GetDotted Domains

Retro Game Walkthroughs For
"Devil May Cry"
(PlayStation 2)

This game is also available on PC.

Retro Game Walkthroughs for Devil May Cry (PlayStation 2)
Submitted By: Killer Nightmare
A few things to clarify before you carry on reading.

1. The Mission names are loosely translated by me. IF you're going to
play the UK version of DMC I can assure you that what you see here
is going to be completely different from what I'm writing. Game
companies tend to do that, I've noticed. The original names will be
added in for propriety's sake

2. Secret Missions will NOT be talked about in the midst of the
walkthrough.

3. This walkthrough is designed for the difficulty of NORMAL. No
references will be made to the changes in the other difficulty
modes, since the only changes are the differences in either enemy
amount, enemy strengths or different enemies altogether.

4. To get to Easy Automatic difficulty (there is no selection right at
the outset), all you need to do is to fulfill the conditions of any
of the first 3 Missions:

Mission 1 - Use Vital Star or use at least 1 Yellow Orb
Mission 2 - Use at least 1 Yellow Orb
Mission 3 - Use at least 2 Yellow Orbs

Differences in Easy Mode:

- Automatic comboing by simply pressing Triangle
- Holding on Square or Circle will allow continuous shooting
- Starting Health 1.5 times of Normal
- Starting DT twice of Normal
- You can carry up to 3 Vital Stars
- Replendish twice as much Health when DT is activated
- Lesser and weaker enemies


=======================================================================
MISSION 1

Bloodied and Cursed Dolls
=======================================================================
CLEAR OBJECTIVE: Unlock the Cursed Door
============================================


You start off from the gate, right before the mission begins proper. A
[YELLOW ORB] awaits you along the way, as well as a [BLUE ORB PIECE] in
the little pavilion you have to jump up to.

Once you enter the castle the mission starts proper.

The first part of the mission will be to open the locked door at the
opposite end of the hall (from where you started anyway) that requires
45 RED ORBS. Go around picking up the 45 [RED ORBS] from the entire
hall, along with a [BLUE ORB PIECE] on the second floor that you'll
have to Kick Jump to get to it. There's also a hundred Red Orbs that'll
drop out from nowhere if you manage to get onto the Spear of the statue
in the middle of the hall.

Once you have them all, unlock the door using 45 of them (it's
automatic, no worries)

The next room has one huge barricade which you can't get around for the
moment. There are also 4 suits of destroyable armours that yield 5 Red
Orbs and a [BLUE ORB PIECE].

The room after that has a staircase leading up, but if you go about
your destructive ways, there are 15 Red Orbs for the picking.

The room at the top of the staircase has 2 exits: a door, and a hole in
the ceiling. And of course, the mandatory tables for you to break,
resulting in a small profit of 10 Red Orbs.

Enter the door, and you'll find yourself in a room with stranged
devices, a 3-holed switch, and a ladder leading to a closed gate. The
only meaningful thing to do here is to jump into the water left of the
switch to pick up your 4th [BLUE ORB PIECE], and thus increasing your
life bar. In case you haven't noticed, you'll receive a full Blue Orb
once you collect 4 Pieces, in no particular order.

Head back to the previous room, and jump up to the hole in the ceiling.
There will be 2 Red Orbs floating visably for you to take, as well as a
yellow shiny thing that will turn out to be a [RUSTY KEY].

You won't be able to move many steps before you get attacked by
the...thing...that was holding on to the key. Defeat the Bloody Marys
and Marionettes if you want to (or run away if you wish, but this isn't
Survival Horrer...), and return all the way back to the great Hall.

To the left (of your screen) of the door is a green door, which will be
unlocked by the Rusty Key. You're now in the Airplane room, named so
for a very good reason. There's a [BLUE ORB PIECE] sitting nicely on
the right wing of the plane, and 40 Red Orbs will appear if you manage
to jump on to the propeller. The only door of the room is your
objective, but it's sealed for the moment, requiring 17 souls to
unlock. However, the enemies in this room dosen't seem to respond at
all.

Forget about them for the moment, and go to the right corner of the
room, where there is a wall symbol. Get used to seeing these symbols
everywhere. To activate SOMETHING you have to hit on the wall symbol
until it's filled. Once activated you'll be drawn down.....

Into a small arena with lots of dolls to kill and plunder. You'll have
to kill them (and their replacements) before the game kills you. Once
you've killed them all the elevator will come down for you to move back
up.

This time, the enemies in the Airplane become your partners. Defeat
them all to unseal the door, and end the mission by opening it.


=======================================================================
MISSION 2

Judge of Death
=======================================================================
MISSION OBJECTIVE: Open the door to the Cathedral
=====================================================


You start off at the head of what is to be a long corridor. To Dante's
left is a door, where a Time Statue awaits, plus several (20) Red Orbs
and a [BLUE ORB PIECE] inside tables that are for your cracking.

Head all the way down the corridor, past a locked door you can't open
for now, and past lots of enemies, and you'll find yourself staring at
the most exquisite sword in the world. Watch the incredible scene that
happens afterward, and you'll receive the ultra-cool [ALASTOR]. You can
now power it up at either Time Statues or at the Power Up screen in
between missions. The best things to power up are Air Raid and Stinger,
and once you've enough (not possible at this current moment of course)
Air Hike.

Now the statue where Alastor is held has disappeared, and in its place
is another statue of sorts that require "something" to do something to
it. Enter the door next to it, and you'll find yourself in the Library,
complete with breakable tables. Red Orbs are for the taking, as well as
the all-important [SHOTGUN] on the second floor table. The point of
entering here, of course, is the [RUSTY KEY] on the picture on the
second level.

Return down the corridor, back to the locked door in the middle, and
the Rusty Key will be used to open it. You'll be in a small open-air
location, with a fountain, and enemies. If you manage to land on the
fountain, there're lots of Red Orbs to take, since they have a habit of
appearing from nowhere whenever you step on something that shouldn't be
stepped on in the first place. You can't do anything to the energy wall
at the opposite end, as well as the door above it, but you can enter
the other door here, it's to the right of the energy wall, on the
second level.

Once you enter the door you'll be locked in. No worries though, just
move down this corridor, mowing down the enemies in your way. There's a
small pedestal at the end, but it has nothing to do with your current
mission. Instead, move back to the big bulky thing in the middle of
this corridor, and whack at it continously. It'll move back, and reveal
a trapdoor that you have to open and jump in.

Jumping down from high heights is a normal feature in the world of
Devil May Cry, so you don't have to worry about taking damage from
these high drops. You'll find that you're in some semi-watery place,
with the glowing [STAFF OF JUDGEMENT]. Once you take that, a mechanism
will unlock the door at the end of this small room out...to the
library.

There isn't anything else of interest here, so exit...but you'll get
locked in, along with the first appearance of your newest neighbours,
Sin Scissors. 3 of them in fact. Whip out the Shotgun and blast them
back to hell. The lock will break up into its millions of pieces, and
you can get out of here forever.

Now turn your attention back at the macabre statue, now with lots of
little spiders crawling around it. Squash them if you want to, and
place the Staff of Judgement on it, ending the mission.


=======================================================================
MISSION 3

Burning Destroyer
=======================================================================
MISSION OBJECTIVE: Overcome the Trials, and claim the [Pride of
Lion]
===================================================================


You start off being sealed in on every corner. Head up to the pedestal
where your final objective lies. However, you're not allowed to take it
yet, as it has set a small trial for you to conquer. The big doors at
the far end will be unlocked, and you'll have to make your way past
them.

Back out in the open for now, make your way across the long bridge to
the small area at the end of it. There are lots of Red Orbs for the
taking, but I suggest you leave them alone when you return later. Why?
You'll see when you get back a little (or much? >:E) later. Examine the
tablet in the middle of the platform where it'll tell you the objective
of the trial. Nothing's going to happen immediately, sad to say.

Head back to the big doors again, but as you approach the center of the
bridge a bolt of lightning will appear from nowhere (get used to the
"from nowhere" business, it happens ALL the time) and hit Dante,
breaking up the bridge into fairly small pieces, and sending all into
the watery depths of the ocean.

Or so you would think. Somehow or other you'll land in a small
underwater passage, with your health bar slowly going down (hey, you're
in water, of course it'll go down). Run to the circular room at the end
of this short passage, and step on the strangely-coloured spot. 6
skulls will appear, locking you in, and you'll have to cut/blast them
into little pieces of bone before the coloured spot lights up and
teleports you back to the local end of the bridge.

Before you reenter the doors though, jump up (from the sides of the
door) to a small ledge, where 50 Red Orbs will appear. You'll also see
one part of the bridge hanging in the air right in front of you.
Stinger there, and a [BLUE ORB PIECE] will nicely fall out of the air.
If you make your way back to the other end of the broken bridge,
there's another [BLUE ORB PIECE] waiting for you there as well. DO NOT
TOUCH them Red Orbs! :P

Return to the cathedral, and go claim your prize for clearing the
trial, the [PRIDE OF LION], and thus cle...

But wait, looks like there was something watching your progress all
this while. A HUGE scorpian. And guess what? You'll have to fight it.
See Boss Strategies for more details about this fight.

Once you've sent Phantom scuttling back towards it's fiery pit, the
door you entered from will be unlocked, and you can now exit, ending
this short, but headache-posing Mission.


=======================================================================
MISSION 4

The Black Knight
=======================================================================
MISSION OBJECTIVE: Show the Lion your strength, to open the Path.
Then aquire the Melancholy Soul.
=====================================================================


You start off right where you ended the previous mission, at the long
corridor. Now that you've the Pride of Lion, you can open up the energy
wall that was blocking your way. Make your way back down the corridor,
towards the door in the middle of it.

Unfortunately, as you go back down, someone has other ideas about your
previous battle. The sore loser Phantom is back to chase you down,
though with a tad less life. For more information on how to beat this
fight, refer to the Boss section (miraculous waste of space)!

Survey the damage that your battle has created, and enter the door in
the middle of the corridor. Now check the energy wall, and the Pride of
Lion will dispell it, revealing a rather imposing Lion Statue with a
nice set of red eyes. Thought you could enter the door above it? Think
again. Your second trial has just begun.

Crack open the Lion Statue (3 hits will do) and it'll reveal the
irritating (and soon to be a very good friend in other difficulties)
Shadow. Defeat it, and the door above the remains of the statue will be
unlocked.

You'll find yourself in a squarish area with a staircase that leads
only upwards. Ignore the stairs, and hop into the big hole in the
middle. It's a long fall, but eventually you reach the bottom, where
there's a locked door and a familiar-looking Symbol Wall. Yes, attack
the poor symbol until you activate the little stand in the middle of
this basement.

That little stand will start moving up...and up...and up, until you
reach the very top of this tower. It's also placed you next to a shiny,
jagged, cool-looking sword. Jump over, and pick up the sword, and
swing...

No, it's not a sword, silly. Instead, it's something called [DEATH
SENTENCE], and it appears in your item list. What gives? You'll soon
know. Anyway, DON'T jump back onto the stand, jump off the sides of
this little platform you're on, and you'll find yourself next to a set
of double doors.

Enter the doors, and you'll find something shiny on a statue right next
to the doors. Check it, and you'll have to use your Death Sentence to
drop that little sphere onto the floor. It's the [MELANCHONY SOUL]!

As you pick up your prize for this mission...a nice scene occurs (yes,
it ALWAYS is like this. What else do you expect? A smooth ride through
the game?). Before you follow out, do some shopping at the Time Statue,
and climb onto the bed for some Red Orbs.

Head out, and you'll be locked out as well. IF you have Air Hike and
Air Raid by now, you can do a little bit of collection. Of course,
doing a Kick Jump also does the trick, but it's tricker. Anyway,
there's a little hole right above your current location (outside the
door, BEWARE the hand!), and you can jump to the level above. To the
left there's a small tower where a [BLUE ORB PIECE] floats temptingly.
Never mind that, but instead Kick Jump UPPER LEFT and you'll land on a
rather large platform that no one in his right mind would ever think up
of. There's a lot of Red Orbs that'll appear, and an Untouchable at the
end.

If you have Air Raid, you can fly over to the Piece that's waiting
agonizingly for you. If not, you could try to Air Hike there, but I've
managed only 2% success rate at the moment, because the angle has to be
completely accurate when you jump.

All of the above can also be done during the following fight, but I
think you won't be able to concentrate, especially when things are
moving in ways you won't want to move......

Anyways, once you land in the grassy area, the fight with Nero Angelo
officially starts. As usual, the details of the fight is supplied in
the Boss section.

You'll clear this extremely short mission (dosen't look like it with
the length of this section, yes? ^^;) once you send him flying away in
defeat.


=======================================================================
MISSION 5

The Soul Leads
=======================================================================
MISSION OBJECTIVE: Head forward before the [Melanchony Soul] runs
out of power
=====================================================================


The item screen will show up right at the beginning of the mission, and
once you exit, you have exactly 3 game minutes (going through doors
stops the count) to get from the ground floor of where you are, back to
the bottom of the tower where the locked door was.

