cleared quite easily with some patience and a bit of luck. With the shotgun out,

hug the edge of the area and double-jump in one direction while firing at the enemies below. Do not use lock-on at

all during this, just stick to the edge of the map, jump and Air Hike in one direction and continuously tap the

Long-range attack button. As soon as you hit the ground, jump up into the air again and continue shooting. This way

there is no need to worry about the Faults at all, because they'll only appear as soon as you hit the ground, and

you'll be up in the air again before they can emerge completely.

There might be a few close calls, and this could take a couple of tries, but it is likely the safest and easiest method to

get this done. Once you've killed off the two waves of enemies, collect the Blue Orb Fragment that spawns to clear

the mission.

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Devil May Cry 4 - Secret Mission 10 -- Puppet Master

When: Mission 05: Trisagion

Where: Master's Bedroom

Objective: Manipulate the Gyro Blades to raze everything.

You have two minutes to smash the five towers in the hallway using a Gyro Blade. This is one of easier secret

missions, but of course you will need to know exactly where each tower is if you hope to complete this task with

time to spare. So spend one try scouring the hall and memorize their locations. To start, use Buster on the Gyro

Blade to activate it, and then slash it until the blades on its sides are spinning. Punch the Gyro Blade at this point to

send it sailing down the hall towards the first tower. Spam Streak to close the distance between yourself and the

Gyro Blade a lot faster.

An active Gyro Blade is prone to bounce, and this is especially an issue in this relatively narrow hallway. Hitting the

Gyro Blade with Buster while it is not spinning only pushes it forward a short distance, so you can move it further

down the hall without it bouncing back towards you. The clock is ticking, so only do this when you must knock the

Gyro Blade into a specific area and are not simply moving it down a large stretch of hallway. Once you've managed

to destroy the five towers, collect the Blue Orb Fragment to clear the mission.

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Devil May Cry 4 - Secret Mission 11 -- Point of Impact

When: Mission 16: Inferno

Where: Fortuna Castle Gate

The Lucifer weapon is needed to reach this one. After killing the first batch of Basilisks, start up the mountain ledges

until you reach a set of stairs that lead up into the left corner of the screen. With Trickster toggled and Lucifer

equipped, stand about midway up the stairs, jump to the right, use Air Hike, Sky Star, then attack with Lucifer and

you should land on the secret ledge.

 

Objective: Use Pandora to destroy distant objects.

The PF124: Hatred and PF398: Revenge abilities are needed to complete this mission, so purchase those and make

sure you know how to use them before attempting this. There are two statues to destroy at opposite ends of the area,

and you only have thirty seconds to do so. The laser cannon is quite difficult to aim because, while you can adjust its

aim vertically once you set it down, there is no way to adjust the darned thing horizontally. So, essentially, you have

to throw it down just right or you won't be able to hit the statue. There are a couple of ways you can go about doing

this; both methods require practice and maybe a bit of luck.

1: As soon as the mission begins, move south until you are down set of steps through the first doorway. Set up Hatred

at the bottom of the steps, take aim and fire. If you hit the statue, turn around and move north until you are at the

bottom of the stairs (spam Stinger to quickly descend). Set up Hatred, take aim and hit the statue to spawn the Blue

Orb Fragment. You should have enough time to do this, provided you don't miss a shot.

2: This method requires quite a bit of luck, but given enough time you'll eventually pull it off. As soon as the mission

starts, move north until you reach the end of the starting platform. Set up Hatred at the top of the stairs, aim down and

release when the sight appears to line up with the statue. If you managed to break the statue and still have about

twenty seconds left, turn around and either run (if you have the Speed skill) or spam Stinger to reach the statue at the

south end of the map. Hit the final statue with Stinger to spawn the Blue Orb Fragment.

Since you won't encounter any threats during this mission and will be teleported back to its location in Lamina Peak,

in the event of failure, you can retry as many times as you wish. Keep trying and you'll clear it eventually.

 

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Devil May Cry 4 - Secret Mission 12 -- Steeplechase

When: Mission 17: Adagio For Strings

Where: Opera House Plaza

Objective: Reach the goal without taking damage.

You must make it to the end of the laser-ridden corridor without losing any health. Unfortunately the time-slow

machine cannot be used here, making this a decidedly difficult mission to complete under normal circumstances.

With that said, there's a very simple way to clear this mission with Pandora. The destruction meter must be maxed

out for this to work, though. Max out the meter by using Pandora on the enemies that spawn near the fountain in the

Opera House Plaza area if you haven't triggered and defeated them yet.

