,'
____________________________________     They will see,                  / |
B E R S E R K E R  P R E S E N T S: \       we'll fight until eternity  /| |
---------------------------------------------------------------------- //| | --
 ____  _______     _____ _      __  __    _ __   __ ____ ______   __  // | |
\  _ \| ____\ \   / /_ _| |    |  \/  |  / \\ \ / // ___|  _ \ \ / / //  | |
| | | |  _|  \ \ / / | || |    | |\/| | / _ \\ V /| |   | |_) \ V /,'/___| ,__
| |_| | |___  \ V /  | || |___ | |  | |/ ___ \| | | |.__|  _ < | | \_____   _,'
/____/|_____\  \_/  |___|_____\|_|  |_/_/   \_\_|  \____|_| |_\|_|       | |
                                                                         | |
---------------------------------- |\ ---------------------------------- |/ ---
Come with me,                       \\   Through our strength,           |
   we'll stand and fight together    \\     we'll make a better day tomorrow
                                      {}
DEVIL MAY CRY 4                 '\     \\                       FAQ/WALKTHROUGH
                                | ',   ' '.,
                              ,/    \.,_;  .}
VERSION 1.5                  (             \,'"               STARTED: 02/06/08
                              '.          / .,'
                                \_,.      \
RELEASED: 03/03/08                  \  ,.  `.                 UPDATED: 01/26/09
                                    / /  ` ,'
                                   / /  ,'/
------------------ -              ,.'   '/                  - -----------------

                          We shall never surrender
--------------------------------- - D M C - -----------------------------------
X                                     4                                       X

                         (covers Xbox 360 release)

                           Authored by: Berserker
                    Email: berserker_kev(at)yahoo.com
             Homepage: http://www.berserkersblog.blogspot.com
                                     ---
            This document Copyright 2008 Kevin Hall (Berserker)
                 Devil May Cry 4 Copyright 2008 Capcom Ltd.

X                                   D M C                                     X
----------------------------------- - 4 - -------------------------------------

=-=-=-=-=-=-=-=-=-=- - T A B L E  O F  C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-=

   Section I:  Introduction  . . . . . . . . . . . . . . . . . . . . . . [IN00]

  Section II:  Basics  . . . . . . . . . . . . . . . . . . . . . . . . . [BS00]

      - Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS01]
      - Items  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS02]
      - Jumping  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS03]
      - Rolling  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS04]
      - The Style Meter  . . . . . . . . . . . . . . . . . . . . . . . . [BS05]
      - Nero Move List and Abilities . . . . . . . . . . . . . . . . . . [NE00]

        -- Blue Rose . . . . . . . . . . . . . . . . . . . . . . . [NE01]
        -- Red Queen . . . . . . . . . . . . . . . . . . . . . . . [NE02]
        -- Yamato  . . . . . . . . . . . . . . . . . . . . . . . . [NE03]
        -- Devil Bringer . . . . . . . . . . . . . . . . . . . . . [NE04]
        -- Abilities . . . . . . . . . . . . . . . . . . . . . . . [NE05]
        -- Advanced Techniques . . . . . . . . . . . . . . . . . . [NE06]

      - Dante Move List and Abilities  . . . . . . . . . . . . . . . . . [DA00]

        -- Rebellion . . . . . . . . . . . . . . . . . . . . . . . [DA01]
        -- Gilgamesh . . . . . . . . . . . . . . . . . . . . . . . [DA02]
        -- Lucifer . . . . . . . . . . . . . . . . . . . . . . . . [DA03]
        -- Yamato  . . . . . . . . . . . . . . . . . . . . . . . . [DA04]
        -- Ebony & Ivory . . . . . . . . . . . . . . . . . . . . . [DA05]
        -- Coyote-A  . . . . . . . . . . . . . . . . . . . . . . . [DA06]
        -- Pandora . . . . . . . . . . . . . . . . . . . . . . . . [DA07]
        -- Abilities . . . . . . . . . . . . . . . . . . . . . . . [DA08]
        -- Trickster Style . . . . . . . . . . . . . . . . . . . . [DA09]
        -- Swordmaster Style . . . . . . . . . . . . . . . . . . . [DA10]
        -- Gunslinger Style  . . . . . . . . . . . . . . . . . . . [DA11]
        -- Royal Guard Style . . . . . . . . . . . . . . . . . . . [DA12]
        -- Dark Slayer Style . . . . . . . . . . . . . . . . . . . [DA13]
        -- Devil Trigger . . . . . . . . . . . . . . . . . . . . . [DA14]
        -- Advanced Techniques . . . . . . . . . . . . . . . . . . [DA15]

 Section III:  Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00]

      - Mission 01 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN01]
      - Mission 02 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN02]
      - Mission 03 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN03]
      - Mission 04 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN04]
      - Mission 05 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN05]
      - Mission 06 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN06]
      - Mission 07 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN07]
      - Mission 08 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN08]
      - Mission 09 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN09]
      - Mission 10 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN10]
      - Mission 11 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN11]
      - Mission 12 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN12]
      - Mission 13 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN13]
      - Mission 14 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN14]
      - Mission 15 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN15]
      - Mission 16 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN16]
      - Mission 17 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN17]
      - Mission 18 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN18]
      - Mission 19 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN19]
      - Mission 20 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN20]

  Section IV:  Blue Orb Fragment Locations . . . . . . . . . . . . . . . [BL00]

   Section V:  Red Orb Guide . . . . . . . . . . . . . . . . . . . . . . [RE00]

  Section VI:  Enemies . . . . . . . . . . . . . . . . . . . . . . . . . [EN00]

      - Normal Enemies . . . . . . . . . . . . . . . . . . . . . . . . . [EN01]
      - Boss Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . [EN02]

 Section VII:  Bloody Palace Guide . . . . . . . . . . . . . . . . . . . [BP00]

Section VIII:  Unlockables & Extras  . . . . . . . . . . . . . . . . . . [UN00]

  Section IX:  Frequently Asked Questions  . . . . . . . . . . . . . . . [FA00]

   Section X:  Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00]

      - Copyright  . . . . . . . . . . . . . . . . . . . . . . . . [CO00]
      - Special Thanks . . . . . . . . . . . . . . . . . . . . . . [ST00]
      - Version History  . . . . . . . . . . . . . . . . . . . . . [VH00]
      - Contact Info . . . . . . . . . . . . . . . . . . . . . . . [CI00]
      - About Me . . . . . . . . . . . . . . . . . . . . . . . . . [AM00]
      - Cheat Happens Featured Guides  . . . . . . . . . . . . . . [CH00]

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

[IN00]
===============================================================================
                         ___         _               
                        |_ _| _ __  | |_  _ __  ___  
                         | | | '_ \ | __|| '__|/ _ \ 
                         | | | | | || |_ | |  | (_) |
                        |___||_| |_| \__||__\  \___/
                          I N T R O D U C T I O N
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - I N T R O - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Welcome to my Devil May Cry 4 guide, fellow Devil Hunter!           - Berserker
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This Devil May Cry 4 guide marks my 27th guide for a video game, 12th guide for 
a Capcom game, and 2nd guide for a Devil May Cry!  Got all that?  Good!  If you 
are expecting more of the same kind of writing that I previously published in 
my Devil May Cry 3: Special Edition guide then, well, I hate break it to you, 
but you will be somewhat disappointed... You see, once this Devil May Cry 4 
guide is finished it is going to run circles around that previous DMC3:SE guide 
of mine, and thereby, completely own it!  So, with that disclaimer in mind, 
feel free to read on.

Within this guide, you will find a full detailed walkthrough that tears through 
every mission and boss with extreme detail.  In short, if you attempt to print 
a copy of this document then your printer may cry from lack of ink and trees 
everywhere will hate you.  With that said, please enjoy this guide and email me 
if you have any questions, comments, or anything else that you want to contact 
me about.

--> For updates to this guide, visit this post on my blog:

http://berserkersblog.blogspot.com/2008/03/dmc4-guide.html

--> For an extra take on strategies, you can check out VampireHorde's guide:

http://www.gamefaqs.com/console/ps3/file/928376/51697

--> And for Blue Orb Fragment Locations with links to videos check out 
    Sephirosuy's Blue Orb/Secret Mission Locations guide:

http://www.gamefaqs.com/console/ps3/file/928376/51685

[BS00]
===============================================================================
                       ____               /\           
                      | __ )   __ _  ___  \/  ___  ___ 
                      |  _ \  / _` |/ __|| | / __|/ __|
                      | |_) || (_| |\__ \| || (__ \__ \
                      |____/  \__,_||___/|_| \___||___/
                        G E T T I N G   S T A R T E D
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - B A S I C S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contains all the basic information to help a beginning player out 
with the basic controls for DMC4.  It also contains a full move list for each 
character along with advanced techniques.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                                                         [BS01]
===============================================================================
                            Default Control Setups
===============================================================================

-- Nero

X            - Gun Attack
Y            - Melee Attack
B            - Devil Bringer
A            - Jump
RB           - Lock-on
LB           - * Devil Trigger
RT           - N/A
LT           - Exceed
LS           - Change target
RS           - Center Camera
Start        - Pause menu
Back         - Taunt
Left Analog  - Move character
Right Analog - Rotate camera
D-pad up     - N/A
D-pad down   - N/A
D-pad right  - N/A
D-pad left   - N/A

* Devil Trigger must be acquired later in the game with Nero (Mission 6)

-- Dante

X            - Gun Attack
Y            - Melee Attack
B            - Style Action
A            - Jump
RB           - Lock-on
LB           - Devil Trigger
RT           - Switch Devil Arm
LT           - Switch gun
LS           - Change target
RS           - Center Camera
Start        - Pause menu
Back         - Taunt
Left Analog  - Move character
Right Analog - Rotate camera
D-pad up     - Trickster
D-pad down   - Royal Guard
D-pad right  - Swordmaster
D-pad left   - Gunslinger

NOTE: When Dark Slayer style is acquired tap in any direction twice with the D-
pad to change to that style.

** To save on a few emails, LS = push in on the left analog, RS = push 
in on the right analog and D-pad = Directional pad.

*** When an enemy is locked-on to, that enemy's health is displayed by the 
bluish circle that is displayed on them.

                                                                         [BS02]
===============================================================================
                                    Items
===============================================================================
________________
UPGRADING ITEMS \______________________________________________________________

-------
Red Orb
-------

The red orb is your basic source of currency in order to buy items.  Destroy 
breakable objects, stand in certain locations, reach a certain style rank at a 
combat adjudicator, look for them out in the open or defeat enemies in order to 
gain red orbs.  The higher the style gauge when an enemy is defeated, the more 
red orbs your characters will receive.

-----------
Proud Souls
-----------

New to the Devil May Cry series, these souls filled with the pride of noble 
blood may be used to upgrade skills such as weapon or gun skills along with a 
character's normal abilities or Devil Trigger abilities.

How to obtain:

Proud Souls are collected based on your characters rank at the end of each 
mission.  Exiting out of mission will cause the game to fork over the amount of 
proud souls that your character has earned prior to your withdrawal from that 
particular mission.

--------
Blue Orb
--------

These orbs will extend your character's life gauge by one unit.  Only six of 
these may be bought - the rest must be found.  Blue orb fragments are hidden 
throughout the game and four of them may be pieced together to form a blue orb 
in order to extend the life gauge.

How to obtain:

A full blue orb may be purchased before a mission or from a Divinity Statue for 
a certain amount of red orbs.  Blue orb fragments may be hidden in the 
environment, can be received as a prize for a secret mission, or may be 
collected as a prize from a combat adjudicator once a certain style rank is 
reached while hitting one.

Rising Prices at Divinity Statues:

3000 - 5000 - 10000 - 15000 - 30000 - 50000

----------
Purple Orb
----------

Purple orbs will increase your character's Devil Trigger gauge.  The Devil 
Trigger gauge starts with three units but it may be extended up to ten units. 
Only seven of these orbs may be bought.  These may only be purchased once the 
Devil Trigger is gained in Mission 6.

How to obtain:

These orbs may be bought at the beginning of a mission or from a Divinity 
Statue.

Rising Prices at Divinity Statues:

2500 - 4500 - 8000 - 13000 - 20000 - 30000 - 50000

___________________
REPLINISHING ITEMS \___________________________________________________________

---------
Green Orb
---------

The green orbs will replenish any lost life to your life gauge or substitute as 
another red orb pickup if the life gauge is filled.  These orbs can be found by 
destroying certain objects, lying in the environment and they can also be 
obtained from defeating enemies.  Much like red orbs from defeated enemies, a 
high style gauge will lead to bigger green orb pickups from defeated enemies.

---------
White Orb
---------

White orbs will replenish any lost Devil Trigger power.  If the Devil Trigger 
is completely filled then they will substitute as a red orb.  White Orbs can be 
found in the environment, from breaking objects, and from some enemies.  They 
are very rare!

--------
Gold Orb
--------

A Gold Orb will allow your characters to instantly revive himself once the 
character dies from too much damage.  The option to use one of these will 
appear if one is in the current inventory.  Using these will invoke a penalty 
(take a certain amount of points away) in your overall score at the end of the 
mission it is used in.

How to obtain:

These may be found in the environment or purchased before a mission or from any 
Divinity Statue for a certain price.  The starting price is 10000 red orbs.

Rising Prices at Divinity Statues:

10000 - 15000 - 20000

------------
Vital Star S
------------

A Vital Star S will replenish a small amount (one quarter) of your character's 
overall health.

How to obtain:

It can be found in some environments or may be purchased before a mission or 
from a Divinity Statue.

Rising Prices at Divinity Statues:

1000 - 1500 - 2000 - 2500 - 3000 - 4000 - 5000

------------
Vital Star M
------------

A Vital Star M will replenish half of your character's life gauge.

How to obtain:

It can be found in some environments (rarely) and may be purchased before 
mission or from a Divinity Statue.

Rising Prices at Divinity Statues:

2000 - 3000 - 4000 - 5000 - 6000 - 8000 - 10000

------------
Vital Star L
------------

A Vital Star L will replenish a great amount of your character's life gauge.

How to obtain:

It may be purchased before a mission or from a Divinity Statue.

Rising Prices at Divinity Statues:

3500 - 5000 - 7500 - 13500 - 20000

------------
Devil Star S
------------

A Devil Star S will replenish a small amount of your character's Devil Trigger 
gauge.  These may only be purchased once the Devil Trigger is gained in Mission 
6.

How to obtain:

It may be found in some environments and may be purchased before a mission or 
from a Divinity Statue.

Rising Prices at Divinity Statues:

2000 - 2800 - 4300 - 7800 - 15000

------------
Devil Star L
------------

A Devil Star L will greatly replenish your character's Devil Trigger gauge.  
These may only be purchased once the Devil Trigger is gained in Mission 6.

How to obtain:

It may only be purchased before a mission or from a Divinity Statue.

Rising Prices at Divinity Statues:

3500 - 5000 - 7500 - 13500 - 20000

________________
ATTACKING ITEMS \______________________________________________________________

----------
Holy Water
----------

When used, a Holy Water will create a flash of blue light and instantly defeat 
all on-screen normal enemies.  It will also take a chunk of a bosses health 
gauge per use.

How to obtain:

These items may be found in some environments or may be purchased before a 
mission or from a Divinity Statue.

Rising Prices at Divinity Statues:

10000 - 15000 - 20000
                                                                         [BS03]
===============================================================================
                                   Jumping
===============================================================================

Tapping the jump button will make a character leap into the air.

==> The effects of jumping

Jumping will allow each character to reach high places.

==> Jumping during battles

Jumping is can allow a character to avoid an oncoming attack while that 
characters in on the ground.  If you happen to see an attack coming while 
you're attacking yourself then jump immediately to cancel your animation from 
of that attack and avoid the oncoming enemy attack.

==> Hovering in the air during a jump

Certain moves will allow a character to stay up in the air a bit longer than 
normal.  For instance, while playing with Dante, jumping and firing his 
handguns will allow him to hover in the air for a few brief seconds thereby 
allowing you to avoid ground based attacks and damage enemies while Dante is 
suspended in the air.

==> Jumping raises Style

Perform a single jump to dodge an enemy attack that can be avoided with a jump 
and this act will slightly raise the style meter.
                                                                         [BS04]
===============================================================================
                                   Rolling
===============================================================================

While holding the lock-on button, press to the character's right or left then 
tap the jump button to perform a roll.

==> The effects of rolling

Rolling will help you to dodge attacks as you see them coming.  Each enemy 
gives off a warning before each of their attacks whether it be sound or a 
specific motion.  Rolling can be used to immediately end the frames of 
animation for a ground based attack thereby allowing you to instantly stop one 
of your attacks and roll from a possible incoming enemy attack.

==> The slight window of invincibility

During the middle of roll Nero and Dante are both completely invincible for a 
split second, thereby causing any instantaneous enemy attack to pass right 
through them.  They are only invincible during the single second they have 
tucked down on the ground - not before and not after.  Learning to time a roll 
the instant that an enemy attack connects can sometimes be a crucial part of 
rolling.

==> Rolling raises style when timed correctly

Rolling to dodge an enemy attack will raise the style meter much like an attack 
or other type of dodge.  Learn to roll effectively from enemy attacks and this 
will help to increase your overall style ranking.

                                                                         [BS05]
===============================================================================
                               The Style Meter
===============================================================================

==> Where does the Style Meter appear?

The style meter will appear on the right side of the screen during combat once 
your controlled characters begins to attack enemies or dodge enemy attacks.

==> What exactly is the Style Meter?

The style meter measures the actions performed by the controlled character 
during combat and the amount of variety in attacks or other actions that are 
performed in each battle.  Perform attacks to increase the style meter gauge. 
The style meter will rise depending on the variety of attacks that are 
unleashed or dodges that are performed.

==> Why build the Style Meter?

By increasing the style meter, enemies will begin to drop more orbs once they 
have been defeated and this will also help to increase your "Style" ranking at 
the end of each level.

==> What are the different levels of the Style Meter?

                    +------------------------------------+
                    | STYLE LEVEL         |     RANK     |
                    |====================================|
                    | Deadly!             | --> D-rank   |
                    |------------------------------------|
                    | Carnage!            | --> C-rank   |
                    |------------------------------------|
                    | Brutal!             | --> B-rank   |
                    |------------------------------------|
                    | Atomic!             | --> A-rank   |
                    |------------------------------------|
                    | Smokin'!            | --> S-rank   |
                    |------------------------------------|
                    | Smokin' Style!      | --> SS-rank  |
                    |------------------------------------|
                    | Smokin' Sick Style! | --> SSS-rank |
                    +------------------------------------+

==> How do I increase the Style Meter?

Increase the style meter by mixing up your attacks and dodges as well as adding 
taunts in between them.

==> What happens if any enemy hits my character during my Stylish attempts?

Any time that a character is hit the style meter will instantly fall by two 
style ranks per hit and you'll need to build it back up by performing attacks, 
dodges, and taunts.  It doesn't fall completely like it used to, but it will 
fall from an A-rank back to a C-rank just from a single hit.

==> What happens if the style meter disappears?

Well, the style meter is not completely gone yet even if it has disappeared 
fully.  The style meter decreases rapidly once it disappears, though you can't 
actually see it.  If you can manage to attack, dodge or taunt fast enough then 
the style meter will reappear around the style level it was on once it 
disappeared.

==> How does taunting increase the Style Meter?

A taunt by itself is much like an attack in that it will raise the style meter 
some but it must be performed near an enemy for results.  Taunts are best 
performed after a variety of attacks or dodges.  Taunts will usually increase 
the style meter by a certain amount based on the current style meter ranking 
before each taunt and taunts will also increase your Devil Trigger gauge.

The animation of each taunt will differ based on the current style rank and the 
style meter will rise during certain frames of animation per taunt.  This means 
that some taunts must be held longer than others and cannot be interrupted if 
you want to get the extra style added to the style meter.  Both Nero and Dante 
have a certain range of taunts that will occur randomly during a certain style 
rank range.  The further the style meter rises, the longer and more flashy the 
taunt will be.

Don't taunt too often or the taunt will become ineffective at raising the gauge 
much like any repeated attack or dodge.  Taunts should be performed while Nero 
or Dante are out of harm's way (ie. after dodging an attack, after knocking 
down an enemy).

==> Is there any way to tell how many style points I have gained during a 
    mission?

Once a mission has been completed, the style points during a battle in that 
mission will be displayed below the current style rank while attacking any 
group of enemies during a replay of that mission.  This will make a great help 
for an S-rank in style.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 _   _                                                                   [NE00]
| \ | |                  
|  \| |  ___  _ __  ___  
| . ` | / _ \| '__|/ _ \   M O V E  L I S T
| |\  ||  __/| |  | (_) |                    &
|_| \_| \___||__\  \___/                         A B I L I T I E S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
                             ___________________                         [NE01]
____________________________/ B L U E   R O S E \______________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

-- Normal Shot (X)

Nero fires off a shot from his double-barrel Blue Rose.

-- Charge Shot (Hold X, release)

Nero fires off a charged blast from his Blue Rose so powerful that he has to 
hold the gun with both hands to stabilize the recoil.

There are three levels of charge.  Nero's Devil Bringer will glow a different 
color for each level:

                               Blue   = Level 1
                               Purple = Level 2
                               Red    = Level 3

   -> Level 1 Charge Shot

   Level 1 is simply a more powerful Blue Rose shot that will knock some 
   enemies down upon impact.

   -> Level 2 Charge Shot

   Level 2 is slightly more powerful than Level 1 and the fire produced from 
   the shot can burn nearby enemies that are next to the targeted foe.

   -> Level 3 Charge Shot

   Level 3 takes off quite a bit of damage and causes another powerful 
   explosion to go off on the enemy seconds after the first that will damage 
   that enemy and any surrounding enemies.

Comments: The potential of Nero's charge shot is not fully realized until level 
3 is used.  Level 3 will cause cloaks to fall from Mephistos and Fausts very 
quickly and take quite a pleasing amount of damage from some bosses.

TIP: Try changing your button setup to have LB or RT fire off Blue Rose so you 
can fight while charging it.  It's really, really worth it!  Learn to fight 
while charging a charge shot and, as long as you know how to deal with bosses 
and Blitzes, Bloody Palace will be yours for the taking with Nero - charge shot 
level 3 IS that powerful.

                             ___________________                         [NE02]
____________________________/ R E D   Q U E E N \______________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

-- Red Queen Combo A (Y, Y, Y, Y)

Nero performs two downward slashes, a side slash, then finishes the combo off 
with an overhead slash as he pounds the ground with Red Queen.