The way back is there, but there's one slight hitch. The only door out
is locked, and a Shadow is your foe. Defeat it ASAP, unlocking the door
in the process, and work your way back towards it.

Go through the Bedroom as fast as you can (simply press right and keep
it there), jump down the big hole, and check on the door, use the
Melanchony Soul, and there ends the second shortest mission in this
game.

IF you fail to make it in time, there is a RETRY MISSION.


RETRY MISSION OBJECTIVE: Recharge the [Melanchony Soul], challange
again


Remember the short corridor to the right of the Lion Statue? Head back
there, check on the statue at the end of the corridor to recharge the
Melanchony Soul. After which you'll be able to restart the mission from
square one, fighting another Shadow in the Fountain Garden.


=======================================================================
MISSION 6

The Sewer Demon
=======================================================================
MISSION OBJECTIVE: Defeat the Guardian Demon and gain the [Guiding
Light]
======================================================================


Nice area to start the mission. You're officially in the sewer of the
castle (who said that castles didn't have sewers?). Head up the screen
and you'll find yourself in a dead end of sorts. Jump around the left
wall of the dead end, and eventually a [BLUE ORB PIECE] will drop down
from nowhere.

Now head back along the rest of the sewer path and enter the first door
you see. This, my friends, is the pipe room. And at the end of the
room, on a pipe is a glowing [RUSTY KEY]. You don't have to jump up,
simply go underneath the pipe and check, and the key is yours. At the
same time, lots of bugs come flying out of the pipes. Blast them all to
pieces, and you can make your way out.

Make your way to the end of the tunnel (ignore the little opening to
the side unless you're hurt baldy, it contains quite a few large Green
Orbs which you should save up...) and use the Rusty Key to open the
double doors.

Another long corridor, but this time deserted. There's another small
opening, which you should also ignore because there's nothing but more
Green Orbs. Near the end of the corridor you'll see several things on
the floor, and if you proceed further you'll be treated to a little
scene showing one of the most irritating sub-bosses there are in this
game, the Death Scissiors. Kill it, and proceed on to pick up the
objective of this mission, the [GUIDING LIGHT], ending it at the same
time.


=======================================================================
MISSION 7

Holding on to the Burning Key
=======================================================================
MISSION OBJECTIVE: Return to the Bedroom before the [Guiding Light]
saps all your power
=======================================================================


Devilishly simple objective, almost like Mission 5, but with a twist.
Instead of giving you a time limit, your health is now slowly eroding
as you hold on to the hot Guiding Light. You start off at the pedestal,
so you'll have to make your way back down the entire stretch of
corridor. It won't be so easy though, because Phantom's back to try
stall you. Send him away the same way you did in Mission 4 (there are
extra Green Orbs near the doors, so no worries about your health at the
moment), and exit the double doors.

As you move back along the sewer corridor, you'll be confronted by Sin
Scissors. If you haven't noticed, your exit's locked, so you'll have to
stop and defeat them to unlock the door.

Once you return to the tower proper, activate the Symbol Wall switch to
head back to the top of the tower. Jump onto the Death Sentence
platform, jump off it, enter the Bedroom, check on the Sun symbol next
to the mirror, and once it opens, check on the door to end this
mission.


=======================================================================
MISSION 8

Return of the Legendary Knight
=======================================================================
MISSION OBJECTIVE: Activate the Switch and make your way out of the
Rooftop
=======================================================================


There is a lag between Missions 7 and 8, and you can take this small
breather to go back and get all the things you think you missed, or do
some Red Orb earning, since no Mission Time is calculated here.

Once you're done though, move along the long path, and you'll find
yourself on the fifth floor of the Great Hall, where you started in the
first place. Jump across the gap (it's also a natural thing to jump
across huge gaps without a problem) and enter the door on the other end
to start Mission 8.

The room you start off in have 2 Red Orbs on ledges on either side, as
well as a Time Statue right smack in the center of the far wall. What
you want to do, however, is to go UP the ledges, and enter the door
right above the one you entered from.

You'll end up in another wide open area, and if you try to leave via
the open space to Dante's right, you'll be stopped short by a barricade
that rises out from nowhere, as well as a return of Phantom. Defeat him
the same way as you did back in Mission 3, the only difference is that
it has one new move. Alternatively you can lure him to jump on you
while standing on the glass dome right in the center of the "ring". If
he lands on the glass 5 times (you can see if he's landed or not,
there'll be glass flying, and the dome will start shattering into
pieces) he'll fall THROUGH the glass, and end up exactly in the same
spot as he'd be if you beat him.

The end of Phantom. May the Devil burn his soul.

Anyway, make your way past the now-unhinged barricade, and pick up the
gleaming [TRIDENT] from the ground. If you jump on the right pedestal,
you'll see more Red Orbs flying down from nowhere. The ledge above the
horse statues contain a nice little tempting [BLUE ORB PIECE]. Pick all
of them up (or not), and fall into the hole between the horse statues.

There's a little spot right in front of you that gleams white. Attack
that spot, and you'll release a lever. Behind the lever mechanism
there's a corpse holding on to the mighty [GRENADE GUN], as well as a
trapdoor that you should open, and jump into.

Guess what? You're back at the Three-holed mechanism room right at the
beginning of the game! This time you can activate the mechanism using
the Trident.

NOW IS THE TIME TO TAKE SERIOUS NOTE.

The next sequence of events are all time-based, so you have to be FAST.
Once you've activated the mechanism, an internal clock will start
ticking. You'll hear bangs at regular intervals. That means the
barricade that you've just raised up to your room is starting to go
back down to cover the bridge room.

Jump over the small opening, head through the door, ignore any enemies,
rush down the round stairs, and enter the bridge room. If you're fast
enough you can still make it past the falling barricade, if not, you'll
have to return and restart the whole thing.

Well, once you're past the barricade, there's no turning back. BEFORE
you go through the huge double doors though, jump into the water on the
right for another [BLUE ORB PIECE]. Check the door to end this frantic
mission, and to a new frontier.


=======================================================================
MISSION 9

A New Power
=======================================================================
MISSION OBJECTIVE: Open the Gate with your new Power
========================================================


Back in the open, with a long bridge to cross. Don't worry, this time
this wooden bridge won't break into little pieces. Instead, once you
cross over to the other side, it'll raise itself up, effectively
cutting you off from the Castle, and leaving you stranded in the
Garden.

The first area of the garden is enemy-free, and there are 3 pillars for
you to jump on to collect Red Orbs. There's also a Devil Star behind
the big plaque in the middle of this area, as well as a Time Statue to
the upper left.

Head towards the dome, and go down the stairs until you reach the
doors. Go through the doors, and you'll find yourself in the outskirts
of several ruins, and a trail of blue fire leading from your entry
point to a set of HUGE opened doors. You're also introduced to new
enemies called Blades.

There are several items to pick up in this Courtyard. To Dante's right
of your starting point there're 3 locked doors, one with a Red Emblem,
one with a Blue Emblem, and the center one that requires "2 spears" to
unlock. There's a [BLUE ORB PIECE] under a tombstone in a small path to
YOUR right from where Dante entered this area in the first place.
opposite the Spear Door there's another locked door, and ABOVE the
locked door is a Holy Water for the picking. Other items scattered
around the place are Yellow, Red and Green Orbs.

Now enter the open doors where the light leads you, and you'll find
yourself in another courtyard, except this time there aren't any
enemies, and there's something floating in the air. Pick up the Yellow
Orb and Devil Star on opposite sides of the second level, and hit the
Symbol Wall to activate the moving platforms.

Do some Mario jumping on the platforms until you arrive at your
intended goal, a set of fiery gauntlets. Pick up [IFRIT], and watch as
Dante does some martial arts skills he couldn't do before without it.
Make your way back to the Courtyard...

And you'll be confronted by another challanger to add to the silly bad
puns. Defeat Griffon (as usual, Boss Strategies), and then head to the
doors to the right of the one where you found Ifrit. Equip Ifrit and
punch the right flame-holder to burn it and open the doors.

It isn't over yet. In this Misty Forest there's a stump where standing
on it will lead to falling Red Orbs. There're also more Red Orbs plus a
Holy Water on a well-covered ledge along the right wall. Trying to
enter the door at the end only results in it being locked, and you
having to survive more Marionettes, Bloody Marys, as well as the
introduction of Fetishes. Defeat all comers (and reinforcements) to
unlock the door.

In this area you'll be challanged by lots of Fetishes. There're Red and
Yellow Orbs all over the place, plus a Devil Star on a ledge. Whether
you decide to take and run, clear and run, or plain run is up to you,
because the only door at the far end requires 200 Red Orbs to unlock.
Go through the unlocked door to end this hellish mission.


=======================================================================
MISSION 10

Vally of Mists
=======================================================================
MISSION OBJECTIVE: Make your way past the Maze Valley
=========================================================


You start off in a straight path that will divide into two. Jump over
the first overhang you see to gain Red Orbs. Getting lost here (and
returning to the previous screen of Fetishes) is automatic if you
decide to move on either path. The only way out is to check the stone
tablet at the fork, which will bring out a single ball of light.

Follow the light source past the next two similar looking screens (it
will also be absorbed by enemies there, so you'll have to kill them to
"free" it) to make your way out of this misty valley. At the same time,
checking on the stone tablets (or jumping against them) will lead to
the sudden appearance of Red Orbs.

Once you've made your way past the screens you'll find yourself in
another wide open area, with the sub-boss music blaring. You're forced
to face up with 2 Kyclops, but they don't really pose that much of a
threat, not when there're Green Orbs in abundance, plus a Holy Water
around the grass.

Upon the defeat of the Kyclops the gate blocking the door will open.
Entering that door will end this mission.


=======================================================================
MISSION 11

Destiny
=======================================================================
MISSION OBJECTIVE: Present the [Chalice] to the Knight to open the
path.
======================================================================


It's always nice to hear the sub-boss music playing once you start a
mission. This time you're introduced to another type of flying enemy,
the Death Scythe. Defeat it, pick up all the items scattered around the
place (there are Green Orbs, Red Orbs, a [BLUE ORB PIECE] as well as a
Devil Star littered around), and jump into the well hole right in front
of the big tree.

Inside the well lurk Blades, a Time Statue, and a breakable wall to the
right of the Time Statue. Defeat all Blades in this enclosed space, and
a [BLUE ORB PIECE] will fall out of nowhere for you to claim. Jump out
of the other exit in this well path, and you'll find yourself back
outside, but in a room leading to the [SIGN OF CHASTITY]. Pick it up,
go back down the well, and enter the lower door behind the tree.

Walk straight and place the Sign of Chastity onto the pedestal right in
front of you, and you'll gain the [CHALICE]. At the same time, however,
Nero Angelo decides that this is the time to drop in and say hi. Show
him that you're busy with your guns and gauntlets (there are 2 Green
Orbs above and below the Chalice pavailion).

Once you've sent him flying away in defeat, head for the little cave
directly in the front view of the Chalice pavailion. Place the Chalice
on the Knight Pedestal to open up the door right below your current
location.

Since the way you came in has been closed off, you have no choice but
to enter the new door, ending this mission......


=======================================================================
MISSION 12

Ghost Ship
=======================================================================
MISSION OBJECTIVE: Head for the Captain's Cabin on the Deck.
================================================================


There's a nice little Time Statue right in front of you, in case you
forgot to power up before the start of this mission. There's also a Red
Orb statue for you to break open.

Jump into the water (cool first-person view, get used to it) to collect
2 Red Orbs and enter the wrecked ship.

You don't have any weapon to fire in the water right now, so the wisest
choice would be to move around the Blade. There is an Untouchable
hidden in the boxes directly to the right of your starting location,
but forget about getting it for now.....

Surface, and climb up the stairs. There's a [NEEDLE GUN] lying in this
deck, along with a Devil Star. This Needle Gun is a necessity in the
near future, so please take it.

Head up to the deck, where LOTS of Red Orbs await. Incidently, if you
climb up to the highest compartment of the frontmost mast, and Stinger
your way to the bow of the ship, a [BLUE ORB PIECE] will drop down from
the sky.

Your objective, the Captain's Cabin, is the one locked with a pair of
Flaming Swords. Check it, and you'll be attacked by a Death Scythe.
Defeat it, try to open the door again. and the Ghost Ship will start
moving by itself.

Of course, this little movement has also caught the eye of a certain
Griffon, and you'll have to face it again on the crowded and obstacle-
leaden deck. Once you've sent it packing into the air again, the
Captain's door will finally open for you, ending the mission.


=======================================================================
MISSION 13

Underwater
=======================================================================
MISSION OBJECTIVE: Look for the Exit and escape the Ship.
=============================================================


You start off in the Captain's room. There is a Time Statue, as well as
the very important [STAFF OF HERMES] in this small room. Once you gain
the Staff though, the whole ship will start going bonkers, and you'll
have to swim your way out of the water. Notice that your health is NOT
falling here. Weird, huh, considering the effects back in Mission 3...

Anyway, make your way out of the Captain's room by the small
ventilation hole in front of the Time Statue back to the level below
the deck.