Activate the secret mission once the destruction meter is full. With the Gunslinger style selected and Pandora

equipped, jump up into the air and press the Style Action button to use the PF594: Argument ability, which

transforms Pandora into a mobile missile battery. Don't jump too high because if Pandora is scraping the ceiling

that'll slow its movement, which may prevent you from crossing the entire laser bed in this fashion. You want

Pandora to be hovering just above the lasers; jump and Air Hike over the lasers, then let Dante dip just a bit before

transforming Pandora. If you're in good order, then it's smooth sailing from here. Pick up the Blue Orb Fragment at

the other end of the corridor to clear the mission.

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Devil May Cry 4 - Blue Orb Fragment Locations

Collect four Blue Orb Fragments to create a Blue Orb, which will add a permanent bar to your total health.

Note -- 12 of the 32 fragments are obtained by clearing Secret Missions.

Mission 02: La Porte De L'Enfer

Blue Orb Fragment 1

Where: Residential District

Jump up onto the building behind the Red Orb cluster, hug the wall and hop into the small crevice above the lower

roof. The Blue Orb Fragment is tucked away in this crevice.

Blue Orb Fragment 2

Where: First Mining Area

Attack the Combat Adjudicator and attain a combo grade of B to receive a bunch of Red Orbs and a Blue Orb

Fragment.

Mission 03: The White Wing

Blue Orb Fragment 3

Where: Second Mining Area

When you reach the tunnel entrance, hop onto the board to the left. From this platform, jump up onto the higher

one. Here, use the closest Grim Grip to propel yourself towards the second. Grab hold of the second Grim Grip to

swing towards the metal sheet and Kick Jump off of it. Immediately after using Kick Jump, grab hold of the Grim Grip

above to reach a higher area with two more Grim Grips.

This next part can be tricky; you have to hit these last two grips bang on to get to the Blue Orb Fragment platform.

After using the middle grip, immediately latch on to the final one and you should land directly on the platform. You

really need to hit the last grip as soon as you can, or you'll just miss the platform.

Launch in external player

Blue Orb Fragment 4

Where: Second Mining Area

The Roulette Spin and Streak 2 skills and the Air Hike ability are needed to reach this fragment. All of those skills

together are quite costly, so you may have to leave this one alone for now and come back to it later. If you think you

might have collected enough souls to purchase those skills if you had them all back, you could get a refund from the

Divinity Statue at the beginning of the level. To get a refund, select the 'Cancel All' option on the Skill Up menu.

You can purchase the abilities needed to get the orb, then return to the statue and get your old skills back.

The secret area that holds the Blue Orb Fragment is across from the tunnel entrance that is reached by using the first

batch of Grim Grips in this room. To get to this area you'll need to use mid-air attacks to cross the gap. First, stand on

the wooden platform and face south. Next, use Streak 2 to propel Nero forward, then use Roulette Spin and

immediately after that, use Air Hike. Hopefully you are above the platform, or at least close to it; use Roulette Spin

again if necessary. This is a tough one to get and might require a few tries, but if you're using the right skills, you'll

get it eventually.

Launch in external player

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Blue Orb Fragment 5

Where: Grand Hall (2F)

There is a large mirror along the eastern wall, just beyond the door. Hit the mirror until it shatters, revealing the Blue

Orb Fragment in a small alcove.

Mission 06: Resurrection

Blue Orb Fragment 6

Where: Underground Laboratory

You likely spotted this one during the opening cutscene. Grab the fragment on your way down and then drop down.

Blue Orb Fragment 7

Where: Forris Falls

At the top of the stairs, notice the fragment hovering in mid-air. You'll need Streak to grab this one. Stand at the end

of the platform directly in front of the hovering orb and use Streak to launch Nero into it. Streak 2 might be necessary

to make it out far enough, but you can just use Snatch to grab it in mid-air if that's the case.

Mission 07: The She-Viper

Blue Orb Fragment 8

Where: Ruined Valley

This fragment is at the south end of the valley, so you'll have to grab in it the process of using the tiles to cross the

valley. Wait until there are some tiles beneath it, then jump up into the air and take it into your inventory.

Blue Orb Fragment 9

Where: Forgotten Ruins

Attack the Combat Adjudicator and attain a style rank of A to receive some Red Orbs and a Blue Orb Fragment.

Mission 08: Profession Of Faith

Blue Orb Fragment 10

Where: Ancient Training Ground

The pod hanging from the ceiling of the tunnel in the middle of the Ancient Training Ground holds the fragment.