-- Red Queen Combo B (Y, pause, Y, tap Y)

Nero performs a single slash then hits the ground in front of him with Red 
Queen.  After hitting the ground the first time, he continues to hit the round 
rapidly then finally plunges the sword into the ground and jerks it back out 
while slashing the enemy with the back end of Red Queen.

-- Red Queen Combo C (Y, Y, pause, Y, Y, Y, Y)

Nero performs the first two slashes of Combo A then adds in two quick slashes 
followed by three turning slashes.  The third Y press actually performs two 
slashes.

Comments: This combo is my personal favorite since Nero goes through a bunch of 
slashes before reaching the end and all of these slashes except for the final 
can be cancelled by rolling or jumping.

-- Red Queen Combo D (Y, Y, Y, pause, Y)

Nero performs basically the same Red Queen Combo A except the overhead slash at 
the end is slightly charged for more damage.

Comments: The final charged hit of this combo will knock the enemy straight to 
the ground unlike the Red Queen Combo A that knocks the enemy away from Nero, 
so you could follow the final hit up with any other attack that you wanted to, 
such as a Buster or High Roller.

-- Aerial Combo (Jump, then Y, Y, Y)

Nero performs three slashes in the air with Red Queen.

-- Roulette Spin (Jump, then Y, Y, pause, Y)

Nero performs two slashes then ends the combination with a spinning slash that 
hits multiple times.

Comments: The Roulette Spin is really Nero's better air combo - it allows for 
more hits on any big enemy and also allows more air time.

-- High Roller (Hold RB, Back + Y or Hold RB, Back + Hold Y)

Nero performs an uppercut slash that sends his enemy into the air.  Hold down 
the Y button to follow the enemy into the air.

Comments: Following an enemy into the air with a High Roller is the best way to 
single out an enemy from a crowd and set him up for an Air Buster.

-- EX High Roller (With Exceed, hold RB, Back + Y)

Nero performs a more powerful version of High Roller that will hit with fire 
behind it and the spinning upward slashes may hit multiple times in the air 
depending on the current level of Exceed charged.

-- Streak (Hold RB, Forward + Y)

Nero dashes forward and unleashes a strong horizontal slash from Red Queen.

Comments: Much like Dante with his Stinger, this is a good move for getting 
across the battlefield quickly and its good for knocking an enemy down.

-- EX Streak (With Exceed, hold RB, Forward + Y)

Nero dashes forward and spins with his Red Queen stretched outward as the 
propellant inside the blade ignites and spreads fire all around him.  The 
number of spins depends on the current level of the Exceed gauge.

Comments: The level 3 version of EX Streak is one of the best moves for Nero to 
build up his style gauge.  Dash into a crowd of Scarecrows with a level 3 EX 
Streak and you'll likely get an SSS-rank in no time.

-- Split (Jump, then hold RB, Forward + Y)

Nero performs a downward slash as he falls to the ground.

Comments: This is Nero's Helmet Breaker.  It can hit multiple times on some 
fallen opponents.

-- Double Down [aka. EX Split) (With Exceed, jump, then hold RB, Forward + Y)

Nero performs a downward stab as the propellant inside his Red Queen ignites 
while he is falling.

-- Calibur (Jump, then hold RB, Back, Forward + Y)

Nero dashes forward while in the air then performs a powerful horizontal slash.

Comments: This is a good move for reaching hard to reach places.  There are a 
few items in the game that can be obtained with this.

-- EX Calibur (With Exceed, jump, then hold RB, Back, Forward + Y)

Nero dashes forward while in the air then slashes horizontally as the 
propellant in Red Queen ignites.

-- Shuffle (Hold RB, then Back, Forward + Y)

Nero dashes backward then lunges forward with a powerful upward slash.

Comments: This powerful move can help Nero to step back then rush forward to 
knock an enemy out of an attack.  It works wonder for the Mission 8 boss.

-- EX Shuffle (With Exceed, hold RB, then Back, Forward + Y)

Nero dashes backward then lunges forward with an upward slash while igniting 
Red Queen and follows this slash up with another slash that knocks the enemy 
away from him.  The first slash of this combination will hit more depending on 
the current level of Exceed.

                                _____________                            [NE03]
_______________________________/ Y A M A T O \_________________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

-- Devil Trigger (LB)

Nero unleashes the power of the Yamato blade and a knight familiar appears 
behind him that will attack along with Nero.  Nero must have at least three 
bars of Devil Trigger power in order to Devil Trigger.

Pic: http://tinyurl.com/yv477p

NOTE: The moment that Nero Devil Triggers, the knight familiar will hit an 
enemy and pop them into the air if the enemy is close to Nero (for a normal 
enemy) and Nero is also completely invincible the moment that he first Devil 
Triggers.

-- Summoned Swords (X during Devil Trigger)

Energy blades form around Nero and are shot toward the enemy as Nero fires Blue 
Rose.

TIP: These magical blades can be fired at the enemy to take off extra damage 
during a Devil Buster (a Buster during a Devil Trigger)!

-- Maximum Bet (Hold RB, Back + Y + B during Devil Trigger)

Nero leans back then steps forward with a slash from Red Queen as the familiar 
joins him with its own slash

-- Showdown (Hold RB, Forward + Y + B during Devil Trigger)

Nero charges his Red Queen then steps forward with a powerful slash.  If the 
slash connects then Nero and his familiar perform a series of powerful slashes 
to the enemy.

Comments: Nero is completely open to attack at the beginning of this move, so 
make sure there is no oncoming attack headed his way before charging this.

                         ___________________________                     [NE04]
________________________/ D E V I L   B R I N G E R \__________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

-- Buster (B near an enemy)

Nero grabs the closest enemy with his Devil Arm.  The actual grab animation 
will vary depending on the enemy type.

-- Devil Buster (While Devil Trigger is activated, B near an enemy)

Nero grabs the closes enemy with his Devil Arm while Devil Triggered.  The 
actual grab animation will vary depending on the enemy type.  The Devil Buster 
will perform a more powerful attack when compared to a normal Buster.

-- Snatch (In the air or on the ground, hold RB then press B)

Nero sends forth his Devil Bringer to grab an enemy then pull it toward him.

-- Devil Snatch (In the air or on the ground, hold RB then press B while Devil 
Trigger is activated)

Nero sends forth his Devil Bringer to grab an enemy then pull it toward him.

-- Hell Bound (Lock-On to an unsnatchable enemy or Grim Grip then hold RB and 
press B)

Nero grabs the distant object or enemy locked-on to then pulls himself toward 
it.

-- Hold (During a Buster, hold B)

(* requires Aegis Shield key item, obtained from Mission 8 boss battle)

Nero holds the snatched enemy in his grasp as a shield.  Nero is free to move 
while the enemy is held.  This can only be performed on enemies that may be 
Snatched.

                             ___________________                         [NE05]
____________________________/ A B I L I T I E S \______________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

-- Side Roll (RB + sideways on left analogy + A)

Nero rolls to the side to avoid an enemy attack.

-- Table Hopper (RB + sideways on left analog + A just before an enemy attack)

Nero dashes to the side to avoid an enemy attack with lightening speed.

-- Kick Jump (Jump then press A near a wall for a second jump)

While in the air and near a wall, Nero will kick off the wall for an extra 
jump.

Comments: The Kick Jump actually has a bit more height than an Air Hike.

-- Speed (Hold left analog in same direction for a few seconds)

Nero's footspeed increases as he breaks out into a dash while moving forward.

-- MAX-Act (Press LT just before an attack.  The timing must be absolutely 
perfect)

Nero maxes out his Exceed gauge.

Comments: The timing for this is much more precise than a normal instant rev.  
You only have a split second during an attack animation frame to press the A 
button to initiate a MAX-Act or the button press will be recognized as a normal 
Instant Rev, giving you only one level of Exceed.

-- Rainbow (During a Speed, press "Back")

Nero ends his run with a forward dropkick.

-- Enemy Step (While in the air, press the A button while landing on an enemy)

Nero kicks off of the closest enemy and performs a jump.

-- Air Hike (Jump then press A again)

Nero concentrates magical energy under his feet to perform a second jump while 
in the air.

                    _______________________________________              [NE06]
___________________/ A D V A N C E D   T E C H N I Q U E S \___________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

===============================================================================
                             Nero's Exceed System
===============================================================================

The Exceed system allows Nero to rev up his Red Queen blade via the fuel 
injection system.  This causes the blade to ignite as a special propellant 
powers up the blades next attack.  The blade will glow red and the next attack 
will be more powerful than normal.

The Exceed gauge is located in the upper left corner of the screen.  As Nero 
powers up the Red Queen, one level (or bar) will appear as the gauge on the 
left side of the screen pumps up with enough power.

The Red Queen starts out with only the option of using Level 1 moves even if 
more than one level is saved up but by purchasing Exceed 2 and Exceed 3, Nero 
will automatically use two or three levels respectively for an even more 
powerful version (EX) of special moves.

_______________________________
HOW TO CHARGE THE EXCEED GAUGE \_______________________________________________

There are two ways to charge the Exceed Gauge:

A) Press and hold down on the LT button then tap and hold it again.  A certain 
momentum must be used to rev up the blade while tapping and holding the button. 
The blade should be able to receive a 40% charge with a correct press of the LT 
button allowing the gauge to be fully charged with three presses of LT.  This 
method can be used to power up the Exceed gauge to level 3.

B) Use the Instant Rev or EX-Act to get one full charge per attack.  Press the 
LT button near the end of any Red Queen attack with the correct timing and one 
full bar will be gained.  Even a full combo (such as Red Queen Combo A) can be 
fully Instant Revved to make each attack hit with a stronger force.  This 
method is what makes the Exceed system extremely useful.  It is not as hard as 
it sounds and I will break down each attack for you below to help you 
understand the proper timing.

___________________
INSTANT REV TIMING \___________________________________________________________

Let's make an example of Nero's full Red Queen Combo A first of all.

The full combo is: Y, Y, Y, Y

While instant revving, you should enter the commands this way:

(- = the amount of time in between button presses. Basically, a fraction of a 
second.)

Y--LT, Y-LT, Y-LT, Y---LT

While performing this combo the first LT command must be entered very close to 
the end of the first slash in order to get an instant rev.  The second and 
third Y presses require an almost immediate - but not simultaneous - press of 
the LT button.  The LT press is just following the press of Y but not at the 
same time.  The final Y press causes a very delayed final hit that must be 
instant revved as the blade hits the ground, so the LT press is delayed like 
the first press in this combination but slightly more delayed.  It's all about 
timing and becoming familiar with a certain momentum that each combination of 
slashes require.

Now let's look at a single attack such as High Roller.

The input is: Lock-on, back + Y

While instant revving, the commands should be entered as follows:

Lock-on, back + Y---LT

In this example, the LT press is inputted at the extreme end of the High Roller 
attack.  Basically, you have to press the LT button right when Nero holds his 
blade downward as the air slash ends.

I'll get more deep into the Instant Revving in a bit.

______________________________________
ATTACKS THAT ARE POWERED UP BY EXCEED \________________________________________

Every attack from Nero's Red Queen can be powered up through the use of the 
Exceed system but only a few of the attacks actually look more powered.

For instance, the following attacks all have some very noticeable changes when 
performed with at least a Level 1 Exceed unit:

Streak      - * EX Streak
High Roller - EX High Roller
Shuffle     - EX Shuffle
Split       - EX Split (Double Down)
Calibur     - EX Calibur

(* may be charged)

Just a normal slash in a combination of slashes will hit harder (more likely to 
knock down a powerful enemy) and slightly faster while the blade glows, but the 
effects are minimal for a normal slash.

NOTE: While charging an EX Streak, the blade can be revved up by tapping and 
holding the LT button much like when standing.  It sports a cool little 
animation with Nero laughing as the blade is revved up.

_______________________________
THE DIFFERENT LEVELS OF EXCEED \_______________________________________________

Even though Nero can always build his Exceed Gauge up to level 3, he cannot use 
all three levels at one time with only Exceed 1, which he begins the game with. 
By purchasing Exceed 2 and 3 this will allow Nero to instantly unleash a Level 
2 or 3 Exceed attack depending on how much the Exceed Gauge is filled.

____________________
THE MAX-ACT ABILITY \__________________________________________________________

MAX-Act will charge the Red Queen fully if the button is tapped at a precise 
time during an attack.  MAX-Act is very similar to the Instant Rev but this 
requires some extremely precise - EXACT - button pressing.  If the press is not 
timed absolutely perfect then a normal instant rev will be initiated to charge 
the EX gauge by only one level.

Learning the Instant Rev system very well will allow one to get the timing down 
for a MAX-Act press sometimes.  The timing is so very precise that mastering 
the MAX-Act is the most complicated part of mastering Nero.  If the timing can 
be mastered then you will be able to release Level 3 Exceed attacks one after 
the other, especially since a MAX-Act can be initiated during a Level 3 Exceed 
attack!

________________________________
PRECISE TIMING FOR INSTANT REVS \______________________________________________

As already mentioned, Instant Revving an attack requires some well-placed 
timing with an LT press near the end of the move.  The following information 
will help you to learn more about the instant in which to press the LT button 
to instant rev each of the Red Queen's attacks and combination slashes.  I am 
not going to get EXTREMELY detailed with the precise timing since a lot of it 
depends on the player learning the flow of each move along with the frame of 
animation or exact fraction of a second in which to press the LT button.  The 
information below should be enough to give a player an idea of how to approach 
each LT tap during a command.

And one final thing, Instant Revving is NOT hard.  You just have to learn the 
proper timing and practice that proper timing against an enemy.  Hitting an 
enemy while instant revving feels a bit different than slashing normally while 
instant revving.  Learn this technique and Nero will be much more interesting 
and fun to control.

-----

Here's the way to read this portion:

-- Name of Move

Line 1 - Normal Command Input

Line 2 - Command input with LT (Instant Rev) presses

Line 3 - Command with LT presses broken into sections for each individual slash 
(letters are used so I can describe each attack below it).  This line is only 
available for combination attacks.

Rest of the Lines - Each LT button press broken down with a word explanation of 
when to tap it after pressing Y.

-----

_______________________________________
FULL MOVE LIST WITH INSTANT REV TIMING \_______________________________________

(- = the amount of time in between button presses. Basically, a fraction of a 
second.)

-- Red Queen Combo A

Normal Input: Y, Y, Y, Y

Input with Instant Rev: Y--LT, Y-LT, Y-LT, Y---LT

A) Y---LT, B) Y-LT, C) Y-LT, D) Y---LT

A) Press the LT button the fraction of a second before Nero's blade can be seen 
on the screen when he holds it downward with his left hand after swinging.

B) Press the LT button the fraction of a second just before Nero's hand appears 
behind him while he holds the handle the sword.

C) Press the LT button the fraction of a second before the slash of the third 
slice can be seen in front of Nero.

D) Press the LT button the exact moment that Nero's blade hits the ground.

-- Red Queen Combo B

Normal Input: Y, pause, Y, Y, Y, Y, Y, Y, Y, Y, Y, Y 

Input with Instant Rev: Y--LT, pause, Y---LT, Y-LT, Y, Y, Y, Y, Y, Y, 
Y, Y---LT

A) Y--LT, pause, B) Y---LT, C) Y-LT, D) Y---LT

A) Press the LT button the fraction of a second before Nero's blade can be seen 
on the screen when he holds it downward with his left hand after swinging.

B) Press the LT button right when Nero's blade hits the ground.

C) Press the LT button right when Nero's blade hits the ground.

D) Press the LT button the fraction of a second directly after Nero pulls the 
blade out of the ground.  You should be able to see the blade behind him as it 
charges.

Extra Notes: From what I have seen only the first three attacks and the final 
attack can be Instant Revved.  I have tried the rapid strikes but can't ever 
get an Instant Rev from them.

-- Red Queen Combo C

Normal Input: Y, Y, pause, Y, Y, Y, Y

Input with Instant Rev: Y---LT, Y-LT, pause, Y---LT, Y-LT, Y-LT, Y--LT

A) Y---LT, B) Y-LT, pause, C) Y---LT, D) Y-LT, E) Y-LT, F) Y--LT

A) Press the LT button the fraction of a second before Nero's blade can be seen 
on the screen when he holds it downward with his left hand after swinging.

B) Press the LT button the fraction of a second just before Nero's hand appears 
behind him while he holds the handle the sword.

C) Press the LT button at the very end of both slashes when Nero holds the 
blade behind his back with his left hand.

D) Press the LT button right before Nero holds his left hand behind him after 
the slash.

E) Nero will spin with this slash.  Press the LT button right before the blade 
spins to his right side.

F) When Nero holds the blade to his right while it is in the back of him after 
the final slash, press the LT button as the move ends.

Extra Notes: The hardest part of instant revving this combo is the third hit.  
The third hit instant rev LT press is so extremely delayed that it can mess up 
the timing for the rest of the combo.  The instant rev and timing for the next 
Y presses are extremely close together.  Practice!

-- Red Queen Combo D

Normal Input: Y, Y, Y, pause, Y

Input with Instant Rev: Y--LT, Y-LT, Y-LT, pause, Y---LT

A) Y---LT, B) Y-LT, C) Y-LT, pause, D) Y---LT

A) Press the LT button the fraction of a second before Nero's blade can be seen 
on the screen when he holds it downward with his left hand after swinging.

B) Press the LT button the fraction of a second just before Nero's hand appears 
behind him while he holds the handle of the sword.

C) Press the LT button the fraction of a second before the slash of the third 
slice can be seen in front of Nero.

D) Press the LT button the exact moment that Nero's blade hits the ground.

Extra Note: This combo is instant revved the exact same as Combo A, the pause 
at the end is the only difference, but the instant rev for the final move still 
has the exact same timing as Combo A.

-- Aerial Combo

Normal Input: (in air) Y, Y, Y

Input with Instant Rev: Y--LT, Y-LT, Y---LT

A) Y--LT, B) Y-LT, C) Y--LT

A) Press the LT button about mid-slash.

B) Press the LT button the exact moment that Nero leans his blade back after 
swinging.

C) Press the LT button the exact moment that Nero holds his blade behind him 
after swinging.

Extra Notes: Above all the Instant Revs, you should definitely learn this one.  
Being able to charge up the gauge in the air will allow you to possibly be able 
to charge a full gauge through the use of the MAX-Act upon hitting the ground!  
Also, just simply jumping into the air and instant revving only the first slash 
of the Aerial Combo is much faster than a constant cranking of the Exceed 
gauge.

-- Roulette Spin

Normal Input: (in air) Y, Y, pause, Y

Input with Instant Rev: Y--LT, Y-LT, pause, Y---LT

A) Y--LT, B) Y-LT, C) Y--LT

A) Press the LT button about mid-slash.

B) Press the LT button the exact moment that Nero leans his blade back after 
swinging.

C) Press the LT button at the very end of this slash.  The button press should 
be tapped on just about the last frame of animation.

Extra Notes: Roulette Spin is an extremely useful in this game.  Try to learn 
to Instant Rev this entire combo.  Practice with the Aerial Combo then try this 
one.  The delay for the final Y press is the hardest part to become familiar 
with once you've learned the timing for the Aerial Combo, but once you've 
mastered the final Y press then the final LT press isn't too bad.

-- Streak

Normal Input: Lock-on, Forward + Y

Input with Instant Rev: Lock-on, Forward + Y---LT

Press the LT button the fraction of a second before Nero holds his left hand 
behind him after the sword swing.  The sword will glow when Nero's hand can be 
seen behind his back.

Extra Notes: Much like the Aerial Combo instant rev combination, this is 
another move where the timing for the instant rev should be mastered.  While 
fighting normal enemies, this move will usually knock them down and then when 
instant revved it will give Nero some power for his next attack while the 
victim is grounded.

-- EX Streak (Level 1)

Normal Input: Lock-on, Forward + Y

Input with Instant Rev: Lock-on, Forward + Y---LT

Press the LT button as Nero begins to turn to the right during his single spin 
at the end of this move.

-- EX Streak (Level 2)

Normal Input: Lock-on, Forward + Y

Input with Instant Rev: Lock-on, Forward + Y----LT

Press the LT button as Nero begins to turn to the right during his second spin 
at the end of this move.

-- EX Streak (Level 3)

Normal Input: Lock-on, Forward + Y

Input with Instant Rev: Lock-on, Forward + Y-----LT

Press the LT button as Nero begins to turn to the right during his third spin 
at the end of this move.

(Extra Notes: All the EX Streaks are very easy to learn once Level 1 is 
mastered, just look for the same exact frame of animation at the end of each 
level then tap the LT button then.)

-- High Roller (Hold)

Normal Input: Lock-on, Back + Hold Y

Input with Instant Rev: Lock-on, Back + Hold Y---LT

Press the LT button the fraction of a second right before Nero places his blade 
on his back near the end of this move.

-- EX High Roller (Hold - Level 1)

Normal Input: Lock-on, Back + Hold Y

Input with Instant Rev: Lock-on, Back + Hold Y---LT

Press the LT button as Nero holds his blade downward after the air slash.

-- EX High Roller (Hold - Level 2)

Normal Input: Lock-on, Back + Hold Y

Input with Instant Rev: Lock-on, Back + Hold Y----LT

Press the LT button as Nero holds his blade downward after the second air 
slash.

-- EX High Roller (Hold - Level 3)

Normal Input: Lock-on, Back + Hold Y

Input with Instant Rev: Lock-on, Back + Hold Y-----LT

Press the LT button as Nero holds his blade downward after the third air slash.

-- High Roller (No Hold)

Normal Input: Lock-on, Back + Y

Input with Instant Rev: Lock-on, Back + Y---LT

Press the LT button the fraction of a second right before Nero sheathes his 
sword on his back after the upward slash.

-- EX High Roller (No Hold - Level 1)

Normal Input: Lock-on, Back + Y

Input with Instant Rev: Lock-on, Back + Y---LT

Press the LT button the instant before the blade hits the ground behind Nero.

-- EX High Roller (No Hold - Level 2)

Normal Input: Lock-on, Back + Y

Input with Instant Rev: Lock-on, Back + Y----LT

Press the LT button the instant before the blade hits the ground behind Nero 
during the end of the second slash.

-- EX High Roller (No Hold - Level 3)

Normal Input: Lock-on, Back + Y

Input with Instant Rev: Lock-on, Back + Y-----LT

Press the LT button the instant before the blade hits the ground behind Nero 
during the end of the third slash.

-- Calibur

Normal Input: (in air) Lock-on, Back, Forward + Y

Input with Instant Rev: (in air) Lock-on, Back, Forward + Y---LT

Press the LT button as Nero holds his blade behind him and to the right.