This area is also filled with water, and there are 2 Blades to deal
with since the area is locked out. Once you clear them, enter the area
right below the staircase (where there was nothing before). This time a
[BLUE ORB PIECE] is floating there.

Return to the upper deck, to the other exit, and you'll find yourself
back at the hull of the ship. Escape through the hole you entered the
ship from, and you're clear!


=======================================================================
MISSION 14

Dark Night, High Mountain
=======================================================================
MISSION OBJECTIVE: Get back to the Ground, head for the Colosseum
=====================================================================


It's not really Mission 14 when you find yourself still in water right
after the mission clear screen. Hop out of the pool you're in, and jump
into the right pool for a [BLUE ORB PIECE].

Move back to the rock cavern (looks familiar? It's not the one you
entered from through), and in the little room along the path there's a
Holy Water in the open chest. Enter the door to officially begin the
mission.

There's a spiky wall facing you, and a floor with lots of spike-holes.
Don't worry about those for now, since they're harmless. A mural on the
wall speaks of nighttime activities (Secret Mission 9), but you can
safely ignore that as well for now. Head to the other end of the
circular room where a skeleton hangs beautifully from the spikes. It's
also gleaming very nicely as well.

Pick up the [EMBLEM SHIELD], and activate the mechanism that the
skeleton's right hand was holding on. Now the circle will start moving,
the spikes will start shooting up. The metal grate that was blocking
one room is also raised for you to get back to open air. Get to the
elevator while evading the spikes that come out in a very easily-
avoidable pattern.

Out in the open, there are several things to pick up here. From the
elevator area, there is a ledge to the upper right containing a [BLUE
ORB PIECE]. There are also Red Orbs on top of the pavalion where you
surfaced from, and more Red ones when you Stinger over to the ledge on
the left end. On top of the ledges there's a Yellow Orb right in the
waterfall.

The next area is quite mountainous, and there are strong enemies
awaiting. There's a small cave underneath your starting area which
leads to a Red Orb statue across the bridge, but the main focus is the
[BLUE ORB PIECE] to the right lower ledge after you cross the bridge.

The exit to this area requires 200 Red Orbs, which shouldn't be a
problem provided you killed off the enemies and didn't really buy
anything in the previous area.

The very next screen will look very familiar, but with bad camera
angles. There's a Devil Star to be found here, and the opening requires
100 Red Orbs to unlock. Take the Red Orbs that the game replendishes
after your double usage, and unlock the door to finish this mirror
mission.


=======================================================================
MISSION 15

The Wheel of Destiny
=======================================================================
MISSION OBJECTIVE: Use the Shield and Lances, and Attack the
Colosseum
================================================================


Guess what? You're back in the Courtyard right where you started this
whole outside-castle mess in the first place! This time the lights have
moved slightly though. They lead you to the double doors that you
ignored in the first place, but you still can't enter for now. Instead
you can enter BOTH the Shield-guarded doors.

_____________________________________________________________________
| |
| NOTE: WHAT HAPPENS NEXT FOLLOWS THIS WALKTHROUGH. YOU CAN ENTER |
| EITHER DOOR FIRST, BUT IT WILL CHANGE WHAT I'M GOING TO |
| DETAIL. THE ITEMS YOU ARE LOOKING FOR WILL APPEAR IN THE DOOR |
| THAT YOU GO THROUGH FIRST! |
|_____________________________________________________________________|


Go through the BLUE door first. Pick up the [LUMINITE] at the end of
the room and head down the stairs, lighted with the little rock you'll
need a lot later. Crack open the breakable door at the bottom of the
stairs (lots of enemies await too) to gain access to lots of goodies,
including Red Orbs, a Holy Water, and a [BLUE ORB PIECE].

Enter the door opposite the breakable one, and you'll find yourself in
another circular moving-floor room with big spikes at your end and
along parts of the path. Navigate your way past those spikes and (if
you wish to) enter the small stairs in the middle of the path, leading
to several Red Orbs and a small step which recovers your Devil Gauge
meter.

Move to the end of the circular path, and you'll be facing a blind
circle with a small step quite a small distance away, and poisonous
floor down below. Simply Air Raid your way across to pick up the [PAIR
OF LANCES], and Air Raid back (you can recover your DT again at the
step).

Now head back out, and night would have fallen. If you wish to, enter
the RED door. You can, of course, use the Lances to open the door to
the Colosseum, but detours almost always produce nice presents.

It's the exact carbon copy of the Blue room, except that all's
reversed. In the breakable door are less attractive items, consisting
of Orbs of various colours (except Blue...). The moving-floor room now
have Symbol Walls that you must hit to activate ledges for you to step
on, but hold off jumping on those for now.

The floor of the treasure area is clean (but does have enemies). Jump
(or probably double jump) directly below the stand where the other item
is held, until you see a [BLUE ORB PIECE] falls on the stand. Now head
back up, jump your way across to pick it and the ultra-cool [NIGHTMARE
BETA] up.

Now head back and use the Lances on the Colosseum doors to enter it.
Before you start moving around in the Colosseum though, there are two
whirlpools on either side of your starting location. Use the Purple
whirlpool to send yourself to the top level. Move to the center of the
bridge to let a [BLUE ORB PIECE] fall from the sky.

Jump down and run to the center of the Colosseum, where you see several
weird symbols on the floor. The checking is automatic, as is the
following battle with Griffon. Once you defeat it the Big Bad Boss
Mundus shows his eyes to you and kills Griffon anyway.

Trish leaves you, and jump to the top of the fallen stone, which will
transport you deep down to your destination, the [WHEEL OF DESTINY].


=======================================================================
MISSION 16

Dark Nightmare
=======================================================================
MISSION OBJECTIVE: Solve the mystery of the [Staff of Hermes]
=================================================================


Starting off from the exact spot you finished, move back to the small
elevator stand, picking up the [BLUE ORB] at the same time. Make your
way back to the retracted big bridge you crossed over back in Mission
9, and use the Wheel of Destiny to make your way back.

Now that you've re-entered the castle, prepare for some eerie music.


***THE CASTLE HAS CHANGED***


Mwa.

Anyway, major changes have been going around the castle in the number
of hours you've been away (never mind the game clock...you started in
the afternoon, it's now night, so there). Apparently the powers that
are controlling the underworld have managed to change the outlook of
this one castle. Major areas have been cut off from your path, so you
can only head back to the Great Hall.

Guess what? Even the big statue's gone. In it's place is a Symbol Wall
that you must hit, bringing out lots of pyrotechnics, as well as the
last normal enemy that you'll get to meet, the Plasma. Beat that, and
the door to the Airplane Room is unlocked. Pick up the other 2 [BLUE
ORB PIECES] as well lying and floating around this hall.

The door to the long corridor is also unlocked, and there aren't many
physical changes to the corridor, except that jumping at or around the
face statue yields a [BLUE ORB PIECE], and the center door has been
removed. Lots of armours line the corridor, and within them, Red Orbs
aplenty.

The Library door is also gone, so your only exit this time is to the
Cathedral.

Don't worry, the Cathedral's changed too. The door to the Broken Bridge
is inaccessible for now, and there are 4 Symbol Walls placed in
strategic positions, as well as 4 weird-looking things on the floor.
But the most important thing that should catch your attention is the
puddle-like thing on the floor, which you should check.

Unfortunately, you won't be able to understand what's going on much for
the moment, especially because a black blob has just risen up from the
puddle in the floor to attack you. Send Nightmare scurring away, and
you can now return to the Broken Bridge.

Make your way across, and if you left those Red Orbs alone earlier on,
you'll see that they've managed, somehow or another, to "upgrade"
themselves to become 100-Orb Orbs. Use the Staff of Hermes on the Staff
lookalike behind the stone tablet, and the two empty frames will now
have pictures of various parts of the castle that are locked out to you
physically.

Jump (yes, JUMP) into the right picture to land yourself in the
Bedroom. You can't do anything constructive here, but there's a [BLUE
ORB PIECE] next to the bed, and an Untouchable above it. Pick both up,
return through the portal on the floor, and jump into the left picture
to end this mission.


=======================================================================
MISSION 17

The other Amulet
=======================================================================
MISSION OBJECTIVE: Overcome the Dragon, gain the [Quicksilver] to
enter the Audience Room.
=====================================================================


This is probably the last long mission that you're going to have, so be
happy now.

You'll find yourself back in the stairway tower, except that it's via
teleport. But no matter, because there's not much difference for now.
Head up the staircase, and in the middle (no longer the end now) is the
same room where you had to jump up for the first Rusty Key...except
that there's no cupboard to jump on, and no hole in the ceiling, just
lots of destroyable things. Get the Red Orbs, move up further along the
stairs (the rubble's gone) until you reach a door.

Enter the doors, and you're in the room where you found the Rusty Key
way back in Mission 1. There isn't any enemy, but at the end of the
room, there's yet another Picture junction. This time only the left one
is open to you, so jump in there.

Yes, there's no way back from here, so head up to the doors on the
other side, but it locks itself, setting you up with a fight against
the last set of sub-bosses, Frosts. Beat them to unlock and enter the
doors.

Unless I'm mistaken, you're in a completely new wing of the castle
which is a circular corridor (strange things work similar ways). There
are plenty of breakable armours containing Red Orbs, as well as lots of
enemies in your way. Ignore the first corridor branch and continue
moving forward until you reach the door at the end. Even if you try the
first branch you won't be able to proceed anyway...

Now this room is what seems to complicate matters for those not fluent
in the Japanese language. The tablet by the crank explains perfectly
the way to defeat the bone dragon that's shooting freely at you, and
which you won't be able to get near because there's a hidden energy
wall blocking your forward progress.

Anyway, use a sword (any sword will do...) and return the fireballs he
sends at you. Timing is paramount, so slash directly at the ball when
it's almost near you. Actually the fireballs do pathatic damage, so
you'll have a LOT of time to get it correct. 3 home-run hits will
destroy the bone dragon, and unlocking a mirror beside the crank. Head
up to the crank, check it, and you'll have to twirl L3 either clockwise
or counter-clockwise until the reflected light hits the mirror in the
ceiling, and start off a chain-reaction till the [QUICKSILVER] appears.

Jump up to get the Quicksilver (Air Hike works perfectly, if you don't
have it, Kick Jump from the rafter and jump across the transparent blue
stands across the upper level of the room. There's a [BLUE ORB PIECE]
on the terrance to the right of the room, checking on the tablet at the
end usually nets if for you. If not, move around the terrance, and
it'll probably fly to you somehow or other.

Now that you've the Quicksilver, return back to the corridor branch,
and use the Quicksilver on the door to unlock it and gain entry into
the Audience Hall.

You're there! But then, there's someone else waiting for you as well!
Defeat this super-powered version of Nero Angelo to end the mission...
and for a bit of shocking news......


=======================================================================
MISSION 18

Holy Stone Elixer
=======================================================================
MISSION OBJECTIVE: Toss the [Philosopher's Egg] into the Fire to
create the Holy Stone
====================================================================


You start off getting the [PERFECT AMULET] as well as getting the Force
Edge upgraded into the legendary sword [SPARDA], which you shouldn't
use at the moment since it dosen't provide you with Devil Trigger
Powers at all. At the same time a portal appears, bringing you back to
the second Picture junction.

This time the right picture is open, and jumping into it throws you
straight into the water. More swimming lessons then. Get the Red Orbs
from the water area as well as from destroyable barrels. There are even
more Red Orbs in the room opposite the cell you started off from, and a
[BLUE ORB PIECE] in the cell directly in front of your starting cell.

Go through the only exit in this room, and you find yourself in locked
battle with 3 Sin Scissors. Shoot them to death to open the locked door
in this area, and go through it...to stand on land. Weird field that
door has.

Entering the door will place you in a VERY familiar place, the Tower.
The Symbol Wall is still there, but hitting it will fill the entire
tower with water. Swim up, slowly until you hit the first jutting
ledge, where a [BLUE ORB PIECE] will direct itself to you. Swim up
crazily (or if time runs out, hit the Symbol again) until you reach the
top of the tower, where the [PHILOSOPHER'S EGG] nests nicely for you.

Pick up the Egg, hop down through the hole between the platforms, and
hop down again to land on the square area. Head out to the doors, and
you'll find yourself back at the fountain garden, except that the
fountain is gone, and something eerily familiar is facing you.

Before you go play with fire though, head to the left door on the upper
level (it was a wall before, and the right door's gone...), where Red
Orbs and a [BLUE ORB PIECE] await.

Return to the Fountain Garden, and place the Egg in the fire where the
Lion Statue used to be. Since it says that it takes a little while to
hard-boil the egg, might as well have fun while doing it. And Who
Better Than Nightmare!! (silly wrestling reference) Defeat it, and the
egg will be nicely cooked to reveal your objective for this mission,
the [ELIXER].


=======================================================================
MISSION 19

Warped World
=======================================================================
MISSION OBJECTIVE: Open the Gate to the Underworld
======================================================


This sounds so easy, it's not funny. Enter the portal that's opened,
and you'll find yourself back at the stairway tower room. Of course,
there's no more need for either of the two Picture warps, so head back
down, and out to the Broken Bridge again.