Stand below it, jump up into the air and use a normal attack to break it open and claim the fragment.

Blue Orb Fragment 11

Where: Lost Woods/Hidden Pit

To get this fragment, you'll have give the Hidden Pit a visit. After killing the enemies in the area, stand in front of the

seal and spin the camera around to look north. You should be able to spot a Blue Orb Fragment in the trees; stand

underneath the fragment and use Air Hike to take it into your inventory.

Mission 09: For You

Blue Orb Fragment 12

Where: Grand Hall

Attain an S grade on the Combat Adjudicator in the northeast corner of the Grand Hall to receive a large amount of

Red Orbs and the fragment.

Blue Orb Fragment 13

Where: The Gauntlet

While in the elevator at the third level, turn away from the laser room and drop down from the open doorway to

reach an area below. A Blue Orb Fragment can be found here. You'll have to jump to get it, and doing so sets you

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back to the first level. Activate the wheel again to call the elevator and make your way back up to the third level.

Mission 10: Wrapped In Glory

Blue Orb Fragment 14

Where: Experiment Disposal

The Roulette Spin and Air Hike skills are needed to get to this one. Before (!) taking the elevator up to the Meeting

Room, stand about halfway between the wall and the elevator. Next, normal jump and use Roulette Spin, then

immediately Air Hike to reach the elevator's lowest frame.  From here, normal jump inwards and, while in mid-air,

turn around, use Air Hike and try to land on the frame above. The fragment is up here; use Air Hike to grab it.

Mission 11: The Ninth Circle

Blue Orb Fragment 15

Where: Advent Chamber

There's a Combat Adjudicator at the south end of this area. Attack the Combat Adjudicator and attain a combo grade

of SSS to receive a bunch of Red Orbs and a Blue Orb Fragment. You'll have to use a large variety of moves to earn

the grade.

Mission 12: A New Beginning

Blue Orb Fragment 16

Where: The Gauntlet

Hit the time-slow machine Key Chamber, ignore the Gladius creatures, and slip through the lasers at the far end of

the room to reach the Gauntlet. Search for the Combat Adjudicator here and attain a style grade of B by attacking it

to receive some Red Orbs and the fragment. Now quickly make your way back to the Grand Hall!

Mission 13: The Devil Returns

Blue Orb Fragment 17

Where: Ruined Church

Attain a style grade of A on the Combat Adjudicator in the church's western room to receive the fragment and a large

amount of Red Orbs.

Mission 15: Fortuna Castle

Blue Orb Fragment 18

Where: Forris Falls

At the start of the mission, head up the stairs on the right to find a Combat Adjudicator. Attain a style grade of SS to

receive the fragment and some Red Orbs.

Mission 16: Inferno

Blue Orb Fragment 19

Where: Underground Laboratory

There's a Combat Adjudicator at the start of the mission. A style grade of S is needed to acquire the fragment, but

you have to be quick about it, as the poisonous gas will be zapping your health all the while. Once you've managed

an S grade, pick up the Green Orbs to the right of the statue to refill your health bar.

Mission 17: Adagio For Strings

Blue Orb Fragment 20

Where: Business District

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Once the district is clear of demons, locate the Restaurant-Café on the west side of the street; about midway down.

Air Hike or use Kick Jump to get up onto the awning. Kick Jump up the wall and use Sky Star (Trickster) as soon as

Dante reaches the top of the railing.

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Devil May Cry 4 Unlockables

 

Difficulty Levels:

Son of Sparda - Clear all missions on Devil Hunter difficulty.

Dante Must Die - Clear all missions on Son of Sparda difficulty. Enemies will DT.

Heaven Or Hell - Clear all missions on Son of Sparda difficulty. Enemies and player character die with a single hit.

Hell Or Hell - Clear all missions on Dante Must Die difficulty. Player character dies with a single hit.

Bloody Palace: A time attack mode consisting of 100 levels.

Clear all missions on Devil Hunter difficulty to unlock.

Nero and Dante Super Costumes:

Clear all missions on the Dante Must Die difficulty level.

Artwork:

The Two Heroes - Complete the game on Human difficulty.

The Cast - Complete the game on Devil Hunter difficulty.

Character Images - Complete the game on Devil Hunter difficulty.

The Demons - Complete the game on Son of Sparda difficulty.

Publicity Pictures - Complete the game on Son of Sparda difficulty.