Extra Note: Learn the timing of the normal Calibur and you will learn the 
timing for the EX Caliburs since they are all the same frames of animation.  
The EX versions only add flames.

-- EX Calibur (Level 1)

Normal Input: (in air) Lock-on, Back, Forward + Y

Input with Instant Rev: (in air) Lock-on, Back, Forward + Y---LT

Press the LT button as Nero holds his blade behind him and to the right.

-- EX Calibur (Level 2)

Normal Input: (in air) Lock-on, Back, Forward + Y

Input with Instant Rev: (in air) Lock-on, Back, Forward + Y---LT

Press the LT button as Nero holds his blade behind him and to the right.

-- EX Calibur (Level 3)

Normal Input: (in air) Lock-on, Back, Forward + Y

Input with Instant Rev: (in air) Lock-on, Back, Forward + Y---LT

Press the LT button as Nero holds his blade behind him and to the right.

-- Shuffle

Normal Input: Lock-on, Back, Forward + Y

Input with Instant Rev: Lock-on, Back, Forward + Y---LT

Press the LT button right as Nero swings the blade behind him, slightly before 
it reaches the right portion of his back.

-- EX Shuffle (Level 1)

Normal Input: Lock-on, Back, Forward + Y

Input with Instant Rev: Lock-on, Back, Forward + Y-----LT

Press the LT button right as Nero swings the blade behind him during the second 
swing, slightly before it reaches the right portion of his back.

-- EX Shuffle (Level 2)

Normal Input: Lock-on, Back, Forward + Y

Input with Instant Rev: Lock-on, Back, Forward + Y-----LT

Press the LT button right as Nero swings the blade behind him during the second 
swing, slightly before it reaches the right portion of his back.

-- EX Shuffle (Level 3)

Normal Input: Lock-on, Back, Forward + Y

Input with Instant Rev: Lock-on, Back, Forward + Y-----LT

Press the LT button right as Nero swings the blade behind him during the second 
swing, slightly before it reaches the right portion of his back.

Extra Note: The timing remains the same for the EX Shuffles, but the higher 
levels will flame up more during the first swing, which can distract you from 
the instant rev LT press at the end.

-- Split

Normal Input: (in air) Lock-on, Forward + Y

Input with Instant Rev: (in air) Lock-on, Forward + Y---LT

Press the LT button the exact moment that Nero plunges the sword into the 
ground.

-- EX Split (Level 1)

Normal Input: (in air) Lock-on, Forward + Y

Input with Instant Rev: (in air) Lock-on, Forward + Y---LT

Press the LT button the exact moment that Nero plunges the sword into the 
ground.

-- EX Split (Level 2)

Normal Input: (in air) Lock-on, Forward + Y

Input with Instant Rev: (in air) Lock-on, Forward + Y---LT

Press the LT button the exact moment that Nero plunges the sword into the 
ground.

-- EX Split (Level 3)

Normal Input: (in air) Lock-on, Forward + Y

Input with Instant Rev: (in air) Lock-on, Forward + Y---LT

Press the LT button the exact moment that Nero plunges the sword into the 
ground.

Extra Note: The timing for all the LT pressing in the Splits are the exact 
same!

===============================================================================
                        Blue Rose Constant Charging
===============================================================================

Learning to constantly charge the Blue Rose during combat is the most effective 
technique a player can learn for Nero.  The level 3 charge blast will knock 
back just about any enemy (and usually cancel an attack) and it will also cause 
another explosion to go off on them in a few more seconds, allowing Nero to 
spam attacks while the explosion is about trigger.

_________________________
CHANGE YOUR BUTTON SETUP \_____________________________________________________

Change your control configuration to a setup that is comfortable to you so that 
you can constantly be charging Blue Rose while attacking.  I prefer to have LB 
as my gun button, RT as my Exceed button, and X as my Devil Trigger while 
playing Nero.

_______________________________________
THE EFFECTIVENESS OF CONSTANT CHARGING \_______________________________________

Want to take off about a bar of a boss' life gauge continuously throughout a 
battle?  Want to be able to stop just about any enemy attack by simply letting 
go of a single button?  Then change your button setup and start charging today!

Learn how to use this effectively and, as long as you know how to deal with a 
Blitz and most of the boss fights, Bloody Palace will be yours for the taking 
with Nero.

===============================================================================
                             Devil Trigger Usage
===============================================================================

Devil Trigger for Nero has a few techniques that can be exploited:

________________________________
A SPLIT SECOND OF INVINCIBILITY \______________________________________________

When Nero first Devil Triggers, he is completely invincible during that second 
in time.  If you see an attack coming that you don't have time to dodge then 
just Devil Trigger and it will go right through Nero.

Devil Triggering will also allow Nero to break out of many boss grab attacks.

____________________
HEALTH REGENERATION \__________________________________________________________

While Devil Triggered, if Nero has sustained any damage, his health will 
regenerate a few seconds after the Devil Trigger has been initiated.  His 
health will continue to regenerate until Devil Trigger is turned off.  This can 
be helpful for boss fights or especially during Bloody Palace where green orbs 
start to become rare at times.

____________________________
MULTIPLE HITS & EXTRA ARMOR \__________________________________________________

While Nero is Devil Triggered, he hits multiple times per slash - both Nero 
attacks along with the knight familiar - and he will not take as much damage 
from an attack.

________________________________
SUMMONED SWORDS DURING A BUSTER \______________________________________________

After Devil Triggering, Nero can grab an enemy with a Buster then the X button 
can be continually tapped during the Buster animation to shoot Summoned Swords 
at the enemy being Bustered.  This is especially useful against bosses or for 
just raising style a bit during a Buster animation.

Nero must have Devil Triggered BEFORE grabbing an enemy to shoot Summoned 
Swords during the Buster animation - Devil Triggering during a Buster will not 
allow one to shoot Summoned Swords.

__________________________________________________
CANCELLING DEVIL TRIGGER DURING BUSTER ANIMATIONS \____________________________

Devil Trigger then grab an enemy with a Buster then shut off Devil Trigger by 
tapping the LB button during the Buster animation to save your Devil Trigger 
energy when Nero ends the Buster.  Nero will still remained Devil Triggered 
during the entire Buster but this will instantly turn off the Devil Trigger 
when the Buster animation comes to an end.  Normally, Devil Trigger power is 
not lost during the Buster nor is life gained during the Buster.  This 
technique allows Nero to conserve Devil Trigger instantly after a Buster 
instead of having to worry about shutting off Devil Trigger immediately after a 
Buster.  It's basically like you are initiating an auto-shutoff during the 
Buster animation.

===============================================================================
                               Jump Canceling
===============================================================================

With the use of Jump Canceling, Nero or Dante can perform an attack or series 
of attacks in the air then Enemy Step off of an enemy's head that is currently 
below him and hop back into the air and perform another attack.  The Enemy Step 
and attack can be continued as long as an enemy is below Nero and as long as 
the player can keep up the rhythm of this technique.

______________________________
HOW TO PERFORM JUMP CANCELING \________________________________________________

Buy the "Enemy Step" Ability for Nero or Dante.

Jump above an enemy and perform certain aerial attacks, such as Split or Helmet 
Breaker then immediately tap the jump button when Nero or Dante comes into 
contact with the enemy below him to kick off of it and jump again.  This can be 
continued as long as the proper timing is used in between jumping and 
attacking.  This is much easier on bigger enemies.

In order to practice jump canceling, practice it on a boss, preferably a big 
boss such as Berial or Echidna.

While fighting Echidna, wait until she floats in the air while propped up on 
her tail then run up to her and perform a Split or Helmet Breaker then Enemy 
Step off of her.  Perform another Split or Helmet Breaker in the air then Enemy 
Step off of her again.  Keep performing this attack as long as you can keep the 
rhythm up.

Some gamers prefer to change their button setup while using jump canceling 
since the button taps must be tapped in a quick sequence.  The best way to keep 
performing a jump cancel is to perform the attack immediately after an Enemy 
Step - this way Nero will remain directly above the enemy and will not move 
that much.

____________________________________
THE EFFECTIVENESS OF JUMP CANCELING \__________________________________________

Jump canceling allows the player to spam damage with an aerial attack without 
having to worry about recovery time from hitting the ground.  The attacks are 
always as instantaneous as they are when first performing them in the air and 
you don't even have to hit the ground at all.

____________________________
EFFECTIVENESS OF ENEMY STEP \__________________________________________________

Just by itself, the Enemy Step ability allows a character to jump off an enemy 
continuously during a battle.  There is no limit to the amount of times that an 
Enemy Step can be performed.  The best way to see this is to fight Berial and 
Enemy Step off of his back.  The character will gain another Air Hike for each 
Enemy Step also.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 _______                 _                                               [DA00]
/_   __ \               | |       
  | |  | |  __ _  _ __  | |_  ___ 
  | |  | | / _` || '_ \ | __|/ _ \  M O V E  L I S T
  | |__| || (_| || | | || |_|  __/                    &
 /______/  \__,_||_| |_| \__|\___|                       A B I L I T I E S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
                             ___________________                         [DA01]
____________________________/ R E B E L L I O N \______________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

A memento given to Dante by his father, this large magical blade is the 
physical manifestation of Dante's power.

-- Rebellion Combo A (Y, Y, Y)

The standard three hit combo for Rebellion - quite powerful and quick with nice 
recovery time at the end.

-- Rebellion Combo B (Y, pause, Y, *Y)

(* can rapidly tap the final Y press for multiple hits)

Dante performs a standard slash then a slash that hits three times along with a 
another slice followed by a burst of stabs that can hit many time depending on 
how much the Y button is tapped.

-- Million Stab (During a Stinger, release the left analog and tap or hold *Y)

(* Y can be tapped rapidly for more stabs)

While performing a Stinger Dante will quickly pause it then step toward the 
enemy and unleash a stream of continuous stabs before ending the move with one 
final stepping thrust.  This move will only hit the area directly in front of 
Dante so it's best not to use it when surrounded.  The move can be cancelled by 
stopping the button tap early.

-- Helmet Breaker (Jump then Y)

Dante falls from the air with a quick overheard strike.  This is an excellent 
move for interrupting and enemies attack.

-- Stinger (Hold RB, then Forward + Y)

Dante unleashes a high-speed thrust attack while sliding forward.

Comment: Stinger is great for traveling long distances quickly during a fight.  
Lock-on to an enemy then Stinger toward them.  Stinger is also good for pushing 
enemies away or for knocking them out of an attack.

-- High Time (Hold RB, then Back + Y)

Dante will lunge toward the enemy and perform a powerful uppercut with 
Rebellion.

-- Round Trip  (Hold Y then release when sword light up fully)

Dante hurls Rebellion at an enemy and Rebellion spins in place and slashes that 
enemy then moves on to another enemy.  Use the Y or B (during Swordmaster) to 
call the sword back.  The blade will always stop spinning after a few seconds 
then automatically return to Dante if it is not called back before then.

-----------------> SWORDMASTER STYLE MOVES WITH REBELLION <--------------------

Change to Swordmaster style (D-pad right) to perform the following moves while 
Rebellion is equipped.

-- Prop (B)

Dante steps toward the enemy and unleashes an upward spin of Rebellion.

-- Shredder (*O during Prop)

(* B can be held down to lengthen the spinning time for the Shredder)

Dante unleashes another spin as he steps forward and extends his arm.  
Rebellion will spin in the opposite direction this time and this spin can be 
lengthened by holding the button.

-- Aerial Rave (Jump then B, B, B, B)

Dante performs four horizontal strikes with Rebellion while in the air.

Comments: This is really Dante's best follow-up to a High Time.  While hitting 
the enemy in the air, instead of performing the last B hit to an enemy, you can 
end this combination with a Helmet Breaker or a Dark Slayer Aerial Rave V - 
since Aerial Rave is so fast, you can actually switch between Swordmaster and 
Dark Slayer to keep your enemy up in the air longer if only the first hit of 
Aerial Rave V connects every time!  If the Aerial Rave V is chosen and both 
slashes are completed, you can quickly switch to Trickster and perform a mid-
air Air Trick and follow that up with a Helmet Breaker.

-- Drive (Hold RB, then Back + B)

Dante charges Rebellion and leans back then sends a powerful shockwave toward 
his enemy.

-- Quick Drive (Y + B)

Dante performs single slash then a slightly faster version of the Drive 
Shockwave.

Comments: This move can be a good follow-up when an enemy is knocked far away 
by a Stinger.  Remain locked-on to that foe then quickly perform a Quick Drive.

-- Over Drive (B as Dante releases the shockwave at the end of a Drive)

Dante unleashes two more shockwaves after the first shockwave.  Time the button 
press so that it is tapped while Dante is swinging his sword to unleash the 
first shockwave.

Comments: Drive mixed with an Over Drive can be one excellent way to boost your 
style while fighting a group of enemies.  Stand away from a group then hit them 
all with a Drive followed by an Overdrive for almost instant S-ranks.

-- Dance Macabre (Hold RB, then Forward + B rapidly)

Dante slides toward his enemy and unleashes several slashes with Rebellion.  
This is basically all of Rebellion's combos in one continuous combination.  
Dante will end the sequence of hits with a Million Stab followed by a powerful 
sword swing (kind of like a bat swing with Rebellion).

                             ___________________                         [DA02]
____________________________/ G I L G A M E S H \______________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

Made of a devilish metal that absorbs organic material and transforms it to 
steel, this weapon will shock and awe enemies with its brute force.

Pic: http://tinyurl.com/yuszcz

Any portion of a Gilgamesh ground attack may be charged for greater damage 
except for Real Impact and Kick 13.  Air attacks such as Full House and 
Shocking! may not be charged either.

-- Gilgamesh Combo A (Y, Y, Y, Y)

Dante unleashes a straight punch, right hook, kick, then an overhead kick.

Comments: The overhead kick at the end of this combo is very slow and I hardly 
ever use it.  I like to use the first three Y hits to set an enemy up for a 
Kick 13.

-- Gilgamesh Combo B (Y, Y, pause, Y, Y)

Dante perform a straight punch, right hook, flurry of kicks, then steps forward 
with two kicks.

-- Full House (Jump then Y)

Dante dashes down from the air with a flying kick.

-- Draw (Hold RB, Back + Y)

Dante dashes backward to avoid enemy attacks.

-- Straight (Press Y after a Draw)

Dante dashes forward with a sliding straight punch.

-- Kick 13 (Hold RB, Forward + Y)

Dante steps forward with a flurry of four kicks then ends the sequence with a 
rising kick.

Comments: This move will always pop a normal enemy into the air with the final 
kick in the combination which can be perfect for setting an enemy up for a Real 
Impact.  Kick 13 is also an excellent move to use against a grounded foe since 
it will cause that enemy to stand up before knocking them into the air.

-- Flush (A)

Dante creates a sudden burst of energy around him with each jump (even an Air 
Hike) that will hit enemies.

-----------------> SWORDMASTER STYLE MOVES WITH GILGAMESH <--------------------

Change to Swordmaster style (D-pad right) to perform the following moves while 
Gilgamesh is equipped.

-- Shock! (B)

Dante punches the ground below him and creates a small shockwave.

Comments: While charged this move can be quite useful for getting a crowd of 
surrounding enemies off of Dante.

-- Shocking! (Jump then B)

While in the air, Dante falls and plows his fist into the ground to generate a 
small shockwave.

-- Beast Uppercut (Hold RB, Forward then B)

Dante dashes forward and performs an uppercut.

-- Rising Dragon (Hold RB, Forward then hold B and release when Dante's fist 
flashes once)

Dante dashes forward and performs a powerful upward uppercut (dragon punch) 
into the air.

-- Divine Dragon (Hold RB, Forward then hold B and release when Dante's fist 
flashes twice)

Dante dashes forward and performs an even more powerful upward uppercut (dragon 
punch) into the air.

-- Real Impact (Hold RB, Back then B)

Dante charges a punch then steps forward and delivers a powerful blow and 
follows that up (if it hits) with a rising uppercut that hits twice.

Comments: If you want power then this is where it lies.  As long as enemy is 
big enough to be hit by all three hits of this move, the damage will be 
immense, especially when Devil Triggered.  Just to give you an idea of the 
power of this move, it has enough power to kill a single cloakless Faust in 
Devil Hunter mode while Dante is Devil Triggered.  It's one of the ultimate 
boss killer moves as well.

One method that a lot of expert players use with this move is to Devil Trigger 
the second as the first hit connects then shut off Devil Trigger the second as 
the hits stop.  This will cause Real Impact to hit even more and take insane 
damage!

                               _______________                           [DA03]
______________________________/ L U C I F E R \________________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

This netherwordly weapon spawns countless explosive blades that hover with the 
oppressiveness of impending doom.

Pic: http://tinyurl.com/yqt8du

-- Lucifer Combo A (Y, Y, Y, Y, Y)

Dante moves forward while slashing with Lucifer.  The second slash leaves 
behind one energy sword and the fourth slash leaves two energy swords.

-- Lucifer Combo B (Y, pause, Y)

Dante moves forward with a slash then performs a slash that hits multiple 
times.

-- Lucifer Combo C (Y, pause, Y, pause, Y)

(NOTE: Third button press must be performed as soon as Dante crouches fully.)

(EXTRA NOTE: Press Y, Y at the very end of this move to have Dante add in two 
extra upward slashes that will generate two more energy swords.)

Dante moves forward with a slash then performs a slash that hits multiple time 
and then crouches and steps in with a series of multiple slashes that produces 
four energy swords.  The move is finished off with a small side slash.

Comments: Combo C is one of the better Lucifer combos to perform on a single 
enemy.  The multi-slash portion fills the enemy full of energy swords then the 
added Y, Y will knock the enemy away from Dante.

-- Lucifer Combo D (Y, Y, pause, Y)

After tossing out the first energy sword from of the normal combo, Dante turns 
around and throws out a group of four energy swords behind him.

Comments: This combo is best used for crowd control, especially against a group 
of Scarecrows.  The group of energy swords thrown out behind Dante will stagger 
the surrounding enemies and buy Dante enough time to distance the enemy in 
front of him while moving on with attacks.

-- Lucifer Combo E (Y, Y, Y, Y, pause, Y)

(NOTE: Fifth button press must be performed as soon as Dante crouches fully.)

(EXTRA NOTE: Press Y, Y at the very end of this move to have Dante add in two 
extra upward slashes that will generate two more energy swords.)

This is similar to Lucifer Combo C except Dante crouches and performs the 
multi-slash portion after throwing out the two energy swords from the normal 
Lucifer combo.

-- Splash (Jump then Y)

While in the air, Dante spins and slashes to produce two energy swords 
horizontally then throws out his arms to send out two swords vertically.

Comments: Use this move to spam the area above the battlefield with energy 
swords.  Splash is good to use when it may be too dangerous to spread swords on 
the ground or if you just want to gain some airtime with Lucifer instead of a 
gun.  Next to Pin-up this is one of the quicker ways to produce a bunch of 
energy swords on the battlefield at one time.

-- Ecstasy (Hold RB, Back + Y)

Dante puts the finishing touch on his masterpiece of bloodshed by tossing the 
rose from his mouth.  Once the rose hits any obstacle, it will fall apart and 
all energy swords placed on the screen will explode in a sequence starting with 
the first energy sword placed.

Comments: This move is best used once an enemy has been stuck with several 
Lucifer energy blades.  The rose is mainly useful for setting off a chain 
explosion, but it can be thrown at some enemies for an instant pop-up.  If 
swords hover in the air above the enemy then it will fly up directly into the 
energy swords as they explode.

-- Pin-Up (Hold RB, Forward + Y)

Dante quickly crouches then lifts his arms into the air while sending out five 
energy swords in a vertical row in front of him.

Comments: Pin-Up is the highlight of the Lucifer Devil Arm.  It's ability to 
immediately produce five swords in such rapid succession is extremely helpful 
for producing energy swords quickly.  This move can be done three times in a 
row to produce the maximum total of fifteen energy swords within seconds.  The 
swords can then be manipulated with Discipline, Bondage or Climax and/or they 
can be set off with Ecstasy.

------------------> SWORDMASTER STYLE MOVES WITH LUCIFER <---------------------

Change to Swordmaster style (D-pad right) to perform the following moves while 
Lucifer is equipped.

* All Swordmaster Lucifer moves produce at least two energy swords even if no 
energy swords are currently in the area.  A maximum total of fifteen can be 
manipulated if all fifteen are laid out on the screen.

-- Discipline (Any direction + B)

All unstuck swords floating in the area line up around Dante then float in the 
air around him for a few seconds then suddenly stab forward.

-- Climax (Hold RB, Back + B)

With the clap of Dante's hands, all unstuck energy swords appear around Dante 
then explode in a few seconds.

-- Bondage (Hold RB, Forward + B)

All unstuck swords floating in the area line up in front of Dante in a X shape 
and float in the air for a few seconds then stab forward.

                                _____________                            [DA04]
_______________________________/ Y A M A T O \_________________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

A katana used by Dante's brother, it is both the key to opening the Hell Gates, 
and to their very destruction.

Yamato may only be used with Dark Slayer style.

-- Slash Dimension F (Hold RB, Forward + B)

Dante steps back then slashes Yamato to produce a vortex of destruction from a 
long distance range.

-- Slash Dimension C (Hold RB, Back + B)

Dante steps back then slashes Yamato to produce a vortex of destruction from a 
mid distance range.

-- Yamato Combo S (B, B, B)

Dante steps forward with two swipes from Yamato's sheathe then slashes once 
with the blade.

-- Aerial Rave V (Jump, then B, B)

Dante performs two powerful slashes in the air with the Yamato blade.

Comments: Though Vergil used the Yamato Aerial Rave with much greater results 
(damage), it is still extremely useful with Dante and can be used to lengthen 
the air time for a High Time > Aerial Rave juggle.  See the Aerial Rave 
comments under Rebellion for more information.

                         ___________________________                     [DA05]
________________________/ E B O N Y   &   I V O R Y \__________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

Personally designed by Dante, these pistols are weapon of choice when rapid-
fire is a necessity.

-- Normal Shot (X)

Dante fires off shots from his handguns.  Tap X for rapid fire.

-- Charge Shot (Hold X, then tap X while Dante's hands glow)

Dante charges his fist and empowers the handguns with energy.  Tap X while 
Dante's hands glow to unleash more powerful shots with Ebony & Ivory.

-----------------> GUNSLINGER STYLE MOVES WITH EBONY & IVORY <-----------------

-- Twosome Time (B followed by pressing any direction while firing)

Dante keeps his right hand pointed forward while shooting then turns his left 
hand and fires in whatever direction the left analog is held.

Comments: Dante will instantly lock-on to the closest energy with his left hand 
if the player does not manually aim.