It's just so nice (once you get back there, that is) that the Elixer
that you're holding is responding to the RIGHT Picture. Jump into it...
but nothing happens instantly, and the doors are still not appearing.
Instead of waiting for something to happen, head up and check the
mirror (the one where Nero Angelo stepped out of). The Elixer will
allow you to pass through the mirror if you check again......

And you'll find yourself in the Mirror World, where everything is
blurry, as well as being exactly reversed in locality as per the
original world.

Guess what? The door leading out is there! Head out, and jump down. A
nice little [PHILOSOPHER'S STONE] sits on a pedestal waiting for you,
but once you take it, you'll be met by the very last type of enemies,
the Nobodys. Beat them to unlock the door, and simply head back,
getting the final 2 [BLUE ORB PIECES] along the way, one via jumping
off the ledge (where you found the Untouchable back in the original
world) and the other in the tower after you've gotten the first.

Once you've returned to the original world, what's there to do?
Remember a similar-looking mirror on the ground? Yup, back in the
Cathedral. Fly/jump/swim back to the opposite end of the bridge, and
the ex-watery pool will glimmer dangerously. Enter it, and you'll find
yourself in the Mirror World of the Cathedral.

There's a huge vortex in the middle where Phantom should have dropped
from way back in Mission 3, and a small hole at the end of the
crossable vortex. Place the Philosopher's Stone in the hole, and the
vortex will disappear, showing an even greater vortex. Jump in THAT
vortex......


=======================================================================
MISSION 20

Final Nightmare
=======================================================================
MISSION OBJECTIVE: Head for the Room of Living
==================================================


This, my friends is the shortest mission of all. You start off right in
the entrance of the Underworld. Everything's alive here, from the
little paths, to the living tentacles which love to suck your health
dry.

But that's for later. For now, double jump into the opening, and head
down the long, uninterrupted path to a flesh wall. Hit the wall to open
it up and enter the next room.

There's a Time Statue (a Demon's holding to the hourglass now, if you'd
noticed) as well as a couple of Frosts. You can ignore all of them and
head straight for the flesh wall behind the Statue, and open it up to
enter the objective room of this mission.

A short cut-scene later, and you'll have to fight Nightmare for the
third and final time. Is it just you, or all bad things come in threes?
Keep that in mind as you move along :P

Once you defeat Nightmare, there's an even longer cut-scene, after
which this mission ends!


=======================================================================
MISSION 21

A Living Cave
=======================================================================
MISSION OBJECTIVE: Activate the Heart to open the Final Gate
================================================================


When you hear "Final Gate", you should feel pumped up, because you KNOW
you're near the end.

You're in a little round circle with a Time Statue standing prettily at
the other side. A Holy Water lies on the floor on your way around the
area, and a flesh wall is blocked by lots of bony stuff as you pass it.
Enter the only other door in this area to have a look at the Final
Gate, but it's locked. The Heart in this area isn't beating very
healthily, and that's your purpose of this mission.

Jump around the stands till you reach a platform below the Final Gate.
Smash the red crystal there to loosen the bones in the circle room
outside.

What to do? Head out! Enter the flesh wall. Take out the Nobodys in the
way (beware of the Tentacles!) and enter the flesh wall at the end of
the pathway.

The next area is full of lava that WILL hurt you if you fall to land on
the little rock pieces. Make your way across the pieces and hit the
Symbol Wall on that side. Wait for the platforms to arise, then jump
over until you reach the next platform. There's another crystal here,
hit it to drop Red Orbs. Once you're done, jump up to the next level,
and hit the Symbol Wall here. Jump up the platforms until you reach the
flesh wall.

You'll end back in the Final Door room, but on a much higher level.
Jump across the huge gap (natural long jump again) to reach your final
Symbol Wall. Activate that, and the numerous blocks locking the Final
Door will break into their pieces.

Enter the Final Door to end the mission!


=======================================================================
MISSION 22

The Legendary Battle
=======================================================================


This is a fairly simple mission, one that shouldn't be that hard at
all......

Simply walk up the great hall, accompanied by angelic music, and a long
corny cut-scene with Dante and Mundus talking trash to each other (most
of which you should know by now if you've watched the opening demos),
it's time for The Legendary Battle!

Defeat both forms of Mundus (keep in mind, keep in mind...), and
another long sequence of events, the mission ends...and it's not over.

Yet.


=======================================================================
MISSION 23

Mother's Lead
=======================================================================
MISSION OBJECTIVE: Get out before the Island breaks up
==========================================================


You start off with a 5 minute time limit. Nice way to start the final
mission.

It's time to make your way out. Fast.

Run your way out of the Final Gate. Run your way out to the circular
room. Blast your way by killing the 2 Nobodys to unlock the door in the
Nightmare room.

Rush out to the passageway, and back to the Mirror World. Jump up to
the moving platform, and jump out of the mirror hole....

Part 2 of the Mission takes place in the castle, where your final
objective is the Main Hall, where it all began!

Ignore the Marionettes and such, exit the room to the circular
corridor. The two Blades here have to be defeated to unlock the door
back to the Airplane room.

Unfortunately, before you can exit the Airplane room, the floor
disintegrates right before you, and you end up in the Pipe room.

With Mundus. Told you all bad things come in threes.

Defeat Mundus with the final Devil Trigger Attack with the handguns
powered up thanks to Trish, and more long cut-scenes...

And finally, to finish off the escape, you have to shoot your way out
of the island in the airplane, Capcom-shooter style.

Watch the final cut-scenes, and you're done!



...next up, it's time to challange Hard Mode!!



>>>>>>>>>>>>>>>>>>>>>
\ \
\ 8. BLUE ORB PIECES \
\ \
<<<<<<<<<<<<<<<<<<<<<

This is a complete list of all 44 pieces that one can find in the game.
THERE ARE NO MORE for goodness sake. Stop looking if you've found them
all.

If you decide to play a contuinued game, the Blue Orb pieces will be
replaced by Yellow Orbs if you've found them before. If not, the pieces
will still be there waiting for you to pick them up.

_________
| \
| MISSION 1 \
|____________\________________________________________________________
| | |
| 01 | Before actual mission. In small pavailon on a bridge as you go |
| | towards the castle. |
|____|________________________________________________________________|
| | |
| 02 | Great Hall. On the left side of the stairs. Requires Jump Kick |
| | from the ground floor to get up there. |
|____|________________________________________________________________|
| | |
| 03 | 3rd breakable armour (from the left in the barricaded room |
| | directly after you unlock the first set of doors. |
|____|________________________________________________________________|
| | |
| 04 | In the left pool of water at the room with the 3-hole mechanism|
|____|________________________________________________________________|
| | |
| 05 | On the right wing of the airplane in the Airplane room. |
|____|________________________________________________________________|


__________
| \
| MISSION 2 \
|____________\________________________________________________________
| | |
| 06 | Under the table right before the statue in the Time Statue |
| | room of the long corridor. |
|____|________________________________________________________________|


__________
| \
| MISSION 3 \
|____________\________________________________________________________
| | |
| 07 | In front of the tablet at the far end, after the bridge breaks.|
|____|________________________________________________________________|
| | |
| 08 | On a bridge piece high above the doors. Jump up to the highest |
| | point above the doors and Stinger there. |
|____|________________________________________________________________|
| | |
| 09 | SECRET MISSION 1 - CRITICAL HIT |
|____|________________________________________________________________|


__________
| \
| MISSION 4 \
|____________\________________________________________________________
| | |
| 10 | SECRET MISSION 2 - PHANTOM BABY |
|____|________________________________________________________________|
| | |
| 11 | SECRET MISSION 3 - PHANTOM BABY 2 |
|____|________________________________________________________________|
| | |
| 12 | SECRET MISSION 4 - 3 BEASTS |
|____|________________________________________________________________|
| | |
| 13 | In the topmost tower after you gain the Untouchable on the |
| | ledge above the door. Requires Air Raid or Air Hike. |
|____|________________________________________________________________|


__________
| \
| MISSION 6 \
|____________\________________________________________________________
| | |
| 14 | Above the ruins of the dead end to the top of the screen right |
| | after you begin the mission. Requires some jumping around... |
|____|________________________________________________________________|


__________
| \
| MISSION 7 \
|____________\________________________________________________________
| | |
| 15 | SECRET MISSION 5 - ONE-EYED DEMON |
|____|________________________________________________________________|


__________
| \
| MISSION 8 \
|____________\________________________________________________________
| | |
| 16 | On ledge above horse statues in the area where you found the |
| | Trident. |
|____|________________________________________________________________|
| | |
| 17 | In the right pool after you cross the barricade. |
|____|________________________________________________________________|


__________
| \
| MISSION 9 \
|____________\________________________________________________________
| | |
| 18 | To your right of the entrance to the Courtyard. Hit the |
| | tombstone repeatedly until the piece is uncovered. |
|____|________________________________________________________________|



___________
| \
| MISSION 11 \
|_____________\_______________________________________________________
| | |
| 19 | SECRET MISSION 6 - A BUNCH OF GHOSTS |
|____|________________________________________________________________|
| | |
| 20 | Inside the gated area to your left of the starting area. |
|____|________________________________________________________________|
| | |
| 21 | Defeat all the Blades inside the Well. |
|____|________________________________________________________________|


___________
| \
| MISSION 12 \
|_____________\_______________________________________________________
| | |
| 22 | Stinger to the bow of the ship from the highest point of the |
| | mast nearest to the bow. |
|____|________________________________________________________________|


___________
| \
| MISSION 13 \
|_____________\_______________________________________________________
| | |
| 23 | In the area below the door which leads to the deck of the ship.|
|____|________________________________________________________________|


___________
| \
| MISSION 14 \
|_____________\_______________________________________________________
| | |
| 24 | SECRET MISSION 7 - WATER PRISON |
|____|________________________________________________________________|
| | |
| 25 | In the right pool of water after you exit the ship. |
|____|________________________________________________________________|
| | |
| 26 | On the cliff to your right after you exit the elevator. |
|____|________________________________________________________________|
| | |
| 27 | To the right of the far end of the bridge in the multi-layered |
| | area. |
|____|________________________________________________________________|


___________
| \
| MISSION 15 \
|_____________\_______________________________________________________
| | |
| 28 | SECRET MISSION 8 - TREASURE GUARDED BY THE DEATH GOD |
|____|________________________________________________________________|
| | |
| 29 | Inside the destroyable wall in the Blue Emblem area. |
|____|________________________________________________________________|
| | |
| 30 | Jump underneath the stand holding the item in the Red Emblem |
| | area. Piece will drop on stand. DON'T do it after you get the |
| | item, or else you won't be able to get it in any way. |
|____|________________________________________________________________|
| | |
| 31 | Highest point of the Colosseum. Get it before or during the |
| | battle with Griffon, NOT after. |
|____|________________________________________________________________|


___________
| \
| MISSION 16 \
|_____________\_______________________________________________________
| | |
| 32 | SECRET MISSION 9 - A LONELY FLIGHT OF STAIRS |
|____|________________________________________________________________|
| | |
| 33 | To the right of the staircase of the first hall in the Great |
| | Hall. |
|____|________________________________________________________________|
| | |
| 34 | Jump off the head of the horse statue in the Great Hall. |
|____|________________________________________________________________|
| | |
| 35 | Jump under the head in front of the Time Statue room in the |
| | long corridor. |
|____|________________________________________________________________|
| | |
| 36 | SECRET MISSION 10 - SHADOWS IN THE DARK |
|____|________________________________________________________________|
| | |
| 37 | Next to the bed in the Bedroom after you use the Staff of |
| | Hermes. |
|____|________________________________________________________________|


___________
| \
| MISSION 17 \
|_____________\_______________________________________________________
| | |
| 38 | SECRET MISSION 11 - HOLY BLUE STONE IN THE SKY |
|____|________________________________________________________________|
| | |
| 39 | On the terrance on the upper right side in the Dragon room. |
|____|________________________________________________________________|


___________
| \
| MISSION 18 \
|_____________\_______________________________________________________
| | |
| 40 | Inside the sole barrel in the third room in the area you start |
| | off in. |
|____|________________________________________________________________|
| | |
| 41 | In the little jag-out just to the side next to the dead-end |
| | staricase in the tower. |
|____|________________________________________________________________|
| | |
| 42 | At the end of the room to the left of where you place the |
| | Philosopher's Stone. |
|____|________________________________________________________________|


___________
| \
| MISSION 19 \
|_____________\_______________________________________________________
| | |
| 43 | Hanging off the ledge next to the tower in the Mirror World. |
|____|________________________________________________________________|
| | |
| 44 | In the tower AFTER you get #43. Still requires Air Raid or Air |
| | Hike. |
|____|________________________________________________________________|



>>>>>>>>>>>>>>>>>>>>>
\ \
\ 9. SECRET MISSIONS \
\ \
<<<<<<<<<<<<<<<<<<<<<

Hidden throughout the missions themselves are extra little missions
designed to fustrate and confound you in their complexity. Some of them
are incredibly easy, some profoundly insane. Many can be cleared with a
good strategy, some of them require more luck and excellant timing.