The Ladies of Devil May Cry - Complete the game on Heaven or Hell mode.

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Devil May Cry 4 - Xbox 360 Achievements

Devil May Cry 4 features a total of 46 different achievements. Each achievement that you unlock contributes a

certain amount of points to your overall gamer score. You can acquire a grand total of 1000 points by playing Devil

May Cry 4.

 

1. A Comfortable Pace

Clear mission 11 in Human Mode.

10 Points

2. Easy Does It

Clear all missions in Human Mode.

10 Points

3. Half Way There

Clear mission 11 in Devil Hunter Mode.

10 Points

4. Done and Done

Clear all missions in Devil Hunter Mode.

20 Points

5. Rock and a Hard Place

Clear Mission 11 in Son of Sparda Mode.

10 Points

6. Hardly A Simple Task

Clear All Missions in Son of Sparda Mode.

30 Points

7. Easier Said Than Done

Clear Mission 11 in Dante Must Die Mode.

10 Points

8. All Bow Before You

Clear All Missions in Dante Must Die Mode.

40 Points

9. Step into the Light

Clear All Missions in Heaven or Hell Mode.

10 Points

10. Tonight, We Dine in Hell

Clear All Missions in Hell or Hell Mode.

10 Points

11. The Best of the Rest

Clear all missions in Human Mode with an S ranking.

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20 Points

12. A Cut Above

Clear all missions in Devil Hunter Mode with an S

ranking.

30 Points

13. A Stunning Feat

Clear all Missions in Son of Sparda Mode with an S

Ranking.

40 Points

14. Never Say Die

Clear all Missions in Dante Must Die Mode with an S

Ranking.

50 Points

15. A Throne of Glory

Clear all Game Modes.

50 Points

16. Nothing Left Unsaid

Clear all Secret Missions.

10 Points

17. The First Circle

Complete Stage 10 of the Bloody Palace.

10 Points

18. The Second Circle

Clear stage 20 of Bloody Palace Mode.

10 Points

19. The Third Circle

Clear stage 30 of Bloody Palace Mode.

10 Points

20. The Fourth Circle

Clear stage 40 of Bloody Palace Mode.

10 Points

21. The Fifth Circle

Clear stage 50 of Bloody Palace Mode.

10 Points

22. The Sixth Circle

Clear stage 60 of Bloody Palace Mode.

10 Points

23. The Seventh Circle

Clear stage 70 of Bloody Palace Mode.

10 Points

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24. The Eight Circle

Clear stage 80 of Bloody Palace Mode.

10 Points

25. The Ninth Circle

Clear stage 90 of Bloody Palace Mode.

10 Points

26. Covered in Blood

Clear All Bloody Palace Mode stages.

40 Points

27. King of the Palace

Clear All Bloody Palace stages with an S Ranking.

50 Points

28. Speak of the Devil

Clear the game with Super Nero (Dante)

20 Points

29. Smokin'!

Complete a Stylish Rank S (Smokin'!) combo.

10 Points

30. Smokin' Style!!

Complete a Stylish Rank SS (Smokin' Style!!) combo.

10 Points

31. Smokin' Sick Style!!!

Complete a Stylish Rank SSS (Smokin' Sick Style!!!)

combo.

10 Points

32. Simply Spectacular

Complete a mission with an S ranking.

10 Points

33. Modus Vivendi

Extend the Vitality Gauge to maximum capacity.

10 Points

34. Bat Out of Hell

Extend the Devil Trigger Gauge to maximum capacity.

10 Points

35. River of Red

Acquire 10,000 Red Orbs.

10 Points

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36. Your Cup Runeth Over

Acquire 100,000 Red Orbs.

20 Points

37. Red Orb Millionaire

Acquire 1,000,000 Red Orbs.

40 Points

38. Filled with Pride

Acquire 10,000 Proud Souls.

10 Points

39. Brimming with Pride

Acquire 100,000 Proud Souls.

20 Points

40. Proud Millionaire

Acquire 1,000,000 Proud Souls.

40 Points

41. Rookie Devil Hunter

Defeat a total of 100 enemies.

10 Points

42. Skilled Devil Hunter

Defeat a total of 1,000 enemies.

30 Points

43. Legendary Devil Hunter

Defeat a total of 10,000 enemies.

50 Points

44. Item Collector

Acquire a maximum number of all items.

50 Points

45. Skill Collector - Nero

Acquire all of Nero's skills.

50 Points

46. Skill Collector - Dante

Acquire all of Dante's skills.

50 Points

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