-- Rain Storm (Jump then press B)

Dante spins in the air while shooting Ebony & Ivory downward.

-- Honeycomb Fire (During Twosome Time, while both handguns face forward tap B)

(This move starts after a few shots from Twosome Time and not instantly)

Dante spins both handguns then leans back a bit and fires off Ebony & Ivory 
even more rapidly.

                              _________________                          [DA06]
_____________________________/ C O Y O T E - A \_______________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

A shotgun firing buckshot, it has been modified for combat use against demonic 
foes.

-- Normal Shot (X)

Dante fires off a single shot from his trusty shotgun.

-- Charge Shot (Hold X, then tap X while Dante's hands glow)

Dante charges his fist and empowers the handguns with energy.  Tap X while 
Dante's hands glow to unleash more powerful shots with Coyote-A.

------------------> GUNSLINGER STYLE MOVES WITH COYOTE-A <--------------------

-- Fireworks (B)

Dante swings Coyote-A like a nunchuck and blasts the area in front of him, to 
his right and to his left.

Comments: Really big enemies, such as bosses, get hit by all three blasts when 
right next to them.  Such as in the Dagon fight.

-- Fireworks Air (Jump then B)

Dante swings Coyote-A like a nunchuck and blast the areas in front of him, to 
his right and to his left while in the air.

-- Backslide (Hold RB, Back + B)

Dante quickly swings his arm around and fires off a blast of Coyote-A behind 
him.

-- Gun Stinger (Hold RB, Forward + B)

Dante lunges forward with Coyote-A and performs a gun blast much like a Stinger 
with Rebellion with an added shotgun blast at the end.

Comments: Gun Stinger will always stun a Chimera Seed that is attached to a 
Scarecrow.

                               _______________                           [DA07]
______________________________/ P A N D O R A \________________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

A demonic weapon capable of 666 calamitous forms.  It spells misery and 
disaster for countless foes.

Pic: http://tinyurl.com/2399xk

Unlike other guns, Pandora has its own gauge in between the two life gauges (or 
below the first).  This gauge is known as the Disaster Gauge and it may be 
filled based upon how much destruction Pandora causes.  Moves such as Revenge 
will extend the bar quite a bit while other moves will increase it slowly.

The Disaster gauge allows Dante to perform even more devastating attacks with 
Pandora.  Argument, Grief, and Omen will last longer and be capable of taking 
off more damage when used with a filled Disaster Gauge.

-- PF013: Epidemic (Hole X, then release X)

Dante transforms Pandora into a bowgun that fires out explosive projectiles.

-- PF124: Hatred (Hold X, then tap to the left and/or right in any combination 
three times)

Dante transforms Pandora into a rocket Launcher then fires a rocket.

-- PF398: Revenge (After executing Hatred, spin the left analog in any 
direction twice)

Dante transforms Pandora into a laser cannon then fires a huge laser blast.

-- PF262: Jealousy (Jump, then X)

While in the air, Dante transforms Pandora into a gatling gun then fires down 
upon his enemies.

-------------------> GUNSLINGER STYLE MOVES WITH PANDORA <---------------------

-- PF594: Argument (B)

   Y = Hover downward
   X = Fire one homing missile
   B  = Fire several homing missiles (require some Disaster gauge)

Dante transforms Pandora into a mobile missile pod that fires homing missiles.

-- PF422: Grief (Hold RB, Forward + B)

Dante transforms Pandora into a boomerang then throws it forward.  Hold the B 
button when the Disaster Gauge is filled some to make the boomerang attack an 
enemy more.

-- PF666: Omen (Hold RB, Back + B)

Dante lays down the briefcase then opens it up and a flash of bright chaos 
engulfs his enemies.

Comments: Even though this move has a very long charge time and recovery, it 
will always remove the cloaks from a Mephisto or Faust, remove the electricity 
from a Blitz, and remove a Bianco or Alto Angelo's shield without the need for 
any filling of the Disaster Gauge.

                             ___________________                         [DA08]
____________________________/ A B I L I T I E S \______________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

-- Side Roll (RB + sideways on left analogy + A)

Dante rolls to the side to avoid an enemy attack.

-- Kick Jump (Jump then press A near a wall for a second jump)

While in the air and near a wall, Dante will kick off the wall for an extra 
jump.

Comments: The Kick Jump actually has a bit more height than an Air Hike.

-- Speed (Hold left analog in same direction for a few seconds)

Dante's footspeed increases as he breaks out into a dash while moving forward.

-- Enemy Step (While in the air, press the A button while landing on an enemy)

Dante kicks off of the closest enemy and performs a jump.

-- Air Hike (Jump then press A again)

Dante concentrates magical energy under his feet to perform a second jump while 
in the air.

===============================================================================
                                Dante's Styles
===============================================================================

                             ___________________                         [DA09]
____________________________/ T R I C K S T E R \______________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

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

LEVEL       PROUD SOULS      ABILITIES
Level 2   -      300    -   Mustang, Flipper
Level 3   -      700    -   Sky Star
Level 4   -     5000    -   Air Trick

-- Dash (Press any direction + B)

Dante quickly dashes toward the targeted area.  Dante can only dash a maximum 
of one time in this installment.

-- Sky Star (Jump then press B)

Dante quickly dashes forward while in the air with a burst of speed caused by 
the magical energy that appears behind him.

-- Mustang (During a Dash, hold B when colliding with an enemy)

Dante kicks off the closest enemy and jumps into the air.

-- Flipper (Press B while Dante flies back from an enemy attack)

Dante kicks off a vertical sphere of magical energy that appears while he falls 
back from an enemy attack.

Comments: This can only be performed after a move that knocks Dante down - 
while he falls back.

-- Air Trick (Hold RB then toward an enemy + B)

Dante instantly teleports toward the targeted enemy and lands slightly above 
him.  This move can be performed while in the air.

Note: Perform two Air Tricks in a row by performing a ground Air Trick followed 
by an air Air Trick (after first Air Trick).

                           _______________________                       [DA10]
__________________________/ S W O R D M A S T E R \____________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

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

LEVEL       PROUD SOULS      ABILITIES
Level 2   -      300    -   Aerial Rave, Beast Uppercut, Climax
Level 3   -      700    -   Drive, Quick Drive, Rising Dragon, Divine Dragon
Level 4   -     5000    -   Over Drive, Dance Macabre, Real Impact, Bondage

-----------------> SWORDMASTER STYLE MOVES WITH REBELLION <--------------------

Change to Swordmaster style (D-pad right) to perform the following moves while 
Rebellion is equipped.

-- Prop (B)

Dante steps toward the enemy and unleashes an upward spin of Rebellion.

-- Shredder (*O during Prop)

(* B can be held down to lengthen the spinning time for the Shredder)

Dante unleashes another upward spin that looks the exact same as the first 
except this one can be lengthened by holding the button.

-- Aerial Rave (Jump then B, B, B, B)

Dante performs four horizontal strikes with Rebellion while in the air.

-- Drive (Hold RB, then Back + B)

Dante charges Rebellion and leans back then sends a powerful shockwave toward 
his enemy.

-- Quick Drive (Y + B)

Dante performs single slash then a slightly faster version of the Drive 
Shockwave.

-- Over Drive (B as Dante releases the shockwave at the end of a Drive)

Dante unleashes two more shockwaves after the first shockwave.  Time the button 
press so that it is tapped while Dante is swinging his sword to unleash the 
first shockwave.

-- Dance Macabre (Hold RB, then Forward + B rapidly)

Dante slides toward his enemy and unleashes several slashes with Rebellion.  
This is basically all of Rebellion's combos in one continuous combination.  
Dante will end the sequence of hits with a Million Stab followed by a powerful 
sword swing (kind of like a bat swing with Rebellion).

-----------------> SWORDMASTER STYLE MOVES WITH GILGAMESH <--------------------

-- Shock! (B)

Dante punches the ground below him and creates a small shockwave.

-- Shocking! (Jump then B)

While in the air, Dante falls and plows his fist into the ground to generate a 
small shockwave.

-- Beast Uppercut (Hold RB, Forward then B)

Dante dashes forward and performs an uppercut.

-- Rising Dragon (Hold RB, Forward then hold B and release when Dante's fist 
flashes once)

Dante dashes forward and performs a powerful upward uppercut (dragon punch) 
into the air.

-- Divine Dragon (Hold RB, Forward then hold B and release when Dante's fist 
flashes twice)

Dante dashes forward an performs an even more powerful upward uppercut (dragon 
punch) into the air.

-- Real Impact (Hold RB, Back then B)

Dante charges a punch then steps forward and delivers a powerful blow and 
follows that up (if it hits) with a rising uppercut that hits twice.

Comments: If you want power then this is where it lies.  As long as enemy is 
big enough to be hit by all three hits of this move, the damage will be 
immense, especially when Devil Triggered.  Just to give you an idea of the 
power of this move, it has enough power to kill a single cloakless Faust in 
Devil Hunter mode while Dante is Devil Triggered.  It's one of the ultimate 
boss killer moves as well.

------------------> SWORDMASTER STYLE MOVES WITH LUCIFER <---------------------

* All Swordmaster Lucifer moves produce at least two energy swords even if no 
energy swords are currently in the area.  A maximum total of fifteen can be 
manipulated if all fifteen are laid out on the screen.

-- Discipline (Any direction + B)

All unstuck swords floating in the area line up around Dante then float in the 
air around him for a few seconds then suddenly stab forward.

-- Climax (Hold RB, Back + B)

With the clap of Dante's hands, all unstuck energy swords appear around Dante 
then explode in a few seconds.

-- Bondage (Hold RB, Forward + B)

All unstuck swords floating in the area line up in front of Dante in a X shape 
and float in the air for a few seconds then stab forward.

                            _____________________                        [DA11]
___________________________/ G U N S L I N G E R \_____________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

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

LEVEL       PROUD SOULS      ABILITIES
Level 2   -      300    -   Rain Storm, Fireworks Air
Level 3   -      700    -   Backslide, PF422: Grief
Level 4   -     5000    -   Honeycomb Fire, Gun Stinger, PF666: Omen

-----------------> GUNSLINGER STYLE MOVES WITH EBONY & IVORY <-----------------

-- Twosome Time (B followed by pressing any direction while firing)

Dante keeps his right hand pointed forward while shooting then turns his left 
hand and fires in whatever direction the left analog is held.

-- Rain Storm (Jump then press B)

Dante spins in the air while shooting Ebony & Ivory downward.

-- Honeycomb Fire (During Twosome Time, while both handguns face forward tap B)

(This move starts after a few shots from Twosome Time and not instantly)

Dante spins both handguns then leans back a bit more and fires off Ebony & 
Ivory even more rapidly.

-------------------> GUNSLINGER STYLE MOVES WITH COYOTE-A <--------------------

-- Fireworks (B)

Dante swings Coyote-A like a nunchuck and blasts the area in front of him, to 
his right and to his left.

-- Fireworks Air (Jump then B)

Dante swings Coyote-A like a nunchuck and blast the areas in front of him, to 
his right and to his left while in the air.

-- Backslide (Hold RB, Back + B)

Dante quickly swings his arm around and fires off a blast of Coyote-A behind 
him.

-- Gun Stinger (Hold RB, Forward + B)

Dante lunges forward with Coyote-A and performs a gun blast much like a Stinger 
with Rebellion with an added shotgun blast at the end.

--------------------> GUNSLINGER STYLE MOVES WITH PANDORA <--------------------

-- PF594: Argument (B)

   Y = Hover downward
   X = Fire one homing missile
   B  = Fire several homing missiles (require some Disaster gauge)

Dante transforms Pandora into a mobile missile pod that fires homing missiles.

-- PF422: Grief (Hold RB, Forward + B)

Dante transforms Pandora into a boomerang then throws it forward.

-- PF666: Omen (Hold RB, Back + B)

Dante lays down the briefcase then opens it up and a flash of bright chaos 
engulfs his enemies.

                           _______________________                       [DA12]
__________________________/ R O Y A L   G U A R D \____________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

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

LEVEL       PROUD SOULS      ABILITIES
Level 2   -      300    -   Air Block
Level 3   -      700    -   Air Release
Level 4   -     5000    -   Dreadnaught

-- Block (Press or hold B on the ground)

Dante holds up his arms to block an enemy attack.  Successful blocks will 
charge the Royal Gauge.  Dante will receive slight damage from blocking.

Comments: After enough blocks while in the same spot, Dante's guard will be 
broken.  A broken guard will take away the current Royal Gauge charge.  Move to 
a different spot of the battleground then raise Dante's guard again if he 
starts to get hit too much.

-- Air Block (Press or hold B while in the air)

Dante holds up his arms to block an enemy attack while in the air.  Successful 
blocks will charge the Royal Gauge.  Dante will receive slight damage from 
blocking.

-- Royal Block (Press B the second before an enemy attack connects with Dante 
on the ground or in the air)

Dante holds up his arms and deflects the current enemy attack if timed 
correctly.  This move will increase the Royal Gauge and Dante will take no 
damage from the deflected attack.

-- Release (While Royal Gauge is charged, hold RB, then Forward + B)

Dante releases all the built up energy from the Royal Gauge as he pushes 
forward with the palm of his hand.  The amount of damage taken from an enemy 
will depend on how much the Royal Gauge is currently charged.

-- Air Release (While Royal Gauge is charged, jump, hold RB, then Forward + B)

Dante releases all the built up energy from the Royal Gauge as he pushes 
forward with the palm of his hand while in the air.  The amount of damage taken 
from an enemy will depend on how much the Royal Gauge is currently charged.

-- Royal Release (Hold RB, Forward + B before an enemy attack)

If timed correctly, Dante charges right through the enemy during its attack and 
unleashes the built up anger from his Royal Gauge.

-- Dreadnaught (While Royal Gauge is charged, hold RB, Back + B)

Dante uses the built up Royal Gauge power to form an armored shell around his 
body that makes him impervious to damage for a few seconds.

Comments: Be forewarned that Dante is wide open to attacks while charging this 
attack.

                           _______________________                       [DA13]
__________________________/ D A R K   S L A Y E R \____________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

With the power of his twin brother Vergil's sword, this style allows Dante to 
perform quick combos with the Yamato blade and also slash to create a vortex 
energy that will hit any foe within its range.

-- Slash Dimension F (Hold RB, Forward + B)

Dante steps back then slashes Yamato to produce a vortex of destruction from a 
long distance range.

-- Slash Dimension C (Hold RB, Back + B)

Dante steps back then slashes Yamato to produce a vortex of destruction from a 
mid distance range.

-- Yamato Combo S (B, B, B)

Dante steps forward with two swipes from Yamato's sheathe then slashes once 
with the blade.

-- Aerial Rave V (Jump, then B, B)

Dante performs two powerful slashes in the air with the Yamato blade.

                          ___________________________                    [DA14]
_________________________/ D E V I L   T R I G G E R \_________________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

-- Devil Trigger (LB)

Pic: http://tinyurl.com/yqukzc

Press LB to Devil Trigger when Dante has at least three bars of Devil Trigger 
power.  While Devil Triggered, Dante's health will regenerate if he has lost 
any much like in past DMC's and also he will not take as much damage from enemy 
attacks.

While Devil Triggered, Dante's attacks will take off more and some of his 
abilities will change slightly.  The list of powered up abilities are described 
below.

-- Triple Jump (While DT'ed, A, A, A)

While Devil Triggered, Dante will be able to jump a total of three times if he 
has the Air Hike ability.

-- Powered Stinger (While DT'd with Rebellion, hold RB, Forward + Y)

Dante will slide forward and hit multiple times with the Stinger as he slides.

Comments: This move can really pack a punch since Dante can still perform this 
Stinger just as fast as the normal Stinger.

-- Powered Kick 13 (While DT'd with Gilgamesh, hold RB, Forward + Y)

Dante will follow the enemy into the air after the knock up kick then kick the 
enemy twice while in the air.

-- Increased Pin-Up Swords (While DT'd with Lucifer, hold RB, Forward + Y)

Dante throws out the usual set of five swords and he will toss out another set 
of six swords making a total of eleven swords in front of him with each Pin-Up 
performed.

-- Automatic Charged Shots (X while Devil Triggered)

Dante's gunfire is automatically charged with demonic energy while he is Devil 
Triggered - no need to charge your shots with Ebony & Ivory or Coyote-A while 
Devil Triggered.  Pandora's Jealousy shots (air Gatling Gun) are also charged - 
this is the only way to shoot charged shots with Jealousy.

-- Inputs for Pandora are lowered (Equip Pandora then perform Hatred or Revenge 
while Devil Triggered)

Normally the input for Hatred takes three left analog taps in any direction 
once and normally Revenge takes two full 360 rotations in any direction with 
the left analog but while Devil Triggered Hatred can be performed with a single 
tap in any direction and Revenge can be performed with a single 360 rotation in 
any direction.

-- Infinite Dashes (While DT'd with Trickster style, tap B)

Dante can perform an infinite number of dashes with no recovery animation while 
Devil Triggered.

-- Double Sky Star (While DT'd with Trickster style, jump then tap B twice)

Dante can perform two Trickster Sky Stars in the air while Devil Triggered.

-- Double air Air Trick (While DT'd with Trickster style and locked-on, hold 
forward on the left analog and tap B twice)

Dante can perform two Air Tricks in a row while Devil Triggered and while in 
the air.  Normally Dante can perform an Air Trick followed by an air Air Trick 
but this will allow him to perform one more air Air Trick after the first air 
Air Trick.  Confused yet?  Basically, you can jump then perform two Air Tricks 
in the air.

                    _______________________________________              [DA15]
___________________/ A D V A N C E D   T E C H N I Q U E S \___________________
> > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < <

* NOTE: For more information on distortions and Gilgamesh Just Charges, visit 
this thread by Malcolm90K on the IGN DMC boards:

http://boards.ign.com/Message.aspx?topic=160083112&brd=5258&start=160094606

-- Distortions

A Distortion is a technique that allows Dante to perform a move then Devil 
Trigger or Un-Devil Trigger during the middle of it to produce a distorted 
extra attack animation of a Devil Triggered Dante or normal Dante.  To put it 
simply, Devil Triggering or Un-Devil Triggering during a move will produce an 
extra hit that is equal to that of the move being performed if the timing for 
the Devil Trigger or Devil Trigger shutoff is timed with a certain frame of 
animation during the attack.

Most melee attacks can be distorted but the timing for some of them can be 
extremely precise and some are less worthwhile than others.  Moves with long 
delayed frames of animation can be distorted much more easily than others with 
quick frames.

Here is a list of the some of the easier and more useful distortions:

-> Distorted Real Impact

When performing a Real Impact against an enemy, Devil Trigger the second the 
first hit connects then turn off Devil Trigger as the last hit connects.  This 
will cause the Real Impact to hit more and take even more damage!  If this is 
done correctly then Dante will pause slightly during the first hit and the 
final hit of the Real Impact.

Comments: Learn to use this often and enemies will crumble at your feet.  This 
move is powerful enough to instantly get rid of Berial's flames.  The timing is 
a bit tricky.

-> Distorted Dance Macabre

When performing a Dance Macabre against an enemy, Devil Trigger the second the 
final hits connects.  This will cause the final attack to hit twice.

Comments: The Dance Macabre is already a helpful move for raising style thanks 
to the final hit, but by performing this distortion, the move will make the 
style gauge rise even more!

-> Distorted Rising Dragon

Charge a Rising Dragon with Gilgamesh then hit an enemy with it and Devil 
Trigger during it.  The Rising Dragon has so many multiple hits that this is 
rather easy to pull off so long as Dante has the time to charge the full move.

-> Reverse Distorted Devil Trigger Stinger

Devil Trigger then perform a Stinger while Devil Triggered.  During the 
multiple hits of the Stinger, shut off Devil Trigger to add an extra hit during 
the combination while shutting it off.

Comments: This is an excellent way to shut off Devil Trigger when it is no 
longer needed and get a few extra attacks in the process.  A Devil Triggered 
Stinger is already quite powerful and with the addition of extra hit, this 
distortion can make it much more effective.

-- Gilgamesh Just Charge

Many of Gilgamesh's attacks can be charged two levels with the exception of 
Full House, Kick 13, Shocking! and Real Impact.  For any of Gilgamesh's attacks 
that may be charged, the charge can be released right as the gauntlets glow for 
a more damaging hit.

As you already know, each of Gilgamesh's charge attack will release a burst of 
light from the gauntlets as Dante performs the charge attack.  Normally a level 
1 charge will release a yellowish-whitish flash when performed, but a level 1 
Just Charge will release a bright orange-yellowish flash.  Normally a level 2 
charge will release a red flash, but a level 2 Just Charge will release a much 
brighter red flash that leaves more of a trail as Dante performs the attack.

Comments: A Shock! and Rising Dragon are some of the more useful charge attacks 
to Just Charge.  Go ahead and try for a Just Charged Distorted Rising Dragon!

-- Lucifer Pin-Up Sword Spam

Run up to a huge enemy, mainly a boss, and continuously use Lucifer's Pin-Up 
while Devil Triggered to completely spam that boss with energy swords that will 
begin to explode as Dante lays out more than three sets.  There is no need to 
make them explode with Ecstasy, just keep holding forward while locked-on and 
tap Y.

Comments: For big bosses like Dagon, this move will take tons of damage and 
kill them very quickly.

-- Gun Charging

Much like Nero's Blue Rose, a player can change the button configuration in 
order to constantly charge a blast for Ebony & Ivory or Coyote-A.  Whether you 
want to do this is entirely up to you.

Dante doesn't unleash as powerful of a burst of fire as Nero and his charge 
last for about four to five shots on level 3 with Coyote-A and about fifteen 
shots with Ebony & Ivory.  It is effective how Dante can hold the charge 
throughout the battle allowing him to instantly unleash charge shots when he 
needs them.

A full charge must wear off and another shot must be fired directly as or after 
the charge wears off in order to charge up another shot making Dante's gun 
charging slightly hectic when trying to charge a gun while fighting.

-- Jump Canceling

The following is copied straight from the Nero section since this technique 
works with Dante as well.  Jump Canceling is actually more effective and easier 
with Dante.  His Helmet Breaker is easier to perform than Nero's Split making 
it easier to use after an Enemy Step and he has more options of attack in the 
air.  He can also Jump Cancel with the Full House Gilgamesh attack much like 
the Helmet Breaker.

With the use of Jump Canceling, Nero or Dante can perform an attack or series 
of attacks in the air then Enemy Step off of an enemy's head that is currently 
below him and hop back into the air and perform another attack.  The Enemy Step 
and attack can be continued as long as an enemy is below Nero and as long as 
the player can keep up the rhythm of this technique.