The rewards for clearing these missions are great. You'll gain Blue Orb
pieces in most of them, and even special items not found anywhere in
the game!

Note that MOST of the missions HAVE to be done in the specific time
period, or else they'll disappear forever. Many people still don't
understand this, so I'm saying this once again: DO IT AS SOON AS
POSSIBLE.


_______________________________
| \
| SECRET MISSION 1 - CRITICAL HIT \
|__________________________________\__________________________________
| | |
| When | Mission 3 ONLY, AFTER defeating Phantom |
|-----------|---------------------------------------------------------|
| Where | Underwater, broken bridge area |
|-----------|---------------------------------------------------------|
| Objective | Defeat the Sin Scissors by hitting at its weak point |
|-----------|---------------------------------------------------------|
| How | Knock it off balance by shooting in its face with the |
| | Shotugn just as it's about to cut you into half. Then |
| | rush up and blast it in its face again using the |
| | Shotgun. If you've timed it correctly you should get it.|
| | If you're too slow, you can always try again. Just be |
| | careful of your remaining health...... |
|___________|_________________________________________________________|


_______________________________
| \
| SECRET MISSION 2 - PHANTOM BABY \
|__________________________________\__________________________________
| | |
| When | Mission 4 ONLY |
|-----------|---------------------------------------------------------|
| Where | Cathedral Hall where you fought Phantom |
|-----------|---------------------------------------------------------|
| Objective | Kill 100 Phantom Babies within the given time limit |
|-----------|---------------------------------------------------------|
| How | You can go around killing like crazy, or you can simply |
| | use a Holy Water to finish the job in a second. |
|___________|_________________________________________________________|


_________________________________
| \
| SECRET MISSION 3 - PHANTOM BABY 2 \
|____________________________________\________________________________
| | |
| When | Mission 4 ONLY, AFTER clearing Secret Mission 2 |
|-----------|---------------------------------------------------------|
| Where | Time Statue room at the other end of the corridor where |
| | you started off Mission 4 from. |
|-----------|---------------------------------------------------------|
| Objective | Kill 100 Phantom Babies within the time limit WITHOUT |
| | using weapons. |
|-----------|---------------------------------------------------------|
| How | No, Holy Water won't work here. You'll have to crush |
| | 100 of them with your bare feet. Luckily the area is a |
| | small one, else you'll be crying. |
|___________|_________________________________________________________|


____________________________
| \
| SECRET MISSION 4 - 3 BEASTS \
|______________________________\______________________________________
| | |
| When | Mission 4 ONLY, AFTER defeating the Shadow sub-boss |
|-----------|---------------------------------------------------------|
| Where | Arena directly below airplane room |
|-----------|---------------------------------------------------------|
| Objective | Defeat all 3 Shadows. You have only ONE chance to do so.|
|-----------|---------------------------------------------------------|
| How | There's no easy way around this. Roll like crazy, run |
| | like crazy, slash like crazy. Just be careful as the |
| | auto aiming will look for the moving Shadows instead of |
| | the core-revealed ones. You can bet that it's purposely |
| | done this way...... |
|___________|_________________________________________________________|


__________________________________
| \
| SECRET MISSION 5 - ONE-EYED DEMON \
|____________________________________\________________________________
| | |
| When | Mission 7 ONLY |
|-----------|---------------------------------------------------------|
| Where | Pipe room, where you found the Rusty Key during |
| | Mission 6 |
|-----------|---------------------------------------------------------|
| Objective | Let one Kyclops kill the other without you hitting any |
| | of them |
|-----------|---------------------------------------------------------|
| How | Just to remind you that your health is still falling |
| | during this time period, so take care NOT to get hit |
| | TOO much. The hard way would be to move in between the |
| | 2 of them, and hope that they shoot each other. Their |
| | claws won't be able to hit each other, but they WILL |
| | damage you. Another easier way would be to jump on the |
| | pipes and stay jumping so that they won't hit you, but |
| | rather jump on each other, knocking each other out. |
| | Once one is dead, you can finish off the other if you |
| | wish to. |
|___________|_________________________________________________________|


_______________________________________________
| \
| SECRET MISSION 6 - A GROUP OF WANDERING GHOSTS \
|_________________________________________________\___________________
| | |
| When | Mission 11 - 17(?) |
|-----------|---------------------------------------------------------|
| Where | Garden Courtyard just before you ended Mission 10 |
|-----------|---------------------------------------------------------|
| Objective | Get the Blue Orb Piece in the air |
|-----------|---------------------------------------------------------|
| How | You'll have to locate the Orb piece first, then start |
| | jumping like crazy on the walls and on the heads of the |
| | Sin Scissors bunch. Note that Sin Scissors won't attack |
| | you if you're moving, so all you need to do is keep |
| | jumping up and up until you reach the piece, then you |
| | can let loose on them if you wish to. Falling down from |
| | the top is going to be a regular feature though. |
|___________|_________________________________________________________|


________________________________
| \
| SECRET MISSION 7 - WATER PRISON \
|__________________________________\__________________________________
| | |
| When | Interval BETWEEN Mission 13 and 14 ONLY |
|-----------|---------------------------------------------------------|
| Where | Check on the Captain's skeleton back in the Captain's |
| | room of the Ghost Ship |
|-----------|---------------------------------------------------------|
| Objective | Defeat all 8 enemies |
|-----------|---------------------------------------------------------|
| How | Use the Needle Gun to defeat all the 8 Blades in the |
| | water. Be careful to avoid getting caught in claw fire. |
|___________|_________________________________________________________|


_____________________________________________________
| \
| SECRET MISSION 8 - TREASURE GUARDED BY THE DEATH GOD \
|_______________________________________________________\_____________
| | |
| When | Mission 15 - 16 |
|-----------|---------------------------------------------------------|
| Where | Check on the picture wall in the rolling spike area |
| | back at the start of Mission 14 AFTER night has fallen. |
|-----------|---------------------------------------------------------|
| Objective | Defeat all enemies |
|-----------|---------------------------------------------------------|
| How | 3 Shadows, if lucky one at a time, if not, 3 at once. |
| | This time there isn't much moving space, so be careful. |
| | If you've gotten the Nightmare Beta the area becomes |
| | very helpful with the constant rebounding of the shots. |
|___________|_________________________________________________________|


_____________________________________________
| \
| SECRET MISSION 9 - A LONELY FLIGHT OF STAIRS \
|_______________________________________________\_____________________
| | |
| When | Mission 16 - 17 |
|-----------|---------------------------------------------------------|
| Where | Colosseum |
|-----------|---------------------------------------------------------|
| Objective | Get the Blue Orb Piece by climbing the stairs of death. |
|-----------|---------------------------------------------------------|
| How | A long jumping experience. Just make sure not to twist |
| | L3 too much or else you'll fall off. Alignment's |
| | paramount, but then again, there aren't any enemies. |
| | More irritating than difficult. |
|___________|_________________________________________________________|


________________________________________
| \
| SECRET MISSION 10 - SHADOWS IN THE DARK \
|__________________________________________\__________________________
| | |
| When | Mission 16 ONLY, AFTER defeating Nightmare |
|-----------|---------------------------------------------------------|
| Where | Airplane room |
|-----------|---------------------------------------------------------|
| Objective | Locate and defeat all Shadows |
|-----------|---------------------------------------------------------|
| How | There are a grand total of 4 Shadows hidden in 3 places.|
| | 2 of them are in the airplane room, 1 in the great hall,|
| | 1 in the bridge room. Standard Shadow fighting plan |
| | required, so you should be used to them by now. |
|___________|_________________________________________________________|


_______________________________________________
| \
| SECRET MISSION 11 - HOLY BLUE STONE IN THE SKY \
|_________________________________________________\___________________
| | |
| When | Mission 17 ONLY |
|-----------|---------------------------------------------------------|
| Where | Broken bridge |
|-----------|---------------------------------------------------------|
| Objective | Get the Blue Orb Piece high up in the air |
|-----------|---------------------------------------------------------|
| How | To ACTIVATE the Secret Mission is a pain in the butt. |
| | You have only one chance to activate this by moving |
| | from the end of the bridge back to the door end WITHOUT |
| | falling into the water. The game recogises it when you |
| | cross the line between both bridge ends and will |
| | automatically START the mission (you'll know when the |
| | Secret Mission screen comes out) |
| | |
| | If you've run out of your DT gauge by flying back, now |
| | is the chance to gain some back by getting rid of the |
| | Death Scythe. After you're done with it, jump to the |
| | highest point above the large doors (where you got some |
| | Red Orbs the last time round) and Air Raid over at that |
| | height back across the bridge to gain the piece which |
| | is hanging around the center of it. |
|___________|_________________________________________________________|


________________________________________
| \
| SECRET MISSION 12 - THE HIDDEN BRACELET \
|__________________________________________\__________________________
| | |
| When | Mission 21 ONLY |
|-----------|---------------------------------------------------------|
| Where | Hidden room behind wall opposite Time Statue of Mission |
| | 21, in the Circular Room |
|-----------|---------------------------------------------------------|
| Objective | Get the Hidden Bracelet at the end of the Hidden Path. |
|-----------|---------------------------------------------------------|
| How | Cross the long stretch of road first (with couple of |
| | Nobodys in the way), picking up the final Blue Orb here.|
| | At the end of the path there will be a large room with |
| | a dragon waiting and blowing hot air. This time this |
| | dragon dosen't spit fireballs, so you'll have to do it |
| | the hard way: Hitting it on the head with weaponry. |
| | It's impervious to all gun attacks though. Once you've |
| | defeated the dragon 2 Frosts will appear. Defeat them, |
| | and jump your way to the Time Bracelet! |
|___________|_________________________________________________________|
Submitted By: Unknown
==========================================================================
MISSION 1
==========================================================================
CLEAR OBJECTIVE: Unlock the Cursed Door
==========================================================================


You start off from the gate, right before the mission begins proper. A
[YELLOW ORB] awaits you along the way, as well as a [BLUE ORB PIECE] in
the little pavilion you have to jump up to.

Once you enter the castle the mission starts proper.

The first part of the mission will be to open the locked door at the
opposite end of the hall (from where you started anyway) that requires
45 RED ORBS. Go around picking up the 45 [RED ORBS] from the entire
hall, along with a [BLUE ORB PIECE] on the second floor that you'll
have to Kick Jump to get to it. There's also a hundred Red Orbs that'll
drop out from nowhere if you manage to get onto the Spear of the statue
in the middle of the hall.

Once you have them all, unlock the door using 45 of them (it's
automatic, no worries)

The next room has one huge barricade which you can't get around for the
moment. There are also 4 suits of destroyable armours that yield 5 Red
Orbs and a [BLUE ORB PIECE].

The room after that has a staircase leading up, but if you go about
your destructive ways, there are 15 Red Orbs for the picking.

The room at the top of the staircase has 2 exits: a door, and a hole in
the ceiling. And of course, the mandatory tables for you to break,
resulting in a small profit of 10 Red Orbs.

Enter the door, and you'll find yourself in a room with stranged
devices, a 3-holed switch, and a ladder leading to a closed gate. The
only meaningful thing to do here is to jump into the water left of the
switch to pick up your 4th [BLUE ORB PIECE], and thus increasing your
life bar. In case you haven't noticed, you'll receive a full Blue Orb
once you collect 4 Pieces, in no particular order.

Head back to the previous room, and jump up to the hole in the ceiling.
There will be 2 Red Orbs floating visably for you to take, as well as a
yellow shiny thing that will turn out to be a [RUSTY KEY].

You won't be able to move many steps before you get attacked by
the...thing...that was holding on to the key. Defeat the Bloody Marys
and Marionettes if you want to (or run away if you wish, but this isn't
Survival Horrer...), and return all the way back to the great Hall.

To the left (of your screen) of the door is a green door, which will be
unlocked by the Rusty Key. You're now in the Airplane room, named so
for a very good reason. There's a [BLUE ORB PIECE] sitting nicely on
the right wing of the plane, and 40 Red Orbs will appear if you manage
to jump on to the propeller. The only door of the room is your
objective, but it's sealed for the moment, requiring 17 souls to
unlock. However, the enemies in this room dosen't seem to respond at
all.

Forget about them for the moment, and go to the right corner of the
room, where there is a wall symbol. Get used to seeing these symbols
everywhere. To activate SOMETHING you have to hit on the wall symbol
until it's filled. Once activated you'll be drawn down.....

Into a small arena with lots of dolls to kill and plunder. You'll have
to kill them (and their replacements) before the game kills you. Once
you've killed them all the elevator will come down for you to move back
up.

This time, the enemies in the Airplane become your partners. Defeat
them all to unseal the door, and end the mission by opening it.


==========================================================================
MISSION 2
==========================================================================
MISSION OBJECTIVE: Open the door to the Cathedral
==========================================================================


You start off at the head of what is to be a long corridor. To Dante's
left is a door, where a Time Statue awaits, plus several (20) Red Orbs
and a [BLUE ORB PIECE] inside tables that are for your cracking.