______________________________
HOW TO PERFORM JUMP CANCELING \________________________________________________

Buy the "Enemy Step" Ability for Nero or Dante.

Jump above an enemy and perform certain aerial attacks, such as Split or Helmet 
Breaker then immediately tap the jump button when Nero or Dante comes into 
contact with the enemy below him to kick off of it and jump again.  This can be 
continued as long as the proper timing is used in between jumping and 
attacking.  This is much easier on bigger enemies.

In order to practice jump canceling, practice it on a boss, preferably a big 
boss such as Berial or Echidna.

While fighting Echidna, wait until she floats in the air while propped up on 
her tail then run up to her and perform a Split or Helmet Breaker then Enemy 
Step off of her.  Perform another Split or Helmet Breaker in the air then Enemy 
Step off of her again.  Keep performing this attack as long as you can keep the 
rhythm up.

Some gamers prefer to change their button setup while using jump canceling 
since the button taps must be tapped in a quick sequence.  The best way to keep 
performing a jump cancel is to perform the attack immediately after an Enemy 
Step - this way Nero will remain directly above the enemy and will not move 
that much.

____________________________________
THE EFFECTIVENESS OF JUMP CANCELING \__________________________________________

Jump canceling allows the player to spam damage with an aerial attack without 
having to worry about recovery time from hitting the ground.  The attacks are 
always as instantaneous as they are when first performing them in the air and 
you don't even have to hit the ground at all.

____________________________
EFFECTIVENESS OF ENEMY STEP \__________________________________________________

Just by itself, the Enemy Step ability allows a character to jump off an enemy 
continuously during a battle.  There is no limit to the amount of times that an 
Enemy Step can be performed.  The best way to see this is to fight Berial and 
Enemy Step off of his back.  The character will gain another Air Hike for each 
Enemy Step also.


[WT00]
===============================================================================
    __        __      _  _     _    _                                _     
    \ \      / /__ _ | \| | __| |_ | |__   _ __  ___   _   _   __ _ | |__  
     \ \ /\ / // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \ 
      \ V  V /| (_| || ||   < | |_ | | | || |  | (_) || |_| || (_| || | | |
       \_/\_/  \__,_||_||_|\_\ \__||_| |_||__\  \___/  \__,_| \__, ||_| |_|
                 D E V I L  H U N T E R  M O D E  G U I D E    __/ |        
============================================================= |___/ ===========

=-=-=-=-=-=-=-=-=-=-=-=-= - W A L K T H R O U G H - =-=-=-=-=-=-=-=-=-=-=-=-=-=
The walkthrough portion of this guide includes a full walkthrough for each 
mission that takes you on a full trip through each area and highlights any 
hidden collectables in the various missions.

Every boss is broken down with a fully detailed strategy along with all of the 
boss' moves and the way to counter or avoid them.  These boss battles have been 
played dozens of times in order to find the best possible way to handle each 
boss.

Boss battles are the most enjoyable portion of just about any Capcom action 
game for me while writing a guide and I thrill in breaking each boss down as 
much as possible.  Killing slow is the way I conquer!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 ________________ __ _                                                   [MN01]
|        MISSION /_ | \_______________________________________________________
|-----------------| |-/ ^^                BIRDS OF A FEATHER                  |
 \  NERO          | |   ^^    "Face off against the mysterious assassin"     /
  \   MISSION     | |   ^^                       ---                        /
   \--------------|_|---^^-------------------------------------------------/
   |  Blue Orb Fragments = 00 | Secret Missions = 00 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

== Opera House ==

The beginning of this fight is actually a forced training mission.

-- Attack with your guns without letting your enemy get too close:

Target Dante with RB then stand back and shoot with the X button until the 0/5 
counter in the right hand corner reaches 5.

-- Jump to avoid your enemy's gunfire:

Jump (A) five times to avoid Dante's handgun fire.  Just jump whenever he 
starts to fire.

-- Perform a side roll to avoid your enemy's gunfire:

Target Dante with RB then roll to the side by pushing to either the right or 
left then pressing A when he fires.  Roll five times as Dante fires a trail of 
bullets toward Nero.

A cutscene will play.  Afterwards, a tutorial for attacking will be shown.

-- Blast your enemy with a sword combo:

Run up to Dante and perform a sword combo by tapping Y four times.  This is 
the Red Queen Combo A.  Perform this combo to Dante three times.

-- Use the High Roller technique to blast your enemy into the air:

Approach Dante then target him with the RB button then hold back on the left 
analog and press Y to perform the High Roller.  You can continue to hold the 
Y button after pressing it to follow Dante into the air.  This is Nero's main 
popup attack for starting an Aerial Combo.  Hit Dante with the High Roller 
three times to move on.  Trying to hit Dante with this can get annoying 
sometimes, but remember that he will always eventually taunt, so hit him then!

Another cutscene will commence followed by the tutorial for the Devil Bringer.

-- Deal big damage with the Buster:

Move toward Dante then press the B button to grab him with a Devil Bringer 
Buster and slam his ass down the ground with Nero's Devil Bringer.  Perform 
this three times to move on.  Keep in mind that this move can be performed in 
the air.  I will refer to this move as the "Buster" from now on.

Now another cutscene will commence.

NOTE:  You can skip this entire tutorial next time you play by turning off the 
tutorial through the pause menu.  Pause the game and go to "Systems" then "Game 
Options" and change the "Tutorial" to "No".  This is extremely helpful if you 
are trying to get a good rank on this mission since you don't have to go 
through the tutorial to get to the main boss fight.  The actual ranking does 
not start until the fight described below.  Up until the actual boss fight, any 
hits or any red orbs collected do not count toward your overall rank.

------------------------------ - BOSS BATTLE - --------------------------------

                                  D A N T E
                                - - - - - - -

THIS PARTY'S GETTIN' CRAZY...
This fight can be won very easily.  On Devil Hunter mode, Dante will rarely 
roll away from a grab, so Nero can run straight up to him and grab him with a 
Devil Buster grab.  Grab him to death.  Grabbing Dante on the ground will lead 
into a cool struggle sequence.

TRYING TO HIT HIM WITH THE RED QUEEN? NO, IT'S A TRAP...
Attempting to hit Dante with the Red Queen will make this fight last a hell of 
a lot longer.  Dante will dodge just about every slash that Nero throws at him 
and counter him quite a bit.  Don't use the Red Queen and don't stand back and 
fire the Blue Rose.  Firing the Blue Rose will only make Dante retaliate buy 
firing his handguns.

GO FOR SOME ORBS...
Be sure to slash all the benches on the bottom floor to get an S-rank for orbs!

TRICKING HIM TO BUSTER HIM...
Nero can trick Dante in this fight by firing Blue Rose and he moves toward 
Dante then suddenly grab Dante with a Buster when Dante is close.

QUICK DISPOSAL...
Buster him to death.  Run up to him and grab then back away.  Run back into him 
shortly then grab again.

STYLISH DISPOSAL...
Grab him to death once again.  Make sure he doesn't hit you to screw up the 
style meter while doing this - you may want to fire Blue Rose while stepping 
toward him.  Simply run up to him and grab him then back off while he eats 
concrete.  Run back up to him after a few seconds and grab him again.  Don't 
just constantly try for a grab or he will perform a Stinger or jump into the 
air and perform a Helmet Break to ward Nero off.

Once Dante falls, a cutscene will commence that will end the chapter.  I have a 
feeling that Dante was going easy on Nero, don't you?  (Answer: He was.  He 
really was.  ...and you will find this out later.)

Dante's Attacks:

Helmet Breaker: Dante jumps into the air and comes down with an overhead strike 
with Rebellion.
Avoidance: Roll away from underneath Dante.

Rebellion Combo A: Dante performs a three hit slash combo with Rebellion.
Avoidance: Roll or jump away from Dante.  Really you should just stay away from 
him since this move is quite fast.

Stinger: Dante lunges forward with a thrusting stab from Rebellion.
Avoidance: Roll, jump, or run to the side to avoid the thrust.  This move is 
very fast!

Ebony & Ivory Fire: Dante fires his handguns whenever Nero fires his Blue Rose.
Avoidance: Fire Blue Rose.  Dante only performs this if Nero fires the Blue 
Rose and will stop when Nero stops, so it is always avoided.

Honeycomb Fire: Starting from his right Dante aims with both guns and fires 
rapidly while moving to the left.  This can actually juggle you in the air.
Avoidance: Roll to the side or jump.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Benches
-------------------------------------------------------------------------------

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

 ______________ ___ _                                                    [MN02]
|      MISSION |__ \ \________________________________________________________
|---------------- ) |/ ^^               LA PORTE DE L'ENFER                   |
 \  NERO         / /   ^^           "Head for Fortuna Castle!"               /
  \   MISSION   / /_   ^^                       ---                         /
   \-----------|____|--^^--------------------------------------------------/
   |  Blue Orb Fragments = 03 | Secret Missions = 01 | Hidden Items = 02   |
   \----------------------------------------------------------------------/

== Opera House Plaza ==

--> Enemy Encounter: Scarecrows (NEW Enemy!)

Nero will have to deal with a few Scarecrows at the beginning of this area - 
these are the most basic of enemies in DMC4.  Use the Red Queen's normal ground 
combo or use the High Roller to knock a Scarecrow up into the air then perform 
an Air Combo or a mid-air Buster.  Try to mix up attacks as much as possible to 
get a better style ranking.

Break all the items around the area - breaking objects and collecting the red 
orbs from them will increase your Orbs rank at the end of this mission.  Find 
the door with the red orb in front of it on the other side of the area then 
interact with it to move on.

-------------------------------------------------------------------------------
Breakable Object(s): [ ] 6 Benches, [ ] 4 Trashcans
Collectible Orbs: [ ] One red orb in front of the exit door.
-------------------------------------------------------------------------------

== Storehouse ==

You'll get the tutorial for the Kick Jump at the start of this area.  Basically 
jump into a wall then press back along with the jump button to Kick Jump off of 
any wall.  Use the Kick Jump to get up to the alcove above the steps on the 
character's left to find a --GOLD ORB--.

-------------------------------------------------------------------------------
Hidden Item(s): [ ] Gold Orb: Move up the steps on the left wall then kick jump 
to the alcove above to retrieve this.
-------------------------------------------------------------------------------

Move up the stairs then jump across the broken section of the stairs.  Enter 
the room down the hall for a cutscene.

--> Enemy Encounter Scarecrows

The doors will seal off with red seals then Scarecrows will attack.  Unlike the 
last area, this room is a bit more cramped, so use High Rollers to take a 
Scarecrow to the air often and continue attacking in the air.

The red seals on the door will break off once the Scarecrows have been 
defeated, so open the next door to continue.

-------------------------------------------------------------------------------
Breakable Object(s): [ ] 5 Wine Barrels, [ ] 5 Crates, [ ] 5 Shelves
-------------------------------------------------------------------------------

== Terrace/Business District ==

Run ahead then turn to the character's right and open the door.

== Cathedral ==

Run down the stairs and move down the next set of stairs.  Break all the chairs 
at the very bottom of the stairs.  Pick up the ++EVIL LEGACY++ from the middle 
of the pillar with the blue glow.  This will allow Nero to use the Devil 
Bringer (DB) snatch.  Find the cell on the sidewall with the --VITAL STAR S-- 
then hold RB and tap B to snatch it through the bars while facing it.

Back up the first set of stairs, step on the blue circle (Continuum Pad) in the 
middle of the floor.  This will cause the blue circle to light up and a Grim 
Grip will appear up above as the camera angle changes.  Hold RB then use the DB 
button to grapple the Grim Grip and pull Nero up to the second floor.  Run to 
the other end of the second floor walkway and step on the blue circle then 
grapple once again when the Grim Grip appears.

Destroy the benches along the right wall for some extra orbs.  Run to the end 
to see a red orb across from the exit door.  Face the red orb then use the DB 
snatch to grab it from your current side.  Open the next door.

-------------------------------------------------------------------------------
Key Item(s): [ ] Evil Legacy
Collectable Orbs: [ ] When first entering the Cathedral move to the characters 
right then jump and Kick Jump off the closed gate to receive a hidden medium 
orb from up above, [ ] Green Orb (second cell on left wall; use DB snatch), [ ] 
DB snatch the red orb on the broken piece of walkway to the left of the exit 
door.
Hidden Item(s): [ ] Vital Star S: (third cell on the right wall; use DB snatch)
Breakable Object(s): [ ] 10 Chairs, [ ] 3 Benches (second floor)
-------------------------------------------------------------------------------

== Terrace/Business District ==

Step on the blue circle and grapple the Grim Grip that appears in order to get 
to the walkway on the other side.  As you walk down the next hall a Secret 
Mission tutorial will appear.  Secret Missions are usually hidden and can be 
distinguished by glyphs with red markings.  Interact with the glyphs to 
challenge these Secret Mission.  This particular glyph will allow Nero to 
challenge --SECRET MISSION 1--.

============================ Secret Mission 01 ================================
                               ANNIHILATION
                Destroy all demons within the time limit!
                           Time Limit: 1 minute
                                    =-=

This mission requires that Nero destroy 8 Scarecrows within one minute.  In 
order to do this, perform this combo on all Scarecrows as quick as possible:

Y, Y, High Roller (charged), (in air), Y, Buster

This will instantly defeat each Scarecrow as long as each hit connects.

An alternate method to completing this mission is to simply run up and Buster 
each Scarecrow while on the ground.  This is less stylish, but very effective.

Take the time to destroy the benches and trashcans in this area when the Blue 
Orb Fragment appears for some extra red orbs.  These red orb DO NOT count 
toward the orb rank requirement for this stage.  Grab the --BLUE ORB FRAGMENT-- 
to complete the secret mission.
===============================================================================

Continue down the hall then step on the next blue circle and grapple across 
when the Grim Grip appears on the other side.

--> Enemy Encounter: Scarecrows

A red seal will appear then two Scarecrows will appear.  Defeat them then step 
on the next blue circle and grapple over to the next Grim Grip.

--> Enemy Encounter: Scarecrows

Upon landing in the water on the building across from the walkway, more 
Scarecrows will appear followed by a tutorial for the Devil Bringer snatch.  
You can jump in the air and use the Devil Bringer snatch (RB + B) to bring a 
Scarecrow up into the air with Nero.  After bringing one up in the air, grab 
him with a mid-air Buster, then you are free to bring another Scarecrow (or the 
same one again) into the air then continue the fight.  Each mid-air Devil 
Bringer snatch will cause Nero to move up into the air just a bit.

Open the next door to continue.

== Residential District ==

Fall off the walkway.

While continuing down the stairs a tutorial for Nero's Exceed system will 
appear.  Tap then hold the RT button for a few seconds in order to make Nero 
rev up his blade - keep tapping and holding the button in a sequence to build 
up the Exceed gauge.  After enough revs (presses of RT), a level of the Exceed 
system will charge (on the top left side of the screen).  For each level, Nero 
can perform a more powered-up version of his next Red Queen attack.  Some 
attacks look much more powered than others.

While we are discussing the Exceed system, you should know about the Instant 
Rev that Nero can perform during an attack.  Perform any attack then press the 
LT button during a certain frame of animation in each attack in order to 
instantly charge a bar of the Exceed Gauge.  Learning this is very effective in 
mastering Nero.  In order to become familiar with the Instant Rev system, 
you'll need to learn the timing to rev up each individual attack.  Most attacks 
are different.  This takes much practice and you must get the timing down.

Anyway, onto the battle at hand.

--> Enemy Encounter: Scarecrows 
--> Enemy Encounter (Son of Sparda mode): Assaults

Defeat the Scarecrows that appear down the stairs.  There are plenty of 
breakable objects in this area, so be sure to break them all for some extra 
orbs.  Walk over to the Red Orb Pillar after the battle and perform a variety 
of combos on it in order to collect red orbs from it.  The more Nero's attacks 
are mixed up, the greater the amount of orbs from the pillar will be.

-------------------------------------------------------------------------------
Breakable Object(s): [ ] 3 Melon Crates, [ ] 2 Peach Crates, [ ] 5 Pots, [ ] 1 
Barrel, [ ] 1 Dumpster
Collectable Orb(s): [ ] 3 Small Red Orbs (leading to the Blue Orb Fragment)
Red Orb Pillar: [ ] Up under a rooftop near the street
-------------------------------------------------------------------------------

============================ BLUE ORB FRAGMENT ================================
Turn left on the middle of the ramp and jump on the wooden platform in the 
small alley.  Leap to the rooftop then to the next rooftop up ahead.  Jump into 
the alcove on the left while on the second rooftop to collect a --BLUE ORB 
FRAGMENT--.
===============================================================================

Move down the stairs.  Walk over to the tower across from the stairs.  Jump 
against the left side or front side then kick jump up to the lookout point 
platform and stand there in order to collect some hidden red orbs.  If you have 
Air Hike right now then jump away from the tower then push back and Air Hike to 
the roof of the tower for even more red orbs!  I will not discuss these hidden 
orb locations in the walkthrough anymore.  This mention is placed here since 
this is the first of the hidden red orb pickups - just read the information 
below the paragraphs from now on.

-------------------------------------------------------------------------------
Hidden Orb(s): [ ] Jump to the lookout point platform near the top of the tower 
at the bottom of the ramp from either the left or front side of it.  Use a Kick 
Jump or Air Hike to get on top.  [ ] While still on the lookout point platform 
at the top of the tower, jump outward then Air Hike backwards and land on the 
roof of the tower over the lookout point platform.
-------------------------------------------------------------------------------

Open the next door to continue.

== Port Caerula ==

Make your way through the tunnel.

-------------------------------------------------------------------------------
Hidden Orb(s): [ ] After exiting the tunnel, turn left then Kick Jump/Air Hike 
up to the medium red orb floating in the air.
-------------------------------------------------------------------------------

The drawbridge is raised to the right, so walk out to the dock directly ahead.

-------------------------------------------------------------------------------
Collectable Orb(s): [ ] Medium Red Orb
-------------------------------------------------------------------------------

Find the blue circle then step on it and grapple to the Grim Grip on the other 
side.  Open the door at the end of this walkway.

== Customs House ==

The Style Rank tutorial will appear after the cutscenes in this area.  Your 
current style rank during fights will appear on the right hand side of the 
screen during attacks on enemies.  Mix up Nero's attacks often to raise the 
style meter greatly.  Style can also be raised by avoiding attacks through 
rolls and jumps and by taunting enemies after attacking them.

-- Enemy Encounter: Scarecrows

Defeat the Scarecrows with the usual Red Queen attacks mixed with plenty of 
Devil Bringer grabs.

The door up above is sealed with a blue seal indicating some sort of puzzle.  
After the battle, walk over to the blue circular device and hit it with normal 
attacks enough times to make it light up.  Jump to the top of the platforms 
then open the door.

-------------------------------------------------------------------------------
Collectable Orb(s): [ ] 2 Small Red Orbs
-------------------------------------------------------------------------------

== Port Caerula (Control Area) ==

Approach the control panel with the red light to the side then interact with it 
for a cutscene.  The drawbridge will lower after the cutscene, so go back 
through the Customs House once again and enter the Port.

== Customs House ==

Open the door on the other side.

== Port Caerula ==

--> Enemy Encounter: Scarecrows

A few Scarecrows will stand in Nero's path.  Defeat them then grapple back 
across to the dock.  Run back across the walkway and turn to the left.

The tutorial for the Taunt will appear.  Press "Back" to taunt enemies - this 
is used for building up your style gauge for the most part.

--> Enemy Encounter: Scarecrows

More Scarecrows will appear.  Defeat them then continue across the drawbridge 
and open the next door.

-------------------------------------------------------------------------------
Breakable Object(s): [ ] 2 Dumpsters
-------------------------------------------------------------------------------

== First Mining Area ==

Run down the tunnel ahead.  Jump into the waterway for some extra hidden orbs. 

-------------------------------------------------------------------------------
Hidden Orb(s): [ ] 6 Medium Red Orbs (in waterway)
-------------------------------------------------------------------------------

Target the first of the Grim Grips up above then grapple to it.  While still 
holding the RB button, grapple to the next Grim Grip after the first.  There is 
no need to let go of RB and press it again or press in the direction of the 
Grim Grip - holding the RB button and standing still while tapping the grapple 
button will be sufficient.

Grab the green orb on the right then notice the gray statue to the side.  This 
is a Combat Adjudicator that will measure your combat abilities based on the 
variety of attacks that Nero performs against it.  Each Combat Adjudicator 
requires a certain style rank to be reached then it will be destroyed and 
reveal a blue orb fragment.

Walk over to it and perform different combos to the statue: a) Y, Y, Y, Y 
b) High Roller, (in air) Y, Y, Y c) Devil Buster.  Combo the --COMBAT 
ADJUDICATOR (requires "Brutal!" rank with Nero)-- until you reach a "Brutal!" 
rank (or B-rank) and the statue will explode and reveal a
--BLUE ORB FRAGMENT--.

Walk ahead and the tutorial for the Divinity Statue will appear beside the 
Divinity Statue in the left alcove.  Approach the statue and interact with it 
in order to power up Nero's abilities and weapons as well as buy items.  I 
would highly recommend buying the cheap Blue Orbs for right now in order to 
increase Nero's life bar.  Open the door to continue.

-------------------------------------------------------------------------------
Combat Adjudicator: [ ] To the left on the top platform; requires "Brutal" 
Style rank with Nero
Divinity Statue: [ ] In an alcove near the stairs
-------------------------------------------------------------------------------

== Ferum Hills ==

Walk up the stairs then continue further ahead until a cutscene triggers.

------------------------------ - BOSS BATTLE - --------------------------------

                                 B E R I A L
                               - - - - - - - -

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Head Smash      | Jump and grab Berial's head with a Buster after his       |
|                 | flames extinguish to drive his head into the ground.      |
|-----------------------------------------------------------------------------|
| Air Punch       | Grab Berial's front half with a Buster when his flames    |
|                 | extinguish.  This can be done right after the Head Smash. |
|-----------------------------------------------------------------------------|
| Interrupt/Block | Berial's sword attacks can be interrupted at any time     |
|                 | by performing a Buster anywhere on his body.  He will     |
|                 | counter the grab with a stomp, so be ready to roll out of |
|                 | the way of this follow-up attack.  His burning ram can be |
|                 | interrupted if timed correctly and you won't even have to |
|                 | dodge since he will be so far from your character when he |
|                 | counters.                                                 |
+-----------------------------------------------------------------------------+

THE CONQUEROR OF THE FIRE HELL...
Run toward the towering behemoth at the beginning of the battle then jump and 
use the Devil Bringer snatch in the air to grapple him and pull Nero toward 
him.  Hit him with Aerial Combos while in the air.  Berial will attempt to hit 
Nero with his sword by slashing the right or left.  Stay off the ground, jump, 
or perform a well-timed roll and these slices will not hit Nero.  The slices 
are tricky to avoid at first since each of the three have a different startup 
animation.

GET BEHIND HIM...
One of the best places to be while fighting him is up in the air behind him.  
Use the Devil Bringer snatch in mid-air to try to get behind him then continue 
with your Aerial Combos.  With the Enemy Step ability, Nero can continually 
kick off of Berial's back while behind his top half and get some real good hits 
on him while Berial is trying to attack in vain.  Berial will be destroying the 
buildings around the areas which will yield green orbs, so fall down and 
collect them if Nero begins to take too much damage.

EXSTINGUISH THE FLAME FIEND...
Eventually Berial's flame shield will be extinguished and he will be stunned 
for a few seconds.  While he is stunned, grab him with the Devil Buster.  It is 
best to jump and grab him in the air.  An air grapple will cause Nero to pick 
up Berial then slam his head into the ground.  Nero will land right beside 
Berial after the slam, allowing you to grab Berial with the Devil Buster while 
on the ground.  A ground grab will make Nero pick up Berial then punch him to 
the other side of the screen.

HIS DISTANT ATTACKS...
Berial will get mad eventually and unleash his Fire Eruption attack to set 
himself ablaze once again.  Run away from him when he starts to glow in order 
to avoid the deadly fire that will appear all around him.  This will cause his 
fire shield to appear over him once again as well.  Berial will be at a 
distance from Nero now, so he will try to perform his overhead attack most 
likely.  You'll need to learn the timing for rolling away from this move.  Roll 
right before Berial hits Nero and Nero will always dodge this attack.

You'll have to look out for his usual horizontal slashes while close to him and 
he will also perform a turning slash followed by a flame stomp when Nero stands 
to the side of him or behind him - this is fairly easy to roll from once you 
get used to the startup animation for it.  He will sometimes drive his right 
hand into the ground, which will make flame pillars shoot up from under Nero.  
Run to avoid the flame pillars, but be sure to keep an eye on Berial since he 
will be free to attack at that time.  Nero may have to roll to avoid another 
attack while running from the flame pillars.  Very rarely, he will charge his 
body with flames then suddenly dash toward Nero - roll away the second he 
charges to avoid this or jump to the side and Air Hike.  He only does this 
attack when Nero is a great distance from him.

CHEAP AS HELL, YET INCREDIBLY EFFECTIVE...
If you have level 3 charge blast with Blue Rose, stand at a distance from 
Berial and charge shot him to death with constant level 3 blasts.  The first 
blast will always stun him.  Fire at him fast enough and you'll get a fairly 
good style rank too.

QUICK DISPOSAL...
Jump and grapple him with Devil Bringer snatches until Nero winds up behind 
him.  Slash at Berial with Aerial Combos then use quick Devil Bringer snatches 
to stay up in the air and avoid his front attacks.  When he is extinguished, 
grab him in the air with the Devil Bringer to slam his face into the ground.  
Grab him again with the Devil Bringer to punch him into the background.  Shoot 
him from a distance with the Blue Rose (charge the level 3 charge shot and 
unleash it if you have it) and wait for him to perform an overhead attack 
toward Nero then roll.  Use more Devil Bringer snatches mixed with Aerial 
Combos to quickly extinguish him again.

STYLISH DISPOSAL...
Stand at one of his sides then perform slashes on him.  I prefer to use Red 
Queen Combo C so Nero doesn't have to recover that much from each slash.  Stay 
toward the back of either of his sides and you'll only have to roll to avoid 
his turning slash, which you can learn the timing for rather easily.  Level 3 
charge blasts work very well for raising the style gauge especially if you can 
charge the Blue Rose while performing normal attack and dodges.  When he is 
stunned for the first time (looses his flames) perform a air Buster then 
perform another Buster while he is on the ground and follow the second one up 
with a taunt or level 3 charge blast.  Taunt him every now and then when 
dodging one of his attacks to boost the style gauge some more - just don't do 
it too often.  I sometimes taunt him after dodging his turning slash.  The 
taunting is entirely up to you - you really don't have to.  The main important 
aspect to achieving a good style rank is to NOT get hit.

You can also try this for a good stylish rank on him:

Charge up shots and fire them at him from a distance until he extinguishes - 
you can probably throw in a taunt between shots.  Run up to him when he is 
extinguished then jump and grab his head with a Buster while charging a shot 
with Blue Rose.  Fire the charged shot from Blue Rose while he is on the ground 
recovering then grab him with a ground Buster to knock him into the background 
- be charging Blue Rose this entire time.  While he is in the background, fire 
off a charge shot then taunt him.

Berial's Move List

Horizontal Slash 1 - Berial leans his sword to his right with both hands then 
swings to the left.
Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll.

Horizontal Slash 2 - Berial moves his sword upward then behind him and then 
swings to his right.  There is a slight delay right before this swing.
Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll.

Horizontal Slash 3 - Berial holds his sword with both hand then swings it to 
his right then pauses and swings it back to his left.
Avoidance: For both swings, jump to avoid them or you can dodge it with a well-
timed roll for each swing.  He usually starts performing this toward the end of 
the battle.

One Hand Horizontal Slash - Berial quickly slashes starting from his left.  
This is his quickest slash.
Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll.

Turning Slash - While on either side of Berial, he begins to turn then slashes 
horizontally shortly before moving his blade upward while turning his lower 
half then stomps the ground making flames rise below him on all sides.
Avoidance: Dodge this with a well-timed roll as he slashes or jump to avoid 
this move (only while close to the side he starts from).  It is best to roll 
from this one because jumping can get you hit.  Stay away from his lower body 
also since he stomps the ground and flames appear around his feet.

Flame Summon - Berial growls then surrounds his body with flames once again.  
He will do this after his flames have been extinguished and sometimes when his 
flames have been weakened.
Avoidance: Stay away from him.  His flames surrounding his body can hit for a 
few brief seconds when he ignites.

Flame Eruption - Berial's midsection begins to glow as he charges then 
unleashes a fire explosion everywhere around him.
Avoidance: Run away from him and keep your distance.

Lava Pillars - Berial charges his right hand and sends fire into the ground 
then four lava pillars rise in sequence below your character.
Avoidance: Run and maybe roll or jump from the last one or two to escape any 
move he may perform during this attack.

Beast Uppercut - Berial uppercuts with his right hand.
Avoidance: Don't jump near his right side (your left) toward the end of the 
battle.  He only performs this attack when your character jumps toward his 
right side.

Long Distance Attacks:

Jumping Overhead - Berial crouches and leans his sword to his right for a 
second then lunges forward with an overhead strike.
Avoidance: Roll to the side.  It is possible to escape this by running but make 
sure that you are not directly in front of him, otherwise roll.

Burning Ram - Berial's horns light up as he surrounds his body with attacks. 
Berial quickly lunges in his burning state.
Avoidance: Perform a well-timed roll as he lunges or run to the side.  This 
move can be dodged by jumping and air hiking as well.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

 _____________ ____ _                                                    [MN03]
|     MISSION |___ \ \________________________________________________________
|-------------- __) |/ ^^                THE WHITE FANG                       |
 \  NERO       |__ <   ^^           "Search Fortuna Castle!"                 /
  \   MISSION  ___) |  ^^                     ----                          /
   \----------|____/---^^--------------------------------------------------/
   |  Blue Orb Fragments = 03 | Secret Missions = 00 | Hidden Items = 03   |
   \----------------------------------------------------------------------/

== Second Mining Area ==

There is a Divinity statue in the alcove to the left as Nero begins this 
mission.  Move down the tunnel up ahead and you'll arrive at a split.

--> Enemy Encounter: Scarecrows

Scarecrows will attack from the right path.  The left path will lead to a 
wooden blockade that has a red orb pillar behind it.  Fight through the 
scarecrows and enter the cave down the right tunnel.

-------------------------------------------------------------------------------
Divinity Statue: [ ] To the left at the starting
Red Orb Pillar: [ ] Turn left at the split in the tunnel and destroy the board 
blocking this pillar
-------------------------------------------------------------------------------

Jump on top of the rock platform on the left then hop up to the wooden platform 
with the ladder against the left side of the cave wall.  Find the glowing blue 
Grim Grips to the side of the platform.  Jump toward the first Grim Grip while 
holding the lock-on button then tap the B button to grapple to it.  Keep 
holding the RB button and keep tapping the B button and Nero will grapple all 
the way to the top and land on a rock platform.

-------------------------------------------------------------------------------
Collectable Orbs: [ ] After grappling to the top of the cave, jump to the 
platform on the left then fall to the next lowest platform.  From the lower 
platform jump to the low right platform with the medium size orb.
-------------------------------------------------------------------------------

============================ BLUE ORB FRAGMENT ================================

Find the wooden platform to the left of the top ledge (past the railing).  Jump 
to that wooden platform then jump to the next higher platform on the left.  
Look to the right to find a Grim Grip.  This portion can be tricky.  Jump 
toward the grim grip while holding RB then grapple to it.  Quickly grapple to 
the next Grim Grip.  After swinging from the second Grim Grip, Kick Jump off 
the right wooden wall and jump back to the left then hold down on the RB button 
and grapple the next three Grim Grips immediately.  If this is done quick 
enough then Nero will land on a rock ledge at the top and he will be able to 
collect a --BLUE ORB FRAGMENT-- from this ledge.  The third Grim Grip in the 
second series must be grappled immediately after the second swing and you must 
hold the left analog to the left in order to move past the railing that is on 
the high wooden platform.

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

============================ BLUE ORB FRAGMENT ================================

There is yet another Blue Orb Fragment that can be collected while standing on 
the ledge with the exit tunnel.  There is a ledge directly across from the 
tunnel.  In order to get to it though, I would suggest waiting until you play 
as Dante and backtrack through this area.

But if you want to try with Nero then you need to have Streak, Roulette Spin, 
and Air Hike.  Position Nero on the wooden platform next to the first Grim 
Grip.  I would recommend rushing into the area past the tunnel and turning the 
camera so you can see the platform on the other side - this is just so you can 
have an idea of where it is.  The platform is directly across from the current 
platform.

With Nero, hold RB on your current platform - this will lock-on to the first 
Grim Grip.  While holding RB press forward + Y to perform the Streak.  Nero 
will automatically perform a long jump at the end of the platform in mid-
Streak.  When the camera angle changes, continue to let him fly toward the 
other side until he gets toward the end of the far side of the camera then 
perform a Roulette Spin (Y, Y, pause, Y) then perform an Air Hike afterwards 
all while holding in the direction that Nero is leaping.  Nero will land on the 
platform on the other side.

Walk into the back of the small tunnel and grab the --BLUE ORB FRAGEMENT--.

NOTE: I have done this before without using the Roulette Spin - basically 
perform an extended Y, Y, Y combo before the Air Hike.  It is extremely hard 
to do that way though.

Still can't get it?  Then let the Sephster guide you:

http://www.youtube.com/watch?v=yraTpiIR7dM

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

--> Enemy Encounter: Scarecrows

Move through the tunnel ahead and Scarecrows will appear in the mining area up 
ahead.  Defeat them then jump up to the next tunnel.  There is a --VITAL STAR 
S-- in the alcove to the left.

-------------------------------------------------------------------------------
Hidden Item(s): [ ] Vital Star S: After the second fight with the Scarecrows, 
hop up to the next tunnel and this will be in the left alcove off to the side.
-------------------------------------------------------------------------------

Knock down the wooden blockade with an attack then run to the end and exit the 
tunnel.

== Fortuna Castle Gate ==

Run down the mountain trail to the right and walk to the end of the broken 
bridge at the end for a cutscene.

-------------------------------------------------------------------------------
Collectable Orbs: [ ] Hop up the rock ledges to the left to find a medium red 
orb on the top ledge.
Breakable Objects: [ ] 3 Thin Pillars (Destroy the first, middle, and last thin 
pillars while heading along the mountain trail.)
-------------------------------------------------------------------------------

--> Enemy Encounter: Frosts (NEW! Enemy)

If you've played DMC1 then you might remember the Frost enemies from that game. 
They are not as bad as they were in DMC1 but they can still be a pain when 
fought in groups.  The best move to use against them is an Exceeded Streak.  
Power up the EX gauge then perform a Streak dashing attack to instantly knock 
them down with heavy damage.  These enemies can be knocked into the air but 
Nero must first hit them at least twice before performing a High Roller.  Once 
they are in the air, slash them with the Aerial Combo then grab them.  They can 
be grabbed at just about any time on the ground as well.  Nero can also snatch 
them at any time with the Devil Bringer snatch - just snatch them from anywhere 
on the screen to pull them toward Nero.  This is especially useful for pulling 
them into the air or canceling one of their attacks.

Whenever one of them jumps into the air, it will come down with a ground pound 
that will make ice rise all around so make sure to jump away whenever one of 
them jumps.  This move can be canceled though if you can hit them while they 
are falling.  There other attacks included a very quick slash and ice pellets. 
They will always charge their ice shield on their arms before performing any 
type of ice move.  Their ice shield can break after they have been damaged 
enough or when they perform too many ice attacks.  They will try to replenish 
their ice shield by forming an ice crystal around them to renew the shield.  
Whenever they form an ice crystal around them, run up to the ice crystal and 
slash at it while in the air to knock off its edges then hit it with the Devil 
Buster a few times to destroy it.  Manage to break the ice shield and they will 
not be able to form another ice shield (unless they encase themselves in ice 
again), which means that Nero will not have to dodge any of their tricky-to-
dodge ice attacks.

Once the Frosts have been taken care of, find the hidden orbs around the area 
listed below then run across the caste drawbridge past the castle gates.  A 
cutscene will trigger near the end of the castle drawbridge.

-------------------------------------------------------------------------------
Collectible Orbs: [ ] Jump back up the side of the mountain in the back of the 
area and there are three red orbs that lead up to an area with a secret mission 
on the mountain platform in between the two staircases (right wall) - this 
secret mission is inaccessible to Nero.
Breakable Objects: [ ] 10 Thin Pillars
Hidden Orbs: [ ] Jump and stand on top of each of the two closest large pillars 
next to the middle three arches.  [ ] Jump and stand on top of each of the two 
closest large pillars next to the middle three arches.
-------------------------------------------------------------------------------

Enter the castle once the cutscene ends.

== Grand Hall ==

There are tons of breakable chairs in the middle of this hall so break them all 
for some extra red orbs.  Enter the door on either the right or left side of 
this hall.  Nothing can be done to the coffin in the middle of the room at this 
time.  The left entrance will get you to where you want to go quicker, but both 
sides of the next hall must be entered in order to get all the collectibles.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Benches, [ ] 36 Chairs
-------------------------------------------------------------------------------

== Large Hall ==

--> Enemy Encounter: Scarecrows
--> Enemy Encounter (Son of Sparda): Basilisks

Scarecrows will attack throughout this hall.  Nero doesn't have to fight them. 
Destroy all the breakable objects including the mirror on the west side of the 
hall.  You'll need to shoot the chairs on the other side of the east gate with 
Blue Rose in order to hit them - charge shots work best.

The gate on the east side cannot be opened yet.  The first door (Dining Room) 
on the east side can be entered for some extra breakable objects.  There is a 
blue seal across the doorway in the middle of the hall but Nero cannot enter 
this doorway in this mission.  Enter the first reachable door on the east side 
to enter the Dining Room.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 12 Candle Stands, [ ] 5 Chairs (some of these objects 
are behind a gate - in order to shoot the far chairs, use a charge shot or 
normal gunfire from Blue Rose).
Collectable Orbs: [ ] Jump and break the mirror on the wall at the far west end 
of the Large Hall to reveal an alcove with two medium red orbs.
Divinity Statue: In front of the blue sealed doorway to the left of where the 
glowing circles are.
-------------------------------------------------------------------------------

== Dining Room ==

Break all the objects in here for some extra red orbs.  Move down the hall and 
you will find a hall with fireballs traveling down it.  Nero will need an 
object found at the end of this mission in order to get past this hallway in 
the next mission.  Leave this room.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Chairs, [ ] 4 Placemats (on table)
-------------------------------------------------------------------------------

== Large Hall ==

Enter the second doorway down the hall on the west side.

== Torture Chamber ==

The doors will seal off when Nero begins to move into this area.

--> Enemy Encounter: Scarecrows
--> Enemy Encounter: Scarecrows and Gladius

Fight off the Scarecrows to break the red seals.  This is a good room to boost 
your style points.  Use normal combos, High Rollers followed by Devil Busters, 
and Streaks to boost your style.  Try to Instant Rev up the Red Queen with the 
last hit of an Aerial Combo then perform an EX Streak against a group of 
Scarecrows.

Run through the doorway up ahead and move up the spiral staircase.  Move out to 
the ledge up ahead and a cutscene will show all the Grim Grips around the area. 
Walk on top of the blue glowing circle on the current ledge then grapple the 
Grim Grip on the other side of the room.

Turn and grapple the Grim Grip to the right.  Nero will land on a platform on 
the right side.  A moving Grim Grip is up ahead.  Wait for the second Grim Grip 
to move in front of the ledge across from Nero then lock-on to the first Grim 
Grip and grapple to both of them to get across.  Make sure that you grapple 
instantly to each one of the multiple Grim Grips in this area or Nero might 
possibly fall too far then grapple and leap upwards into the spikes on the 
ceiling.

From the next ledge, three Grim Grips will be visible as they appear then 
disappear.  Wait for all three of them to appear then quickly lock-on to the 
first one then grapple across all three of them.  Two more Grim Grips will 
appear on the next ledge.  The first Grim Grip will appear then disappear 
continuously, so wait for it to appear then grapple to it and quickly grapple 
to the next.

On the final ledge, a Grim Grip will be in front of Nero and another Grim Grip 
will move by in the background.  Wait for the second Grim Grip to line up with 
the hall across from the current ledge then grapple across all three of the 
Grim Grips up ahead.

Note: On Son of Sparda mode, the first Grim Grip will move back and forth also.

Run to the door at the end of the hall and open it.

== Grand Hall (Second Floor) ==

A barrier will prevent Nero from jumping off the side of the second floor.  Run 
along the west side of this top walkway and find the door to the left up ahead 
next to the painting of Sanctus (His Holiness) and open it to continue.

-------------------------------------------------------------------------------
Collectable Orbs: [ ] Two small red orbs lie against the side of a high 
platform.
Hidden Orbs: [ ] You need to have Exceed 3 in order to reach these.  Find the 
two small orbs that lead up to a high platform.  Face the high platform with 
the two red orbs then perform a Level 3 High Roller against the wall on the 
side of the high platform to jump against it then quickly Kick Jump off the 
wall at the peak of the jump and leap on top of the high platform.  Walk to the 
left side of the platform and stand to receive the hidden orbs.
-------------------------------------------------------------------------------

== Central Courtyard (West) ==

Run up the stairs and run down the walkway up ahead.

--> Enemy Encounter: Frosts (two on Devil Hunter)
--> Enemy Encounter: Frosts (three on Son of Sparda)

Frosts enemies will appear while moving up the stairs.  Run toward them and 
defeat them just like the ones back at the castle gates.  Remember to charge 
the Exceed Gauge then perform a powered up streak to instantly knock them down. 
These enemies do not have to be fought.  Open the door at the end of the 
walkway.

== Foris Falls ==

Run down the stairs then collect the --VITAL STAR S-- above the pillar with the 
round light in the middle of the walkway below.  You have to perform a jump 
then kick jump and then, maybe, a mid-air sword slice to gain some extra height 
in order to collect it.  Climb the next set of stairs then open the door.

-------------------------------------------------------------------------------
Hidden Item(s): [ ] Vital Star S - Up above the pillar with the round light at 
the top of it.  Kick Jump or Air Hike up to it to retrieve it.
Combat Adjudicator: [ ] near the staircase on the other side. (Requires Dante)
-------------------------------------------------------------------------------

== Central Courtyard (East) ==

--> Enemy Encounter: Frost (two on Devil Hunter)
--> Enemy Encounter: Frost (three on Son of Sparda)

Run down the walkway and some more Frosts will form up ahead.  Fight them off 
or run past them then open the next door at the bottom of the stairs.

== Grand Hall (Second Floor) ==

Now Nero is on the other side of this hall.  Run to the side and find the blue 
glowing device on the left wall.  Perform attacks on it to light it up and 
remove the barrier from the around the side of the second floor and the barrier 
around the next door to the side.  Now Nero can easily move between floors by 
jumping to and from the second floor from the middle area.  Use a normal Kick 
Jump to get back to the second floor.  Read below for info on how to get a --
HOLY WATER--.

-------------------------------------------------------------------------------
[ ] Holy Water: You need to have Exceed 3 in order to reach this.  The Holy 
Water is on the high platform across from the high platform with the hidden 
orbs that was discussed above.  Face the high platform on the right side of the 
second floor then perform a Level 3 High Roller against the wall on the side of 
the high platform to jump against it then quickly Kick Jump off the wall at the 
peak of the jump and leap on top of the high platform.  The Holy Water is in 
the middle portion of the platform.
-------------------------------------------------------------------------------

============================ BLUE ORB FRAGMENT ================================
Break the mirror on the side wall past the door.  Jump and hit it a few times 
then jump inside and retrieve the --BLUE ORB FRAGMENT-- from the secret alcove 
behind it.
===============================================================================

Open the door on the east side to continue.

== Gallery ==

--> Enemy Encounter: Scarecrows

Upon stepping into this room, red seals will form on both door and Scarecrows 
will appear.  Defeat them and break all the objects in the room for some extra 
red orbs.  This is the best room in the mission to boost your style points.  
Avoid getting hit and use a constant variety of attacks along with EX Streaks 
to boost your style gauge.  Open the door on the other side of the room down 
the hall.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Suits of Armor, [ ] 6 Chairs, [ ] 5 Tables, [ ] 2 
Crates
-------------------------------------------------------------------------------

== Library ==

-------------------------------------------------------------------------------
Hidden Orbs: [ ] Notice the large pillars on the side of the walkway.  Jump to 
the second ledge of the third pillar by jumping to the first ledge then jumping 
and Air Hiking to the second ledge.  Stand in the middle of the second ledge to 
receive the hidden orbs.
-------------------------------------------------------------------------------

Run to the end of the outside walkway and enter the Library for a cutscene.

--> Enemy Encounter: Bianco Angelos (NEW enemy!)