Head all the way down the corridor, past a locked door you can't open
for now, and past lots of enemies, and you'll find yourself staring at
the most exquisite sword in the world. Watch the incredible scene that
happens afterward, and you'll receive the ultra-cool [ALASTOR]. You can
now power it up at either Time Statues or at the Power Up screen in
between missions. The best things to power up are Air Raid and Stinger,
and once you've enough (not possible at this current moment of course)
Air Hike.

Now the statue where Alastor is held has disappeared, and in its place
is another statue of sorts that require "something" to do something to
it. Enter the door next to it, and you'll find yourself in the Library,
complete with breakable tables. Red Orbs are for the taking, as well as
the all-important [SHOTGUN] on the second floor table. The point of
entering here, of course, is the [RUSTY KEY] on the picture on the
second level.

Return down the corridor, back to the locked door in the middle, and
the Rusty Key will be used to open it. You'll be in a small open-air
location, with a fountain, and enemies. If you manage to land on the
fountain, there're lots of Red Orbs to take, since they have a habit of
appearing from nowhere whenever you step on something that shouldn't be
stepped on in the first place. You can't do anything to the energy wall
at the opposite end, as well as the door above it, but you can enter
the other door here, it's to the right of the energy wall, on the
second level.

Once you enter the door you'll be locked in. No worries though, just
move down this corridor, mowing down the enemies in your way. There's a
small pedestal at the end, but it has nothing to do with your current
mission. Instead, move back to the big bulky thing in the middle of
this corridor, and whack at it continously. It'll move back, and reveal
a trapdoor that you have to open and jump in.

Jumping down from high heights is a normal feature in the world of
Devil May Cry, so you don't have to worry about taking damage from
these high drops. You'll find that you're in some semi-watery place,
with the glowing [STAFF OF JUDGEMENT]. Once you take that, a mechanism
will unlock the door at the end of this small room out...to the
library.

There isn't anything else of interest here, so exit...but you'll get
locked in, along with the first appearance of your newest neighbours,
Sin Scissors. 3 of them in fact. Whip out the Shotgun and blast them
back to hell. The lock will break up into its millions of pieces, and
you can get out of here forever.

Now turn your attention back at the macabre statue, now with lots of
little spiders crawling around it. Squash them if you want to, and
place the Staff of Judgement on it, ending the mission.


==========================================================================
MISSION 3
==========================================================================
MISSION OBJECTIVE: Overcome the Trials, and claim the [Pride of Lion]
==========================================================================


You start off being sealed in on every corner. Head up to the pedestal
where your final objective lies. However, you're not allowed to take it
yet, as it has set a small trial for you to conquer. The big doors at
the far end will be unlocked, and you'll have to make your way past
them.

Back out in the open for now, make your way across the long bridge to
the small area at the end of it. There are lots of Red Orbs for the
taking, but I suggest you leave them alone when you return later. Why?
You'll see when you get back a little (or much? >:E) later. Examine the
tablet in the middle of the platform where it'll tell you the objective
of the trial. Nothing's going to happen immediately, sad to say.

Head back to the big doors again, but as you approach the center of the
bridge a bolt of lightning will appear from nowhere (get used to the
"from nowhere" business, it happens ALL the time) and hit Dante,
breaking up the bridge into fairly small pieces, and sending all into
the watery depths of the ocean.

Or so you would think. Somehow or other you'll land in a small
underwater passage, with your health bar slowly going down (hey, you're
in water, of course it'll go down). Run to the circular room at the end
of this short passage, and step on the strangely-coloured spot. 6
skulls will appear, locking you in, and you'll have to cut/blast them
into little pieces of bone before the coloured spot lights up and
teleports you back to the local end of the bridge.

Before you reenter the doors though, jump up (from the sides of the
door) to a small ledge, where 50 Red Orbs will appear. You'll also see
one part of the bridge hanging in the air right in front of you.
Stinger there, and a [BLUE ORB PIECE] will nicely fall out of the air.
If you make your way back to the other end of the broken bridge,
there's another [BLUE ORB PIECE] waiting for you there as well. DO NOT
TOUCH them Red Orbs! :P

Return to the cathedral, and go claim your prize for clearing the
trial, the [PRIDE OF LION], and thus cle...

But wait, looks like there was something watching your progress all
this while. A HUGE scorpian. And guess what? You'll have to fight it.
See Boss Strategies for more details about this fight.

Once you've sent Phantom scuttling back towards it's fiery pit, the
door you entered from will be unlocked, and you can now exit, ending
this short, but headache-posing Mission.


==========================================================================
MISSION 4
==========================================================================
MISSION OBJECTIVE: Show the Lion your strength, to open the Path.
Then aquire the Melancholy Soul.
==========================================================================


You start off right where you ended the previous mission, at the long
corridor. Now that you've the Pride of Lion, you can open up the energy
wall that was blocking your way. Make your way back down the corridor,
towards the door in the middle of it.

Unfortunately, as you go back down, someone has other ideas about your
previous battle. The sore loser Phantom is back to chase you down,
though with a tad less life. For more information on how to beat this
fight, refer to the Boss section (miraculous waste of space)!

Survey the damage that your battle has created, and enter the door in
the middle of the corridor. Now check the energy wall, and the Pride of
Lion will dispell it, revealing a rather imposing Lion Statue with a
nice set of red eyes. Thought you could enter the door above it? Think
again. Your second trial has just begun.

Crack open the Lion Statue (3 hits will do) and it'll reveal the
irritating (and soon to be a very good friend in other difficulties)
Shadow. Defeat it, and the door above the remains of the statue will be
unlocked.

You'll find yourself in a squarish area with a staircase that leads
only upwards. Ignore the stairs, and hop into the big hole in the
middle. It's a long fall, but eventually you reach the bottom, where
there's a locked door and a familiar-looking Symbol Wall. Yes, attack
the poor symbol until you activate the little stand in the middle of
this basement.

That little stand will start moving up...and up...and up, until you
reach the very top of this tower. It's also placed you next to a shiny,
jagged, cool-looking sword. Jump over, and pick up the sword, and
swing...

No, it's not a sword, silly. Instead, it's something called [DEATH
SENTENCE], and it appears in your item list. What gives? You'll soon
know. Anyway, DON'T jump back onto the stand, jump off the sides of
this little platform you're on, and you'll find yourself next to a set
of double doors.

Enter the doors, and you'll find something shiny on a statue right next
to the doors. Check it, and you'll have to use your Death Sentence to
drop that little sphere onto the floor. It's the [MELANCHONY SOUL]!

As you pick up your prize for this mission...a nice scene occurs (yes,
it ALWAYS is like this. What else do you expect? A smooth ride through
the game?). Before you follow out, do some shopping at the Time Statue,
and climb onto the bed for some Red Orbs.

Head out, and you'll be locked out as well. IF you have Air Hike and
Air Raid by now, you can do a little bit of collection. Of course,
doing a Kick Jump also does the trick, but it's tricker. Anyway,
there's a little hole right above your current location (outside the
door, BEWARE the hand!), and you can jump to the level above. To the
left there's a small tower where a [BLUE ORB PIECE] floats temptingly.
Never mind that, but instead Kick Jump UPPER LEFT and you'll land on a
rather large platform that no one in his right mind would ever think up
of. There's a lot of Red Orbs that'll appear, and an Untouchable at the
end.

If you have Air Raid, you can fly over to the Piece that's waiting
agonizingly for you. If not, you could try to Air Hike there, but I've
managed only 2% success rate at the moment, because the angle has to be
completely accurate when you jump.

All of the above can also be done during the following fight, but I
think you won't be able to concentrate, especially when things are
moving in ways you won't want to move......

Anyways, once you land in the grassy area, the fight with Nero Angelo
officially starts. As usual, the details of the fight is supplied in
the Boss section.

You'll clear this extremely short mission (dosen't look like it with
the length of this section, yes? ^^;) once you send him flying away in
defeat.


==========================================================================
MISSION 5
==========================================================================
MISSION OBJECTIVE: Head forward before the [Melanchony Soul] runs
out of power
==========================================================================


The item screen will show up right at the beginning of the mission, and
once you exit, you have exactly 3 game minutes (going through doors
stops the count) to get from the ground floor of where you are, back to
the bottom of the tower where the locked door was.

The way back is there, but there's one slight hitch. The only door out
is locked, and a Shadow is your foe. Defeat it ASAP, unlocking the door
in the process, and work your way back towards it.

Go through the Bedroom as fast as you can (simply press right and keep
it there), jump down the big hole, and check on the door, use the
Melanchony Soul, and there ends the second shortest mission in this
game.

IF you fail to make it in time, there is a RETRY MISSION.


RETRY MISSION OBJECTIVE: Recharge the [Melanchony Soul], challange
again


Remember the short corridor to the right of the Lion Statue? Head back
there, check on the statue at the end of the corridor to recharge the
Melanchony Soul. After which you'll be able to restart the mission from
square one, fighting another Shadow in the Fountain Garden.


==========================================================================
MISSION 6
==========================================================================
MISSION OBJECTIVE: Defeat the Guardian Demon and gain the[GuidingLight]
==========================================================================


Nice area to start the mission. You're officially in the sewer of the
castle (who said that castles didn't have sewers?). Head up the screen
and you'll find yourself in a dead end of sorts. Jump around the left
wall of the dead end, and eventually a [BLUE ORB PIECE] will drop down
from nowhere.

Now head back along the rest of the sewer path and enter the first door
you see. This, my friends, is the pipe room. And at the end of the
room, on a pipe is a glowing [RUSTY KEY]. You don't have to jump up,
simply go underneath the pipe and check, and the key is yours. At the
same time, lots of bugs come flying out of the pipes. Blast them all to
pieces, and you can make your way out.

Make your way to the end of the tunnel (ignore the little opening to
the side unless you're hurt baldy, it contains quite a few large Green
Orbs which you should save up...) and use the Rusty Key to open the
double doors.

Another long corridor, but this time deserted. There's another small
opening, which you should also ignore because there's nothing but more
Green Orbs. Near the end of the corridor you'll see several things on
the floor, and if you proceed further you'll be treated to a little
scene showing one of the most irritating sub-bosses there are in this
game, the Death Scissiors. Kill it, and proceed on to pick up the
objective of this mission, the [GUIDING LIGHT], ending it at the same
time.


==========================================================================
MISSION 7
==========================================================================
MISSION OBJECTIVE: Return to the Bedroom before the [Guiding Light]
saps all your power
==========================================================================


Devilishly simple objective, almost like Mission 5, but with a twist.
Instead of giving you a time limit, your health is now slowly eroding
as you hold on to the hot Guiding Light. You start off at the pedestal,
so you'll have to make your way back down the entire stretch of
corridor. It won't be so easy though, because Phantom's back to try
stall you. Send him away the same way you did in Mission 4 (there are
extra Green Orbs near the doors, so no worries about your health at the
moment), and exit the double doors.

As you move back along the sewer corridor, you'll be confronted by Sin
Scissors. If you haven't noticed, your exit's locked, so you'll have to
stop and defeat them to unlock the door.

Once you return to the tower proper, activate the Symbol Wall switch to
head back to the top of the tower. Jump onto the Death Sentence
platform, jump off it, enter the Bedroom, check on the Sun symbol next
to the mirror, and once it opens, check on the door to end this
mission.


==========================================================================
MISSION 8
==========================================================================
MISSION OBJECTIVE: Activate the Switch and make your way out of the
Rooftop
==========================================================================


There is a lag between Missions 7 and 8, and you can take this small
breather to go back and get all the things you think you missed, or do
some Red Orb earning, since no Mission Time is calculated here.

Once you're done though, move along the long path, and you'll find
yourself on the fifth floor of the Great Hall, where you started in the
first place. Jump across the gap (it's also a natural thing to jump
across huge gaps without a problem) and enter the door on the other end
to start Mission 8.

The room you start off in have 2 Red Orbs on ledges on either side, as
well as a Time Statue right smack in the center of the far wall. What
you want to do, however, is to go UP the ledges, and enter the door
right above the one you entered from.

You'll end up in another wide open area, and if you try to leave via
the open space to Dante's right, you'll be stopped short by a barricade
that rises out from nowhere, as well as a return of Phantom. Defeat him
the same way as you did back in Mission 3, the only difference is that
it has one new move. Alternatively you can lure him to jump on you
while standing on the glass dome right in the center of the "ring". If
he lands on the glass 5 times (you can see if he's landed or not,
there'll be glass flying, and the dome will start shattering into
pieces) he'll fall THROUGH the glass, and end up exactly in the same
spot as he'd be if you beat him.

The end of Phantom. May the Devil burn his soul.

Anyway, make your way past the now-unhinged barricade, and pick up the
gleaming [TRIDENT] from the ground. If you jump on the right pedestal,
you'll see more Red Orbs flying down from nowhere. The ledge above the
horse statues contain a nice little tempting [BLUE ORB PIECE]. Pick all
of them up (or not), and fall into the hole between the horse statues.