One Bianco Angelo will attack right after the cutscene.  More Bianco Angelos 
will eventually appear.  To easily dispose of them, get behind them and hit 
them from behind.  It's a good idea to hit them a few times then perform a High 
Roller to take them into the air.  Hit them a few times in the air then grab 
them with a Devil Buster for some major damage.

Bianco Angelos will guard frontal attacks with their shields.  They will 
eventually deflect your attack and counter after guarding a few attacks.  Be 
sure to roll out of their way when they deflect an attack.  All of their 
attacks can dodged by rolling or jumping.  Their shield can be destroyed by 
hitting them enough times.  Breaking a Bianco Angelo's shield leaves it very 
defenseless to where Nero can hit them by simply attacking from any side.

After the four Bianco Angelos fall, a cutscene will play.  Once the cutscene 
ends, run up to the newly opened room and grab the ++ANIMA MERCURY++ from the 
pedestal to end this mission.

-------------------------------------------------------------------------------
Green Orbs: [ ] Destroy the vases on the pedestals during or after the boss 
fight.
Breakable Objects: [ ] 2 Desks (on the second floor above the sealed door to 
the far right and on the first floor to the left.) [ ] 2 Desks (on the second 
floor to the right and left above the Gyro Blade.) [ ] 2 Pots
Key Item: [ ] Anima Mercury
-------------------------------------------------------------------------------

 ____________ _  _ __                                                    [MN04]
|    MISSION | || |  \________________________________________________________
|------------| || |_ / ^^                COLD BLOODED                         |
 \  NERO     |__   _|  ^^    "Use your newly earned powers to gather         /
  \   MISSION   | |    ^^           the four Gyro Blades!"                  /
   \------------|_|----^^--------------------------------------------------/
   |  Blue Orb Fragments = 01 | Secret Missions = 01 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

== Library ==

Nero will start this mission with the Anima Mercury in hand that he collected 
last mission.  A tutorial about moving the Gyro Blades will pop up.  Basically, 
these Gyro Blades will break any of the blue glowing walls found around the 
castle.

Find the Gyro Blade in the library - the tall circular metal object - then walk 
over to it.  Hit it with a Devil Buster attack (B).  Hitting the Gyro Blade 
with the Devil Bringer will cause a blue flame to appear at the top of it.  
Jump and hit the Gyro Blade with a normal attack from the Red Queen.  The Gyro 
Blade's saw blades will activate.  Use another Devil Buster on the Gyro Blade 
to knock it across the room.

Drive the Gyro Blade into the blue glowing wall over the door and this will 
break it.  Keep in mind that Nero can hit the Gyro Blade without attacking it 
with the Red Queen to make it move just a bit instead of all over the place.

Reenter the Gallery through the door on the outside walkway.  All orbs that 
were in the last mission are still present in this one, so if you want an S-
rank for orbs then just break all the objects and find the other orbs again.

-------------------------------------------------------------------------------
Green Orbs: [ ] Destroy the vases on the pedestals.
Breakable Objects: [ ] 2 Benches (on the second floor above the sealed door to 
the far right and on the first floor to the left.) [ ] 2 Benches (on the second 
floor to the right and left above the Gyro Blade.) [ ] 2 Pots
Hidden Orbs: [ ] Notice the large pillars on the side of the walkway.  Jump to 
the second ledge of the third pillar by jumping to the first ledge then jumping 
and Air Hiking to the second ledge.  Stand in the middle of the second ledge to 
receive the hidden orbs.
-------------------------------------------------------------------------------

== Gallery ==

--> Enemy Encounter: Scarecrows and Frosts
--> Enemy Encounter (Son of Sparda): Scarecrows, Frosts, Blitz

As Nero enters this room, the doors will seal off and groups of Scarecrows will 
attack.  The inactive Gyro Blade that was in here during the last mission is 
still over to the right side of the room.  Run over to the Gyro Blade and 
activate it while the Scarecrows move around the room.

Jump to attack the Gyro Blade with the Red Queen then hit it with a Devil 
Buster to make it plow right through many of the Scarecrows.  I find it best to 
hit a Gyro Blade with two attacks while jumping in order to quickly start them 
up - just jump into the air near them and attack with the Red Queen then 
immediately hit it with the Devil Buster.

Reenter the Grand Hall once the doors unseal.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Suits of Armor, [ ] 6 Chairs, [ ] 5 Tables, [ ] 2 
Crates
-------------------------------------------------------------------------------

== Grand Hall ==

The camera angle will call your attention to the glowing coffin in the middle 
of the room below.  Jump to the first floor then activate the Gyro Blade on the 
small raised area near the back of the room across from the coffin.  Push the 
Gyro Blade down the small set of stairs with simple Devil Busters after 
activating it - it's best not to hit it with the Red Queen while it is on the 
staircase.

Knock the Gyro Blade into the coffin and an emblem on the ground will be 
revealed.  Nothing can be done with this emblem at the moment.  Enter either 
the right or left door on the first floor.  The right door is the best choice 
this time.

-------------------------------------------------------------------------------
Collectable Orbs: [ ] Two small red orbs lie against the side of a high 
platform.
Hidden Orbs: [ ] You need to have Exceed 3 in order to reach these.  Find the 
two small orbs that lead up to a high platform.  Face the high platform with 
the two red orbs then perform a Level 3 High Roller against the wall on the 
side of the high platform to jump against it then quickly Kick Jump off the 
wall at the peak of the jump and leap on top of the high platform.  Walk to the 
left side of the platform and stand to receive the hidden orbs.
Breakable Objects: [ ] 8 Benches, [ ] 36 Chairs
-------------------------------------------------------------------------------

== Large Hall ==

A message about the remaining Gyro Blades found in this area will appear.  Nero 
needs to hunt down the remaining two and place them in each of the two glowing 
circles in the middle of this hall.  Run down the hall and enter the first door 
not guarded by gates on the east side of the large hall.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 12 Candle Stands, [ ] 5 Chairs (some of these objects 
are behind a gate - you'll actually get behind the gate later in this mission).
Collectable Orbs: [ ] Jump and break the mirror on the wall at the far west end 
of the Large Hall to reveal an alcove with two medium red orbs.
Divinity Statue: In front of the blue sealed doorway to the left of where the 
glowing circles are.
-------------------------------------------------------------------------------

== Dining Room ==

--> Enemy Encounter: Bianco Angelo

The doors will seal off and some Bianco Angelos will attack.  Fight them just 
like you did at the end of the last chapter.  Get behind them then attack and 
carry them up into the air with a High Roller then eventually grab them with a 
Devil Buster.  Move through the doorway once the Angelos fall.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Chairs, [ ] 4 Placemats (on table)
-------------------------------------------------------------------------------

Run to the left once Nero moves into the next room.  Nero will actually be 
moving against the camera.  Activate the Gyro Blade then knock it into the hall 
with fireballs shooting down it.  The Gyro Blade will shield Nero from the 
fireballs as long as he remains behind it.  Activate the blade with the Red 
Queen and knock the Gyro Blade further down the hall.  Keep knocking it further 
until it eventually breaks the fireball launcher at the end of the hall.

Breaking it will reveal a red glyph on the wall that can be touched to play 
--SECRET MISSION 02-- as well as remove the blue seal from the doorway at the 
end of the hall.

============================ Secret Mission 02 ================================
                                ALLEY - OOP
  Successfully execute a mid-air buster 5 times without touching the ground!
                             Time Limit: None
                                    =-=

Jump into the air and use the Devil Bringer snatch to grab a Scarecrow and pull 
him up toward Nero.  Quickly use a Devil Buster on him while in the air.  
Snatch another Scarecrow and perform another mid-air Devil Buster.  Each Devil 
Buster will carry Nero further into the air allowing for another quick snatch 
followed by another Devil Buster.  Keep performing snatches and Devil Busters 
while in mid-air until Nero performs 5 Devil Busters.  Nero will get more 
airtime depending on how fast each snatch and grab is performed.  Don't add any 
aerial Red Queen attacks before the Devil Buster.

To make this portion easier, you can use the Kick Jump or purchase Air Hike and 
also buy Snatch 3.  Really this mission is very easily passable with Nero's 
standard arsenal with no upgrades.  The positioning of the Scarecrows below 
Nero can sometimes mess up the strategy above but you'll eventually get it 
pretty quickly.

Once Nero has grabbed 5 of them with a Devil Bringer all in one jump a --BLUE 
ORB FRAGMENT-- will appear in the middle of this area.  Grab it to end the 
mission.
===============================================================================

Open the door to the right further down the hall.

== Large Hall ==

--> Enemy Encounter: Scarecrows

Now Nero is behind the gate on the east end of the Large Hall.  A group of 
Scarecrows will attack as the doors seal off.  Activate the Gyro Blade on the 
right side of the room then plow it through the Scarecrows for some quick 
kills.

Once the Scarecrows fall, walk over to the blue device on the left side of the 
room and activate it with attacks in order to open the gate that leads out into 
the hall.  Walk back over to the Gyro Blade and knock it out into the hall.

--> Enemy Encounter: Scarecrows

Scarecrows will begin to line up in the hall, but just keep knocking the Gyro 
Blade further down the hall and they will quickly burst into a plethora of red 
orbs.  Nero needs to knock the Gyro Blade into the center area and knock it 
into one of the spots there, but first he needs one more Gyro Blade.

Knock the current Gyro Blade all the way to the west end of the large hall.  
You'll eventually see the blue glowing wall at the end.  Knock the Gyro Blade 
into the wall to destroy it and reveal another Gyro Blade.  Nero needs to get 
both Gyro Blades back to the middle of this hall.  Pick one of them and begin 
to knock it back down the hall.

--> Enemy Encounter: Scarecrows

More Scarecrows will appear further down the hall.  Just keep knocking the 
blade right into them until Nero reaches the middle of the hall.  Knock the 
Gyro Blade into one of the glowing circles and a barrier will appear around the 
Gyro Blade.  A message will pop up telling you that one more Gyro Blade is 
required to remove the blue seal that blocks the middle door.

Run back down the hall then activate the other Gyro Blade and knock it all the 
way down the hall and into the remaining colored circle.  The blue seal will 
fall once all four Gyro Blades have been placed.  Collect the green orb then 
open the door.

-------------------------------------------------------------------------------
Collectable Orbs: [ ] Green Orb (Remove the blue seal from the middle door by 
placing the Gyro Blades in the circles in the middle of the hall and this will 
be in front of the door behind the seal.)
Breakable Objects: [ ] 12 Candle Stands, [ ] 5 Chairs (some of these objects 
are behind a gate).
-------------------------------------------------------------------------------

== Central Courtyard ==

Move ahead for a cutscene.

------------------------------ - BOSS BATTLE - --------------------------------

                                   B A E L
                                  - - - - -

DID I JUST SEE... DID THEY JUST...? ...HOT!
Nero will have to deal with two Rusalkas at the beginning of this boss fight.  
They very rarely get aggressive, they mainly only attack while Nero attacks.  
There isn't much to say here really.  Pick one or alternate between both and 
attack them with ground combos with the Red Queen.  Don't try for any air 
attacks or attempt to bring one of them into the air with a High Roller since 
they cannot be knocked upward.  It is possible to snatch one of them when they 
float in the air, once one is snatched Nero can immediately perform a Buster 
for some very good damage!

A slight disturbance in the force will call Nero's attention to a sudden set of 
teeth that appears in the background as a giant frog lunges toward him ending 
his voyage on Cloud 9.  Be sure to roll to the right or left to avoid those 
jaws.

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Inside Slashes  | When Bael is stunned with his tongue hanging out, Buster  |
|                 | his tongue and Nero will jump into his mouth and slash at |
|                 | him from inside.  Slash at his back icicles to stun him.  |
|-----------------------------------------------------------------------------|
| Rusalka Tug     | When a Rusalka is lying on the ground stunned (while      |
|                 | fighting both of them), grab her with a Buster and Nero   |
|                 | will pull Bael out of hiding.                             |
+-----------------------------------------------------------------------------+

WE'RE NO LONGER AMUSED...
Now Nero has to fight the true form of this boss.  The Rusalkas are actually 
attached to the feelers of the frog demon, Bael.  Bael's main attack is his 
lunging bite attack.  He will lunge forward with his mouth open and attempt to 
swallow Nero.  Roll to the right or left or quickly jump to avoid this attack. 
He likes to perform this attack twice in a row, so don't get overconfident 
after dodging it the first time.

His other attack includes an ice shower and an ice shockwave.  Run or roll to 
the side to avoid the ice shower and jump or run to the side to avoid the 
shockwave.  Watch for his stomach to puff up before an ice shockwave attack.  
After puffing up his stomach, he will sometimes spread out a gas to make 
himself blend in.  He can be hit while he blends - if you are charging a level 
3 charge blast with Blue Rose then hit him with that blast and it will damage 
him greatly as he fades away.  Nero will be forced to fight the Rusalkas again 
at that time.

DEALING WITH THE RUSALKAS AGAIN...
Hit the Rusalkas with ground attacks like you did during the last battle, but 
be sure to watch for them to suddenly hover forward with their tentacles 
outstretched.  If Nero is caught by their tentacles then they will freeze him 
and Bael will lunge toward him and swallow him.  During their freezing lunge 
they can be shot, so let loose a level 3 charge blast with Blue Rose at that 
time to hurt one of them badly.  Devil Trigger will instantly break Nero free 
from the freeze or ingestion by Bael, but you don't have that yet unless this 
is your second playthrough.  The Rulsalkas can also be snatched directly out of 
their freezing lunge then Bustered directly afterward - this will turn that 
Rusalka red instantly.  Hit the Rusalka with a single slash after that to stun 
it.

If Bael catches Nero, then tap the buttons rapidly in order to break free from 
his mouth.  He will blend in once again and send his Rusalkas out again.  In 
order to bring Bael back out of hiding, Nero has to weaken one of the Rusalkas 
enough to where it falls to the ground stunned.  A Rusalka will begin to turn a 
bright red as it continues to sustain damage.  Run over to the fallen Rusalka 
then perform a Devil Buster attack on it.  This will pull Bael out of hiding 
and allow Nero to get in some quick attacks on his mouth.

Nero can also use this chance to get a Rusalka in a trap.  Snatch a Rusalka 
when it performs a freezing lunge, Buster it, shoot it with a level 3 charge 
blast, hit it with one single slash to stun it.  While it is stunned, don't 
Buster it on the ground to pull Bael out of hiding, instead jump in the air and 
perform another snatch followed by an air Buster then shoot it with a level 3 
charge blast again.  Nero can continue this trap until Bael eventually appears 
again.

ATTACKING BAEL...
Try to jump and hit the icicles on Bael's back.  Destroying the icicles will 
eventually stun him and cause him to fall down then open his mouth to reveal 
his tongue.  Slash him a few times in the tongue then grab him with a Devil 
Buster at that time to really pile on the damage.

YOUR MAKING BAEL ANGRY...
Once Bael's life gauge is drained to the last 25% of life, he will puff up then 
growl and turn red.  He will begin some new attacks during this phase and the 
Rusalkas will not attack by themselves anymore.  He will freeze himself - do 
not get in front of him while he is frozen or he will instantly lunge and 
swallow Nero after he unfreezes.  The Rusalkas can be hit while he is frozen to 
make them drop green orbs but hitting them is risky.  He will also perform 
feeler attacks while Nero is close to him.  Keep hitting him whenever he is not 
performing an attack to defeat him.

Bael's Move List:

Lunging Bite - Bael lunges forward with his mouth open in an attempt to swallow 
your character.
Avoidance: Roll to the side or jump.

Ice Shockwave - Bael's stomach expands then he breathes out a shockwave of ice 
directly in front of him.
Avoidance: Roll to the side, jump, or run.

Ice Shower - Bael shakes his back and fires ice pellets up into the air that 
rain down near your character.
Avoidance: Run to the side or roll to the side.

Blend - Bael's stomach expands then he breathes out a gas that allows him to 
blend into the environment.  The Rusalkas will attack after he blends.
Avoidance: N/A

Crush - Bael leaps into the air and attempts to land on your character.  His 
shadow will appear over the character.
Avoidance: Roll or run out of his falling path.

Bael's Move List (red)

Full Body Freeze - Bael freezes himself and waits for your character to get in 
front of him so he can quickly lunge and swallow the character.
Avoidance: Don't stand in front of him.

Feeler Slap - Bael's feelers glow as he moves them to his right then slaps them 
in front of him.
Avoidance: Roll the split second he slaps, jump, or stay away from him.

Feeler Smash - Bael's feelers quickly glow then he smashes them against the 
ground in front of him.
Avoidance: Roll the split second he smashes or stay away from him.

Rusalkas' Move List:

Freeze - A Rusalka hovers forward with her tentacles outward.  She freezes your 
character and Bael jumps out to swallow him if the attack connects.
Avoidance: Jump, roll, or run away from it.

Tentacle Blade - A Rusalka forms a blade with one of her tentacles then 
performs an upward slash.
Avoidance: Jump, roll, or move away.

Blade Spin - A Rusalka turns two tentacles to blades then spins with the blades 
outstretched towards your character.
Avoidance: Jump, roll, or move away.

Upward Blade Spin - A Rusalka spins two tentacle blades then moves upwards into 
the air and comes down again while still spinning.
Avoidance: Move away from it.

Ice Pellets - While remaining invisible, Bael fires down a group of ice pellets 
near a Rusalka.
Avoidance: Roll or move away from the Rusalka as the ice pellets begin to fall.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

Nero will gain the ++RUSALKA CORPSE++ after this battle.  Open the door on the 
west end that unseals to complete this mission.

 _____________ _____ _                                                   [MN05]
|    MISSION  | ____| \_______________________________________________________
|-------------| |__ --/ ^^                   TRISAGION                        |
 \  NERO      |___ \    ^^           "Obtain the Wing Talisman!"             /
  \   MISSION  ___) |   ^^                      ---                         /
   \----------|____/----^^-------------------------------------------------/
   |  Blue Orb Fragments = 02 | Secret Missions = 02 | Hidden Items = 03   |
   \----------------------------------------------------------------------/

== Soldier's Graveyard ==

Move ahead for a cutscene.

--> Enemy Encounters: Mephistos (NEW enemy!)

One may have some bad memories of Hell Vanguards from DMC3 during this 
encounter, but Mephistos are quite easy once their weakness is exposed.  Having 
any of the Charge Shots for the Blue Rose will help out quite a bit.  First 
Nero has to get rid of the cape that surrounds their body.  Both Busters and 
Snatches will damage their cape.  Jump into the air and hit them with a Devil 
Buster then perform a Snatch while falling to hit them again.  Charge a shot 
this whole time then unleash a charg shot with Blue Rose to finish the rest of 
one of their capes.

A Mephisto without its cape is basically helpless.  Removing its cape will 
expose the actual bug-like creature.  Run up to it and combo it much you would 
with a Scarecrow.  I prefer to take them into the air with a High Roller and 
slash them a few times then grab them and toss them down with a Devil Buster.  
Try to get an Instant Rev on any slashes that Nero performs in the air then 
perform a Streak or another High Roller when they hit the ground.  You can also 
be charging a shot the whole time then unleash it on them as they hit the 
ground after a Buster.

They will eventually gain their cape back if they are not disposed of quickly. 
Hit their cape with Devil Busters and Snatches once again and shoot at them 
with Charge Shots.  A Charge Shot 3 will most likely instantly remove their 
cape for the first shot and knock them down then the remaining blast will take 
off some heavy damage from their weak interior.

Slash through the gates that bar Nero's entry to the graveyard then destroy all 
the breakable objects around the area.  Be sure to knock down one of the gates 
on either side of the stairs up ahead then run to the back of the wall below 
the stairs to find a glyph that will allow you to play --SECRET MISSION 03--.  
Otherwise, open the door at the top of the stairs.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] stand on the second block on the left wall at the start of 
this area.  [ ] stand on the third block on the left wall at the start of this 
area.
Collectible Orbs: [ ] Break the horse statue on the middle pedestal then jump 
to the top of the pedestal.  Find the red orb on the right ledge.  Jump toward 
it then Air Hike and then Snatch it with the Devil Bringer.
Items: [ ] Gold Orb: While on the same pedestal where the horse used to be you 
can see this on the left platform up above.  Face the middle platform - shoot 
the Blue Rose and watch the sparks on the wall to make sure that Nero is facing 
it.  Jump, Air Hike then perform a Calibur in the air directly toward the 
middle platform to land on it.  Carefully walk to the end of the platform then 
face the left platform with the gold orb.  Perform a Streak toward it to long 
jump toward it then Kick Jump off the platform or when Nero hits it on the 
other side or Air Hike to land on the platform and collect the Gold Orb.  Whew!
Breakable Objects: [ ] 18 Gravestones, [ ] 9 Small Statues w/Pedestals, [ ] 8 
Ice Pillars, [ ] 1 Horse Statue (center pedestal)
-------------------------------------------------------------------------------

============================ Secret Mission 03 ================================
                           NONVIOLENT RESISTANCE
              Raise your stylish ranking without using attacks!
                              Time Limit: None
                                    =-=
Location: Destroy either the right or left bars blocking the area below the 
stairs to the exit door then find the glyph on the wall below the stairs.

This mission can be a fearsome nemesis.  In order to beat it, the style meter 
must be raised through dodging.  Rolling or jumping right before an attack will 
make the style meter rise and taunting will raise it even more.

One way to approach this is to have the Aegis Shield that allows Nero to grab 
an enemy and use it as a shield.  Grab one of the Scarecrows then hold it 
toward the Frost as it performs its attack.  Taunt right after the style gauge 
appears to raise the style meter.  The problem with this method is that the 
Scarecrows will be destroyed easily.

Another way to approach this - and the easiest way if you ask me - is to lead a 
Frost into the hallway that is outside the door on the right wall.  Only the 
Frost will follow and not the Scarecrows.  The Frost likes to perform its 
jumping ice pillar attack quite often from close range and you can take heavy 
advantage of this in order to pass this mission.  Stand next to the Frost and 
wait for it to charge its ice pillar attack.  Wait for it to jump into the air. 
The moment that it hits the ground, perform a single jump to raise your style 
gauge.  Land and taunt.  Hopefully the Frost will jump again.  If it does jump 
then just wait until the second it hits the ground then jump once again and 
taunt upon landing.