There's a little spot right in front of you that gleams white. Attack
that spot, and you'll release a lever. Behind the lever mechanism
there's a corpse holding on to the mighty [GRENADE GUN], as well as a
trapdoor that you should open, and jump into.

Guess what? You're back at the Three-holed mechanism room right at the
beginning of the game! This time you can activate the mechanism using
the Trident.

NOW IS THE TIME TO TAKE SERIOUS NOTE.

The next sequence of events are all time-based, so you have to be FAST.
Once you've activated the mechanism, an internal clock will start
ticking. You'll hear bangs at regular intervals. That means the
barricade that you've just raised up to your room is starting to go
back down to cover the bridge room.

Jump over the small opening, head through the door, ignore any enemies,
rush down the round stairs, and enter the bridge room. If you're fast
enough you can still make it past the falling barricade, if not, you'll
have to return and restart the whole thing.

Well, once you're past the barricade, there's no turning back. BEFORE
you go through the huge double doors though, jump into the water on the
right for another [BLUE ORB PIECE]. Check the door to end this frantic
mission, and to a new frontier.


==========================================================================
MISSION 9
==========================================================================
MISSION OBJECTIVE: Open the Gate with your new Power
==========================================================================


Back in the open, with a long bridge to cross. Don't worry, this time
this wooden bridge won't break into little pieces. Instead, once you
cross over to the other side, it'll raise itself up, effectively
cutting you off from the Castle, and leaving you stranded in the
Garden.

The first area of the garden is enemy-free, and there are 3 pillars for
you to jump on to collect Red Orbs. There's also a Devil Star behind
the big plaque in the middle of this area, as well as a Time Statue to
the upper left.

Head towards the dome, and go down the stairs until you reach the
doors. Go through the doors, and you'll find yourself in the outskirts
of several ruins, and a trail of blue fire leading from your entry
point to a set of HUGE opened doors. You're also introduced to new
enemies called Blades.

There are several items to pick up in this Courtyard. To Dante's right
of your starting point there're 3 locked doors, one with a Red Emblem,
one with a Blue Emblem, and the center one that requires "2 spears" to
unlock. There's a [BLUE ORB PIECE] under a tombstone in a small path to
YOUR right from where Dante entered this area in the first place.
opposite the Spear Door there's another locked door, and ABOVE the
locked door is a Holy Water for the picking. Other items scattered
around the place are Yellow, Red and Green Orbs.

Now enter the open doors where the light leads you, and you'll find
yourself in another courtyard, except this time there aren't any
enemies, and there's something floating in the air. Pick up the Yellow
Orb and Devil Star on opposite sides of the second level, and hit the
Symbol Wall to activate the moving platforms.

Do some Mario jumping on the platforms until you arrive at your
intended goal, a set of fiery gauntlets. Pick up [IFRIT], and watch as
Dante does some martial arts skills he couldn't do before without it.
Make your way back to the Courtyard...

And you'll be confronted by another challanger to add to the silly bad
puns. Defeat Griffon (as usual, Boss Strategies), and then head to the
doors to the right of the one where you found Ifrit. Equip Ifrit and
punch the right flame-holder to burn it and open the doors.

It isn't over yet. In this Misty Forest there's a stump where standing
on it will lead to falling Red Orbs. There're also more Red Orbs plus a
Holy Water on a well-covered ledge along the right wall. Trying to
enter the door at the end only results in it being locked, and you
having to survive more Marionettes, Bloody Marys, as well as the
introduction of Fetishes. Defeat all comers (and reinforcements) to
unlock the door.

In this area you'll be challanged by lots of Fetishes. There're Red and
Yellow Orbs all over the place, plus a Devil Star on a ledge. Whether
you decide to take and run, clear and run, or plain run is up to you,
because the only door at the far end requires 200 Red Orbs to unlock.
Go through the unlocked door to end this hellish mission.


==========================================================================
MISSION 10
==========================================================================
MISSION OBJECTIVE: Make your way past the Maze Valley
==========================================================================


You start off in a straight path that will divide into two. Jump over
the first overhang you see to gain Red Orbs. Getting lost here (and
returning to the previous screen of Fetishes) is automatic if you
decide to move on either path. The only way out is to check the stone
tablet at the fork, which will bring out a single ball of light.

Follow the light source past the next two similar looking screens (it
will also be absorbed by enemies there, so you'll have to kill them to
"free" it) to make your way out of this misty valley. At the same time,
checking on the stone tablets (or jumping against them) will lead to
the sudden appearance of Red Orbs.

Once you've made your way past the screens you'll find yourself in
another wide open area, with the sub-boss music blaring. You're forced
to face up with 2 Kyclops, but they don't really pose that much of a
threat, not when there're Green Orbs in abundance, plus a Holy Water
around the grass.

Upon the defeat of the Kyclops the gate blocking the door will open.
Entering that door will end this mission.


==========================================================================
MISSION 11
==========================================================================
MISSION OBJECTIVE: Present the [Chalice] to the Knight to open the
path.
==========================================================================


It's always nice to hear the sub-boss music playing once you start a
mission. This time you're introduced to another type of flying enemy,
the Death Scythe. Defeat it, pick up all the items scattered around the
place (there are Green Orbs, Red Orbs, a [BLUE ORB PIECE] as well as a
Devil Star littered around), and jump into the well hole right in front
of the big tree.

Inside the well lurk Blades, a Time Statue, and a breakable wall to the
right of the Time Statue. Defeat all Blades in this enclosed space, and
a [BLUE ORB PIECE] will fall out of nowhere for you to claim. Jump out
of the other exit in this well path, and you'll find yourself back
outside, but in a room leading to the [SIGN OF CHASTITY]. Pick it up,
go back down the well, and enter the lower door behind the tree.

Walk straight and place the Sign of Chastity onto the pedestal right in
front of you, and you'll gain the [CHALICE]. At the same time, however,
Nero Angelo decides that this is the time to drop in and say hi. Show
him that you're busy with your guns and gauntlets (there are 2 Green
Orbs above and below the Chalice pavailion).

Once you've sent him flying away in defeat, head for the little cave
directly in the front view of the Chalice pavailion. Place the Chalice
on the Knight Pedestal to open up the door right below your current
location.

Since the way you came in has been closed off, you have no choice but
to enter the new door, ending this mission......


==========================================================================
MISSION 12
==========================================================================
MISSION OBJECTIVE: Head for the Captain's Cabin on the Deck.
==========================================================================


There's a nice little Time Statue right in front of you, in case you
forgot to power up before the start of this mission. There's also a Red
Orb statue for you to break open.

Jump into the water (cool first-person view, get used to it) to collect
2 Red Orbs and enter the wrecked ship.

You don't have any weapon to fire in the water right now, so the wisest
choice would be to move around the Blade. There is an Untouchable
hidden in the boxes directly to the right of your starting location,
but forget about getting it for now.....

Surface, and climb up the stairs. There's a [NEEDLE GUN] lying in this
deck, along with a Devil Star. This Needle Gun is a necessity in the
near future, so please take it.

Head up to the deck, where LOTS of Red Orbs await. Incidently, if you
climb up to the highest compartment of the frontmost mast, and Stinger
your way to the bow of the ship, a [BLUE ORB PIECE] will drop down from
the sky.

Your objective, the Captain's Cabin, is the one locked with a pair of
Flaming Swords. Check it, and you'll be attacked by a Death Scythe.
Defeat it, try to open the door again. and the Ghost Ship will start
moving by itself.

Of course, this little movement has also caught the eye of a certain
Griffon, and you'll have to face it again on the crowded and obstacle-
leaden deck. Once you've sent it packing into the air again, the
Captain's door will finally open for you, ending the mission.


==========================================================================
MISSION 13
==========================================================================
MISSION OBJECTIVE: Look for the Exit and escape the Ship.
==========================================================================


You start off in the Captain's room. There is a Time Statue, as well as
the very important [STAFF OF HERMES] in this small room. Once you gain
the Staff though, the whole ship will start going bonkers, and you'll
have to swim your way out of the water. Notice that your health is NOT
falling here. Weird, huh, considering the effects back in Mission 3...

Anyway, make your way out of the Captain's room by the small
ventilation hole in front of the Time Statue back to the level below
the deck.

This area is also filled with water, and there are 2 Blades to deal
with since the area is locked out. Once you clear them, enter the area
right below the staircase (where there was nothing before). This time a
[BLUE ORB PIECE] is floating there.

Return to the upper deck, to the other exit, and you'll find yourself
back at the hull of the ship. Escape through the hole you entered the
ship from, and you're clear!


==========================================================================
MISSION 14
==========================================================================
MISSION OBJECTIVE: Get back to the Ground, head for the Colosseum
==========================================================================


It's not really Mission 14 when you find yourself still in water right
after the mission clear screen. Hop out of the pool you're in, and jump
into the right pool for a [BLUE ORB PIECE].

Move back to the rock cavern (looks familiar? It's not the one you
entered from through), and in the little room along the path there's a
Holy Water in the open chest. Enter the door to officially begin the
mission.

There's a spiky wall facing you, and a floor with lots of spike-holes.
Don't worry about those for now, since they're harmless. A mural on the
wall speaks of nighttime activities (Secret Mission 9), but you can
safely ignore that as well for now. Head to the other end of the
circular room where a skeleton hangs beautifully from the spikes. It's
also gleaming very nicely as well.

Pick up the [EMBLEM SHIELD], and activate the mechanism that the
skeleton's right hand was holding on. Now the circle will start moving,
the spikes will start shooting up. The metal grate that was blocking
one room is also raised for you to get back to open air. Get to the
elevator while evading the spikes that come out in a very easily-
avoidable pattern.

Out in the open, there are several things to pick up here. From the
elevator area, there is a ledge to the upper right containing a [BLUE
ORB PIECE]. There are also Red Orbs on top of the pavalion where you
surfaced from, and more Red ones when you Stinger over to the ledge on
the left end. On top of the ledges there's a Yellow Orb right in the
waterfall.

The next area is quite mountainous, and there are strong enemies
awaiting. There's a small cave underneath your starting area which
leads to a Red Orb statue across the bridge, but the main focus is the
[BLUE ORB PIECE] to the right lower ledge after you cross the bridge.

The exit to this area requires 200 Red Orbs, which shouldn't be a
problem provided you killed off the enemies and didn't really buy
anything in the previous area.

The very next screen will look very familiar, but with bad camera
angles. There's a Devil Star to be found here, and the opening requires
100 Red Orbs to unlock. Take the Red Orbs that the game replendishes
after your double usage, and unlock the door to finish this mirror
mission.


==========================================================================
MISSION 15
==========================================================================
MISSION OBJECTIVE: Use the Shield and Lances, and Attack the Colosseum
==========================================================================


Guess what? You're back in the Courtyard right where you started this
whole outside-castle mess in the first place! This time the lights have
moved slightly though. They lead you to the double doors that you
ignored in the first place, but you still can't enter for now. Instead
you can enter BOTH the Shield-guarded doors.

Go through the BLUE door first. Pick up the [LUMINITE] at the end of
the room and head down the stairs, lighted with the little rock you'll
need a lot later. Crack open the breakable door at the bottom of the
stairs (lots of enemies await too) to gain access to lots of goodies,
including Red Orbs, a Holy Water, and a [BLUE ORB PIECE].

Enter the door opposite the breakable one, and you'll find yourself in
another circular moving-floor room with big spikes at your end and
along parts of the path. Navigate your way past those spikes and (if
you wish to) enter the small stairs in the middle of the path, leading
to several Red Orbs and a small step which recovers your Devil Gauge
meter.

Move to the end of the circular path, and you'll be facing a blind
circle with a small step quite a small distance away, and poisonous
floor down below. Simply Air Raid your way across to pick up the [PAIR
OF LANCES], and Air Raid back (you can recover your DT again at the
step).

Now head back out, and night would have fallen. If you wish to, enter
the RED door. You can, of course, use the Lances to open the door to
the Colosseum, but detours almost always produce nice presents.

It's the exact carbon copy of the Blue room, except that all's
reversed. In the breakable door are less attractive items, consisting
of Orbs of various colours (except Blue...). The moving-floor room now
have Symbol Walls that you must hit to activate ledges for you to step
on, but hold off jumping on those for now.

The floor of the treasure area is clean (but does have enemies). Jump
(or probably double jump) directly below the stand where the other item
is held, until you see a [BLUE ORB PIECE] falls on the stand. Now head
back up, jump your way across to pick it and the ultra-cool [NIGHTMARE
BETA] up.

Now head back and use the Lances on the Colosseum doors to enter it.
Before you start moving around in the Colosseum though, there are two
whirlpools on either side of your starting location. Use the Purple
whirlpool to send yourself to the top level. Move to the center of the
bridge to let a [BLUE ORB PIECE] fall from the sky.

Jump down and run to the center of the Colosseum, where you see several
weird symbols on the floor. The checking is automatic, as is the
following battle with Griffon. Once you defeat it the Big Bad Boss
Mundus shows his eyes to you and kills Griffon anyway.

Trish leaves you, and jump to the top of the fallen stone, which will
transport you deep down to your destination, the [WHEEL OF DESTINY].


==========================================================================
MISSION 16
==========================================================================
MISSION OBJECTIVE: Solve the mystery of the [Staff of Hermes]
==========================================================================


Starting off from the exact spot you finished, move back to the small
elevator stand, picking up the [BLUE ORB] at the same time. Make your
way back to the retracted big bridge you crossed over back in Mission
9, and use the Wheel of Destiny to make your way back.

Now that you've re-entered the castle, prepare for some eerie music.


***THE CASTLE HAS CHANGED***


Mwa.

Anyway, major changes have been going around the castle in the number
of hours you've been away (never mind the game clock...you started in
the afternoon, it's now night, so there). Apparently the powers that
are controlling the underworld have managed to change the outlook of
this one castle. Major areas have been cut off from your path, so you
can only head back to the Great Hall.

Guess what? Even the big statue's gone. In it's place is a Symbol Wall
that you must hit, bringing out lots of pyrotechnics, as well as the
last normal enemy that you'll get to meet, the Plasma. Beat that, and
the door to the Airplane Room is unlocked. Pick up the other 2 [BLUE
ORB PIECES] as well lying and floating around this hall.

The door to the long corridor is also unlocked, and there aren't many
physical changes to the corridor, except that jumping at or around the
face statue yields a [BLUE ORB PIECE], and the center door has been
removed. Lots of armours line the corridor, and within them, Red Orbs
aplenty.

The Library door is also gone, so your only exit this time is to the
Cathedral.

Don't worry, the Cathedral's changed too. The door to the Broken Bridge
is inaccessible for now, and there are 4 Symbol Walls placed in
strategic positions, as well as 4 weird-looking things on the floor.
But the most important thing that should catch your attention is the
puddle-like thing on the floor, which you should check.

Unfortunately, you won't be able to understand what's going on much for
the moment, especially because a black blob has just risen up from the
puddle in the floor to attack you. Send Nightmare scurring away, and
you can now return to the Broken Bridge.

Make your way across, and if you left those Red Orbs alone earlier on,
you'll see that they've managed, somehow or another, to "upgrade"
themselves to become 100-Orb Orbs. Use the Staff of Hermes on the Staff
lookalike behind the stone tablet, and the two empty frames will now
have pictures of various parts of the castle that are locked out to you
physically.

Jump (yes, JUMP) into the right picture to land yourself in the
Bedroom. You can't do anything constructive here, but there's a [BLUE
ORB PIECE] next to the bed, and an Untouchable above it. Pick both up,
return through the portal on the floor, and jump into the left picture
to end this mission.


==========================================================================
MISSION 17
==========================================================================
MISSION OBJECTIVE: Overcome the Dragon, gain the [Quicksilver] to
enter the Audience Room.
==========================================================================


This is probably the last long mission that you're going to have, so be
happy now.

You'll find yourself back in the stairway tower, except that it's via
teleport. But no matter, because there's not much difference for now.
Head up the staircase, and in the middle (no longer the end now) is the
same room where you had to jump up for the first Rusty Key...except
that there's no cupboard to jump on, and no hole in the ceiling, just
lots of destroyable things. Get the Red Orbs, move up further along the
stairs (the rubble's gone) until you reach a door.

Enter the doors, and you're in the room where you found the Rusty Key
way back in Mission 1. There isn't any enemy, but at the end of the
room, there's yet another Picture junction. This time only the left one
is open to you, so jump in there.

Yes, there's no way back from here, so head up to the doors on the
other side, but it locks itself, setting you up with a fight against
the last set of sub-bosses, Frosts. Beat them to unlock and enter the
doors.

Unless I'm mistaken, you're in a completely new wing of the castle
which is a circular corridor (strange things work similar ways). There
are plenty of breakable armours containing Red Orbs, as well as lots of
enemies in your way. Ignore the first corridor branch and continue
moving forward until you reach the door at the end. Even if you try the
first branch you won't be able to proceed anyway...

Now this room is what seems to complicate matters for those not fluent
in the Japanese language. The tablet by the crank explains perfectly
the way to defeat the bone dragon that's shooting freely at you, and
which you won't be able to get near because there's a hidden energy
wall blocking your forward progress.

Anyway, use a sword (any sword will do...) and return the fireballs he
sends at you. Timing is paramount, so slash directly at the ball when
it's almost near you. Actually the fireballs do pathatic damage, so
you'll have a LOT of time to get it correct. 3 home-run hits will
destroy the bone dragon, and unlocking a mirror beside the crank. Head
up to the crank, check it, and you'll have to twirl L3 either clockwise
or counter-clockwise until the reflected light hits the mirror in the
ceiling, and start off a chain-reaction till the [QUICKSILVER] appears.

Jump up to get the Quicksilver (Air Hike works perfectly, if you don't
have it, Kick Jump from the rafter and jump across the transparent blue
stands across the upper level of the room. There's a [BLUE ORB PIECE]
on the terrance to the right of the room, checking on the tablet at the
end usually nets if for you. If not, move around the terrance, and
it'll probably fly to you somehow or other.

Now that you've the Quicksilver, return back to the corridor branch,
and use the Quicksilver on the door to unlock it and gain entry into
the Audience Hall.

You're there! But then, there's someone else waiting for you as well!
Defeat this super-powered version of Nero Angelo to end the mission...
and for a bit of shocking news......


==========================================================================
MISSION 18
==========================================================================
MISSION OBJECTIVE: Toss the [Philosopher's Egg] into the Fire to
create the Holy Stone
==========================================================================


You start off getting the [PERFECT AMULET] as well as getting the Force
Edge upgraded into the legendary sword [SPARDA], which you shouldn't
use at the moment since it dosen't provide you with Devil Trigger
Powers at all. At the same time a portal appears, bringing you back to
the second Picture junction.

This time the right picture is open, and jumping into it throws you
straight into the water. More swimming lessons then. Get the Red Orbs
from the water area as well as from destroyable barrels. There are even
more Red Orbs in the room opposite the cell you started off from, and a
[BLUE ORB PIECE] in the cell directly in front of your starting cell.

Go through the only exit in this room, and you find yourself in locked
battle with 3 Sin Scissors. Shoot them to death to open the locked door
in this area, and go through it...to stand on land. Weird field that
door has.

Entering the door will place you in a VERY familiar place, the Tower.
The Symbol Wall is still there, but hitting it will fill the entire
tower with water. Swim up, slowly until you hit the first jutting
ledge, where a [BLUE ORB PIECE] will direct itself to you. Swim up
crazily (or if time runs out, hit the Symbol again) until you reach the
top of the tower, where the [PHILOSOPHER'S EGG] nests nicely for you.

Pick up the Egg, hop down through the hole between the platforms, and
hop down again to land on the square area. Head out to the doors, and
you'll find yourself back at the fountain garden, except that the
fountain is gone, and something eerily familiar is facing you.

Before you go play with fire though, head to the left door on the upper
level (it was a wall before, and the right door's gone...), where Red
Orbs and a [BLUE ORB PIECE] await.

Return to the Fountain Garden, and place the Egg in the fire where the
Lion Statue used to be. Since it says that it takes a little while to
hard-boil the egg, might as well have fun while doing it. And Who
Better Than Nightmare!! (silly wrestling reference) Defeat it, and the
egg will be nicely cooked to reveal your objective for this mission,
the [ELIXER].


==========================================================================
MISSION 19
==========================================================================
MISSION OBJECTIVE: Open the Gate to the Underworld
==========================================================================


This sounds so easy, it's not funny. Enter the portal that's opened,
and you'll find yourself back at the stairway tower room. Of course,
there's no more need for either of the two Picture warps, so head back
down, and out to the Broken Bridge again.

It's just so nice (once you get back there, that is) that the Elixer
that you're holding is responding to the RIGHT Picture. Jump into it...
but nothing happens instantly, and the doors are still not appearing.
Instead of waiting for something to happen, head up and check the
mirror (the one where Nero Angelo stepped out of). The Elixer will
allow you to pass through the mirror if you check again......

And you'll find yourself in the Mirror World, where everything is
blurry, as well as being exactly reversed in locality as per the
original world.

Guess what? The door leading out is there! Head out, and jump down. A
nice little [PHILOSOPHER'S STONE] sits on a pedestal waiting for you,
but once you take it, you'll be met by the very last type of enemies,
the Nobodys. Beat them to unlock the door, and simply head back,
getting the final 2 [BLUE ORB PIECES] along the way, one via jumping
off the ledge (where you found the Untouchable back in the original
world) and the other in the tower after you've gotten the first.

Once you've returned to the original world, what's there to do?
Remember a similar-looking mirror on the ground? Yup, back in the
Cathedral. Fly/jump/swim back to the opposite end of the bridge, and
the ex-watery pool will glimmer dangerously. Enter it, and you'll find
yourself in the Mirror World of the Cathedral.

There's a huge vortex in the middle where Phantom should have dropped
from way back in Mission 3, and a small hole at the end of the
crossable vortex. Place the Philosopher's Stone in the hole, and the
vortex will disappear, showing an even greater vortex. Jump in THAT
vortex......


==========================================================================
MISSION 20
==========================================================================
MISSION OBJECTIVE: Head for the Room of Living
==========================================================================


This, my friends is the shortest mission of all. You start off right in
the entrance of the Underworld. Everything's alive here, from the
little paths, to the living tentacles which love to suck your health
dry.

But that's for later. For now, double jump into the opening, and head
down the long, uninterrupted path to a flesh wall. Hit the wall to open
it up and enter the next room.

There's a Time Statue (a Demon's holding to the hourglass now, if you'd
noticed) as well as a couple of Frosts. You can ignore all of them and
head straight for the flesh wall behind the Statue, and open it up to
enter the objective room of this mission.

A short cut-scene later, and you'll have to fight Nightmare for the
third and final time. Is it just you, or all bad things come in threes?
Keep that in mind as you move along :P

Once you defeat Nightmare, there's an even longer cut-scene, after
which this mission ends!


==========================================================================
MISSION 21
==========================================================================
MISSION OBJECTIVE: Activate the Heart to open the Final Gate
==========================================================================


When you hear "Final Gate", you should feel pumped up, because you KNOW
you're near the end.

You're in a little round circle with a Time Statue standing prettily at
the other side. A Holy Water lies on the floor on your way around the
area, and a flesh wall is blocked by lots of bony stuff as you pass it.
Enter the only other door in this area to have a look at the Final
Gate, but it's locked. The Heart in this area isn't beating very
healthily, and that's your purpose of this mission.

Jump around the stands till you reach a platform below the Final Gate.
Smash the red crystal there to loosen the bones in the circle room
outside.

What to do? Head out! Enter the flesh wall. Take out the Nobodys in the
way (beware of the Tentacles!) and enter the flesh wall at the end of
the pathway.

The next area is full of lava that WILL hurt you if you fall to land on
the little rock pieces. Make your way across the pieces and hit the
Symbol Wall on that side. Wait for the platforms to arise, then jump
over until you reach the next platform. There's another crystal here,
hit it to drop Red Orbs. Once you're done, jump up to the next level,
and hit the Symbol Wall here. Jump up the platforms until you reach the
flesh wall.

You'll end back in the Final Door room, but on a much higher level.
Jump across the huge gap (natural long jump again) to reach your final
Symbol Wall. Activate that, and the numerous blocks locking the Final
Door will break into their pieces.

Enter the Final Door to end the mission!


==========================================================================
MISSION 22
==========================================================================


This is a fairly simple mission, one that shouldn't be that hard at
all......

Simply walk up the great hall, accompanied by angelic music, and a long
corny cut-scene with Dante and Mundus talking trash to each other (most
of which you should know by now if you've watched the opening demos),
it's time for The Legendary Battle!

Defeat both forms of Mundus (keep in mind, keep in mind...), and
another long sequence of events, the mission ends...and it's not over.

Yet.


==========================================================================
MISSION 23
==========================================================================
MISSION OBJECTIVE: Get out before the Island breaks up
==========================================================================


You start off with a 5 minute time limit. Nice way to start the final
mission.

It's time to make your way out. Fast.

Run your way out of the Final Gate. Run your way out to the circular
room. Blast your way by killing the 2 Nobodys to unlock the door in the
Nightmare room.

Rush out to the passageway, and back to the Mirror World. Jump up to
the moving platform, and jump out of the mirror hole....

Part 2 of the Mission takes place in the castle, where your final
objective is the Main Hall, where it all began!

Ignore the Marionettes and such, exit the room to the circular
corridor. The two Blades here have to be defeated to unlock the door
back to the Airplane room.

Unfortunately, before you can exit the Airplane room, the floor
disintegrates right before you, and you end up in the Pipe room.

With Mundus. Told you all bad things come in threes.

Defeat Mundus with the final Devil Trigger Attack with the handguns
powered up thanks to Trish, and more long cut-scenes...

And finally, to finish off the escape, you have to shoot your way out
of the island in the airplane, Capcom-shooter style.

Watch the final cut-scenes, and you're done!



...next up, it's time to challange Hard Mode!!

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