Using either of these methods, Nero must get a "Carnage" rank in order to pass 
this mission.  Once the C-rank (Carnage) is reached the --BLUE ORB FRAGMENT-- 
will appear in the middle of the room.  Grab it to quit the secret mission.
===============================================================================

== Master's Chamber ==

--> Enemy Encounter: Bianco Angelos

A few Bianco Angelos will appear in the bedroom.  Get behind them and slash at 
their back end like normal to finish them quickly.  Destroy the mirror above 
the fireplace to gain access to the glyph that leads to --SECRET MISSION 10--. 
Break all the extra objects around the area then exit the room.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Stands, [ ] 2 Couches, [ ] 3 Tables
-------------------------------------------------------------------------------

============================ Secret Mission 10 ================================
                               PUPPET MASTER
              Manipulate the Gyro Blades and raze everything!
                            Time Limit: 2 minutes
                                    =-=
Location: Destroy the mirror above the fireplace in the Master's Chamber and 
jump into the alcove to find the glyph.

Start up the Gyro Blade at the beginning then knock it down the hall.  The 
objective for this mission is to destroy five glowing objects with the Gyro 
Blade.  There's not really much I can do to help you here.

The glowing pieces are as follows:

1) In the middle of the hall while moving down it.
2) In the middle of the first area where the four Gyro Blades opened the blue 
seal in an earlier mission.
3) In the area that used to be sealed off with bars.  It's up the left set of 
steps.
4) In the small hallway in front of the door that leads out to the Grand Hall 
on the east side of this room.
5) At the very end of the east hall.

Jump and attack the Gyro Blade with the Red Queen then hit it with the Devil 
Buster all in one jump while hurrying through this level.  For a more precise 
push, simply hit the Gyro Blade with the Devil Buster without any Red Queen 
hits beforehand.  The --BLUE ORB FRAGMENT-- will appear once all the glowing 
pieces have been destroyed.
===============================================================================

== Torture Chamber (Third Floor) ==

Activate the blue device to Nero's left with a few attacks to open the gate 
that will lead across the bridge in the middle.  Activate the Gyro Blade in 
front of the bridge then knock it across the bridge.  Knock it into the next 
room and make it ram into the glowing pillar in that room for a cutscene.

== Spiral Well ==

--> Enemy Encounter: Mephistos
--> Enemy Encounter (Son of Sparda): Mephistos, Faust

Nero will fall down into this well after the cutscene.  More Mephistos will 
attack here, just deal with them like you did in the Soldier's Graveyard.  Pick 
up the ++WING TALISMAN++ from the small opening in the pillar.  This object 
will allow Nero to jump on the emblems to the side.

Go ahead and bounce off of the first emblem followed by the next.  To see the 
third emblem, you'll need to move downward with Nero (judging by the camera) in 
order to land on the emblem.  Be sure to look below and gain all the extra 
pickups on the ledges to the side while bouncing on these emblems.

-------------------------------------------------------------------------------
Green Orb: [ ] inside an open cell at the bottom.
Key Item: [ ] Wing Talisman
Collectable Orbs: While jumping off of the red seals up to the top of the well 
there are a total of 10 red orbs above the seals.  The final red orbs is below 
the top red seal.
Hidden Orbs: [ ] While jumping on the second emblem, land on top of the ledge 
to the left then stand at the back wall of the cell.
Red Orb Pillar: [ ] While jumping on the third emblem, land on the nearby ledge 
and the orb pillar will be inside the cell to the side.
Hidden Item(s): [ ] Vital Star S - While jumping on the fourth pillar, land on 
the next ledge then use a Devil Bringer snatch to grab the item through the 
cell bars.
-------------------------------------------------------------------------------

== Torture Chamber ==

Remember the emblem that was unearthed in the Grand Hall below the coffin? 
Well, that is what Nero needs to journey back to.

--> Enemy Encounter: Scarecrows, Mephistos
--> Enemy Encounter (Son of Sparda): Frosts, Mephistos

The doors will seal off as Nero enters the Torture Chamber.  No matter what 
difficulty level is played, the Mephistos will be the main annoyance in this 
room since they have to be dealt with differently.  Take down the ground 
enemies quickly then deal with the Mephistos.  Open the door at the end of the 
room and continue back out into the Large Hall.

== Large Hall ==

--> Enemy Encounter: Frosts

Get back to the Grand Hall.  Be sure to destroy all the objects in this Large 
Hall in order to boost your red orb rank. Frosts will attack while Nero moves 
down the hall.  These do not have to be fought.

-------------------------------------------------------------------------------
Breakable Objects: Breakable Objects: [ ] 12 Candle Stands, [ ] 5 Chairs
Collectable Orbs: [ ] Jump and break the mirror on the wall at the far west end 
of the Large Hall to reveal an alcove with two medium red orbs.
Divinity Statue: [ ] In front of the blue sealed doorway to the left of where 
the glowing circles are.
-------------------------------------------------------------------------------

== Grand Hall ==

Destroy all the chairs and benches once again.  Jump onto the red emblem and it 
will bounce Nero up into the air.  Land on the big chandelier in the middle of 
the room.  Slash the weak glowing spot in the middle of the chandelier to 
trigger a cutscene.

-------------------------------------------------------------------------------
Collectable Orbs: [ ] Two small red orbs lie against the side of a high 
platform.
Hidden Orbs: [ ] You need to have Exceed 3 in order to reach these.  Find the 
two small orbs that lead up to a high platform.  Face the high platform with 
the two red orbs then perform a Level 3 High Roller against the wall on the 
side of the high platform to jump against it then quickly Kick Jump off the 
wall at the peak of the jump and leap on top of the high platform.  Walk to the 
left side of the platform and stand to receive the hidden orbs.
Breakable Objects: [ ] 8 Benches, [ ] 36 Chairs
-------------------------------------------------------------------------------

When the cutscene ends, the painting in the back will be torn up and a new 
opening will be in view from where the chandelier broke the wall.  Be sure to 
scope out this whole area for red orbs like before to increase your red orb 
ranking. Run down the steps past the torn painting and open the door at the 
bottom.

-------------------------------------------------------------------------------
Hidden Item(s): [ ] Vital Star S - Use a Devil Bringer snatch to grab the item 
through the bars on the left side of the room after moving down the stairs past 
the painting.
-------------------------------------------------------------------------------

== Underground Laboratory ==

Run all the way down the hall and a cutscene will play that will end this 
mission shortly after the camera angle changes.

 ________________ __ _                                                   [MN06]
|    MISSION     / /  \_______________________________________________________
|---------------/ /_--/ ^^                  RESURRECTION                      |
 \  NERO       | '_ \   ^^   "Release the true power that resides within!"   /
  \   MISSION  | (_) |  ^^                       ---                        /
   \------------\___/---^^-------------------------------------------------/
   |  Blue Orb Fragments = 03 | Secret Missions = 01 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

== Underground Laboratory ==

Check the area over for items.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 1 Barrel (on current floor), [ ] 6 Barrels (along the 
metal platforms below - it is best to get these on the way out of this area 
near the end of this mission).
-------------------------------------------------------------------------------

============================ BLUE ORB FRAGMENT ================================
Before jumping down below, run to the other side of the round walkway that Nero 
starts on and collect this --BLUE ORB FRAGMENT--.  It can be seen in the 
cutscene at the beginning of this mission.
===============================================================================

Leap into the hole and fall all the way to the bottom floor.  There are barrels 
on some side ledges in the hole but you can destroy those while backtracking in 
this mission.  Open the door at the bottom.

-------------------------------------------------------------------------------
Combat Adjudicator: [ ] Bottom floor (requires Dante)
Green Orbs: [ ] Behind some bars at the bottom
-------------------------------------------------------------------------------

== R & D Access ==

Walk up to the big door for a cutscene.

--> Enemy Encounter: Cutlass (NEW Enemy!)

These enemies can get a bit annoying since they are rather hard to catch at 
times.  These Cutlass enemies normally swim inside of the ground exposing only 
their fins.  Charge shots from Blue Rose work wonders for hitting these enemies 
- hit one of them with two level 1 charge shots to make it surface.  Level 3 
charge blast work even better.  You can also wait for one of them to attack - 
it will make a distortion in the floor then jump out and try to bite Nero on 
it's way down.  When it jumps, snatch the Cutlass to make it fall to the ground 
helplessly.  Nero can also hit it with a charge shot at that time for the same 
results.  While it flips back and forth on the ground, combo it like you would 
a Scarecrow.  Be on the lookout for other Cutlass that will attack from 
underneath Nero while he attacks one of the others.

Continue down the hall and open the next door to continue.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Gate Pieces (the Cutlass will most likely break them)
-------------------------------------------------------------------------------

== Game Room ==

This room will present Nero with a dice game.  Walk over to the die and attack 
it and a message will pop up on the screen to tell you about the dice game.

Notice the statue on the white circle at the beginning of the board in the 
shape of Nero.  Hit the die with any sort of attack to roll it and see what you 
get.  The object of the game is to get the statue of Nero to the white space at 
the very end by rolling the die.

The results of the rolling die can be controlled.  Whatever number is on top of 
the die once it is hit is the number that will be rolled.

The sequence that the numbers will appear in on top of the die is:

1 - 4 - 2 - 6 - 3 - 5

So let's say you wanted to roll a 6.  The way I would do that is to watch for 
the 4 then count two more rotations and hit the die.  Hit the die with a Buster 
(B).

An alternate method that may be used is to wait for the number that you want to 
pop up then label it as "1".  For the next six rotations, count 2 - 3 - 4 - 5 - 
6 - 1 then hit die with a Buster during the second 1.  This may help if you do 
not want to memorize the pattern mentioned above.

Here's a breakdown of the different circles with results:

Blue   = Prize
Purple = Enemies [Boss] (Son of Sparda mode and above)
Red    = Enemies
White  = Free Space (nothing)
Yellow = Skip/Backtrack to another yellow space

Here are the results that you can get:

BLUE SPACES
Orb Storm - It rains red orbs and one green orb.
Chest Row - Some chests have orbs or items when broken while one chest will 
            make the others disappear when broken.

The chest rows appear like this:

X X X X X

Break them in the following order to receive items:

3 4 2 X 1 = Vital Star S

3 X 2 4 1 = Holy Water

The Vital Star must be received before the Holy Water.  You might not receive 
the items that I have listed.  I believe the item received is random.

(thanks to Brogeta for these setups)

RED SPACES
-> Devil Hunter        -> Son of Sparda          -> Dante Must Die
Scarecrows             Devil Hunter enemies      Son of Sparda enemies
Scarecrows, 2 Frosts   3 Mega Scarecrows, Blitz
3 Frosts               Bael
3 Mephistos
30 seconds of lasers

YELLOW SPACES
Yellow 1 = Proceed to Yellow 2
Yellow 2 = Backtrack to Yellow 1
Yellow 3 = Proceed to Yellow 4
Yellow 4 = Backtrack to Yellow 3
Yellow 5 = Proceed to Yellow 6
Yellow 6 = Backtrack to Yellow 5

PURPLE SPACES (only on SOS and higher difficulties)
-> Son of Sparda       -> Dante Must Die
Son of Sparda enemies     Son of Sparda enemies
Bael

Once the final white space at the end of the dice board is reached then the 
blue seals will break from the doorways.

-------------------------------------------------------------------------------
Collectable Orbs: [ ] Red Orb (right wall)
-------------------------------------------------------------------------------

== Containment Room ==

A cutscene will trigger upon walking into this room.

------------------------------ - BOSS BATTLE - --------------------------------

                                  A G N U S
                                 - - - - - -

Agnus will send several Gladius demons after Nero while he stands and looks on 
from behind the glass of the lab up above.  The Gladius enemies will fly in the 
air then eventually form a sword while spinning then dive straight at Nero.

Target one of the Gladius enemies then DB snatch it to bring it to Nero.  The 
Gladius will fall to the ground near Nero and form a sword.  Pick up the sword 
with a Buster attack and aim at the window that Agnus is behind and allow Nero 
to throw the sword at the window in order to damage the boss.  This boss battle 
is very straightforward once you know what to do.  There really isn't much 
strategy to it.

Occasionally the floor will begin to light up then it will electrify with 
electric currents for a few seconds.  The best way to get away from this is to 
hop on the small circular platform (or raised area) in the center of the room - 
this is the only section of the room that doesn't get electrified. Nero can 
also jump into the air and fire the Blue Rose until the electricity fades.  The 
electricity stays for quite a while though so if Nero jumps to avoid the 
electricity then the jumps must be timed well.  If you happen to have Air Hike 
then that will definitely help out.  Nero could also kick off a wall or perform 
a Roulette Spin in the air to lengthen his jump.

More Gladius enemies will appear throughout the battle so there will be tons to 
throw at Agnus.  The Gladius can be grabbed with a normal Buster while in the 
air or they can be grabbed with a Buster right when they stick in the ground 
from attempting to stab Nero.

A cutscene will trigger after the final blow.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

Nero will receive the ++YAMATO++ after the cutscene.  The Yamato allows Nero to 
Devil Trigger with the tap of the LB button.  His attacks become much more 
devastating while in this state and his life constantly recharges minimally.

Find the door in the back of the lab then open it.

-------------------------------------------------------------------------------
New Weapon (basically an ability): Yamato
Breakable Objects: [ ] 1 Chair, [ ] 1 Stool
Hidden Orbs: [ ] Stand in the middle of the blue beam.
-------------------------------------------------------------------------------

== Foris Falls ==

Walk over to the blue device up ahead and use attacks to activate it.  A 
cutscene will trigger afterward.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Barrels
Green Orbs: [ ] middle of the first floor
-------------------------------------------------------------------------------

Climb the staircase to the side and run to the top.

============================ BLUE ORB FRAGMENT ================================
Before entering the next door at the top of the staircase, walk out to the 
ledge with no railing to see a blue orb fragment in the distance.  In order to 
retrieve this one, stand facing the blue orb fragment then perform a Streak 
toward it to make Nero long jump out toward it.  While long jumping, perform a 
Roulette Spin or Air Hike to gain some extra air time then collect the --BLUE 
ORB FRAGMENT--.
===============================================================================

Open the door at the top of the staircase.

== Angel Creation ==

--> Enemy Encounter: Bianco Angelos
--> Enemy Encounter (Son of Sparda): Bianco Angelos, Alto Angelo

The room will seal off and Bianco Angelos will attack and possibly another type 
of Angelo depending on the difficulty level.  Get behind the Biancos then 
attack them and bring them into the air then grab them with a Buster.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 1 Barrel (to the left of the bottom of the staircase 
near the machinery)
-------------------------------------------------------------------------------

After the battle, walk over to the bodies inside of the cages surrounding the 
greenish glow.  Check around the body on the left wall to find a glyph leading 
to --SECRET MISSON 04-- on the right side of it.

============================ Secret Mission 04 ================================
                          TRACKING TREASURE DOWN
                         Find all the hidden orbs!
                            Time Limit: 2 minutes
                                    =-=
Location: Angel Creation - Walk over to the device on the left side from where 
you enter then touch the glyph to the right of the left caged body.

This mission requires that Nero find three hidden set of orbs somewhere in the 
Grand Hall.  Watch for Nero's arm to glow as he gets close to a hidden orbs 
location.  The orbs are hidden randomly but they are always hiding in one of 
the locations listed below:

- Stand in between the entrance doors and the small set of steps leading to it.
- On the west side, stand to the east of the third and fourth pillar (in 
  between them and across from them)
- Stand near the far northeast corner of the first floor.  Not quite in the 
  corner but a little bit to the side to where Nero doesn't touch a wall.
- Knock the Gyro Blade out of the way and stand where it was.
- Stand in front of the blue device near the northeast corner of the second 
  floor.
- Destroy the mirror on the east side of the second floor and stand in the 
  center of the alcove behind it.
- Facing the door on the west side of the second floor, stand in the middle of 
  the small ledge that extends out toward a pillar across from the door and 
  outside of the railing.  Kick Jump off the side of the ledge up above while 
  on the first floor if Nero falls from the second floor.
- Past the broken picture of Sanctus, move downstairs then stand in the middle 
  of the floor leading up to the basement.

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

Climb up the stairs in the back of this area and move across the tunnel.

--> Enemy Encounter: Bianco Angelos

The doorways will seal off in the circular area and more Bianco Angelos will 
attack.  Defeat them then jump below.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] After jumping down from the circular area with the caged armor 
in the middle (you fight Bianco Angelo's there), stand in front of the control 
panel to the character's left.
-------------------------------------------------------------------------------

--> Enemy Encounter: Bianco Angelos

Even more Bianco Angelos will attack as Nero continues toward the end of the 
room.  Defeat them then open the door on the side wall to exit this area.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 1 Barrel (Near the back of the room where the Angelos 
exit from the containers)
-------------------------------------------------------------------------------

== Underground Laboratory ==

Activate the control panel to Nero's left.

After activating the control panel, walk toward the emblem on the floor then 
bounce on it to get up to the other red emblems.  Bounce out of the Underground 
Laboratory by bouncing on each emblem until Nero reaches the top again.

-------------------------------------------------------------------------------
Breakable Objects: [ ] Barrels (land on the ledge near the second emblem), [ ] 
Barrel (land on the ledge near the third emblem), [ ] Barrels (land on the 
ledge near the fifth emblem).
-------------------------------------------------------------------------------

Run down the long hallway and open the door at the end.

== Grand Hall ==

Run up the stairs then move through the hole in the wall.

Once again, Nero is back in the Grand Hall.  Open either the door on the right 
or left next to the destroyed painting - they both lead the same way.

The usual orb pickups are still waiting around the area in the Grand Hall.  You 
know the drill by now.  Allow me to bore you with them once again so you may 
tear your eyes out from viewing them so much.

-------------------------------------------------------------------------------
Collectable Orbs: [ ] Two small red orbs lie against the side of a high 
platform.
Hidden Orbs: [ ] You need to have Exceed 3 in order to reach these.  Find the 
two small orbs that lead up to a high platform.  Face the high platform with 
the two red orbs then perform a Level 3 High Roller against the wall on the 
side of the high platform to jump against it then quickly Kick Jump off the 
wall at the peak of the jump and leap on top of the high platform.  Walk to the 
left side of the platform and stand to receive the hidden orbs.
Breakable Objects: [ ] 8 Benches, [ ] 36 Chairs
-------------------------------------------------------------------------------

There ya go, buddy!

== Central Courtyard ==

--> Enemy Encounter: Frosts

No matter which way Nero chooses, the usual Frosts enemies will form and 
attack.  They do not have to be fought.  Just run past them if you want to and 
head for the door at the end of the outside walkway.

== Foris Falls ==

Run down whichever staircase that Nero exits out to.  Run across the newly 
available bridge in the center of the area past the pillar with the light and 
run toward the tunnel where the waterfall used to be.  A cutscene will occur 
once Nero enters the tunnel.  Run further ahead after the cutscene.

== Forest Entrance ==

Move ahead until another cutscene plays that will end this mission.

 ____________ ______ _                                                   [MN07]
|    MISSION |____  | \_______________________________________________________
|----------------/ /--/ ^^                 THE SHE-VIPER                      |
 \  NERO        / /     ^^      "Proceed through the Forest of Ruin!"        /
  \   MISSION  / /      ^^                      ---                         /
   \----------/_/-------^^-------------------------------------------------/
   |  Blue Orb Fragments = 03 | Secret Missions = 01 | Hidden Items = 02   |
   \----------------------------------------------------------------------/

SPECIAL MISSION NOTE: This mission has tons of Chimera Eggs (green eggs with a 
slight glow) that may be destroyed for red orbs.  Destroying these will 
increase your orb rank at the end of the mission.  Keep in mind that these eggs 
blend into the environment very well at times, so be sure to keep an eye out 
for them.

== Forest Entrance ==

Up ahead, Nero will have a choice of paths, but both paths lead the same way.  
The left path through the log has some Chimera Eggs that can be broken open to 
receive some red orbs and the right path has a red orb pillar to the side of 
it, so you will want to check out both paths.  Continue down the path up ahead 
and enter the next area.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 12 Chimera Eggs (to the left directly at the beginning 
of the mission, inside log to left and in the far right corner of the right 
path)
Items: [ ] Vital Star M - While inside the log, find the hole in the top of the 
log then position your character below it and jump to collect this item.
Red Orb Pillar: [ ] down the right path
-------------------------------------------------------------------------------

== Windswept Valley ==

Before hopping down the cliff, move along the ledge to the left and leap over 
to the --HOLY WATER-- on that ledge.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 1 Chimera Egg (on the way to the Holy Water)
Items: [ ] Holy Water - Hop across the ledges to the left before jumping off 
the cliff to find this on a raised area.
-------------------------------------------------------------------------------

--> Enemy Encounter: Chimera Seeds (NEW Enemy!)

At the bottom of the cliff, Chimera Seeds will attack.  These enemies are 
extremely weak and can be defeated with one simple Devil Buster.  They use a 
very quick lunge to attack, and are quite annoying in groups so get rid of them 
before they gather too much.  The quickest way to defeat them is to jump in the 
air and use the Snatch on each one then use the Devil Buster to tear them 
apart.  Pull each one into the air then Buster it.

Chimera Eggs are hidden throughout this area so search it over well.  Glowing 
gates bar entry to the side path - Nero will have to take the path directly 
ahead.  Move up the stairs and open the door at the top.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Chimera Eggs (one is on the mountainside)
-------------------------------------------------------------------------------

== Ruined Church ==

--> Enemy Encounter: Chimera (NEW Enemy!)

A cutscene will play as Nero enters this area.  When a Chimera Seed takes over 
a Scarecrow you get a pretty ugly combination here.  The Chimera attacks and 
can be hit much like the standard Scarecrow, but with the new Chimera 
appendages, it can form blades out of its tentacles and move them about rapidly 
to knock Nero away.  The cheap part about this type of enemy is that it can 
attack with its blades at any time to knock Nero away - even during a Buster or 
while the Chimera is on the ground.  Watch for the blades to glow then move 
about wildly over the Chimera's body.  There is a certain timing involved with 
this attack - in other words, once they perform it once, they will not use it 
again for a certain amount of time.  The Chimera Seed on the Chimeras can be 
damaged to where it will not attack with its blades - charge a shot and fire at 
the Chimera.  After a few charge shots (or one level 3 charge shot) the Chimera 
Seed will turn a blackish color and it will be stunned temporarily so it will 
not attack with its blades.

It is best to use quick attacks when dealing with these type of enemies since 
Nero runs the chance of getting hit when dealing out major strings of attacks 
if the Chimera Seed remains active on the Chimera.  Don't grab them much since 
they can easily break it by slapping Nero with their blade-like appendages.  
Pay attention to when they attack with their blades then attack them during the 
time in between the next blade attack or just use a few charge shots to stun 
the Chimera Seed then take the Chimeras on like normal Scarecrows.

Once the Chimeras fall, break the windows to the right and destroy all the 
Chimera Eggs for some extra orbs.  There is also an egg by the pedestals to the 
left and another in front of the stairs in the back.  The glass window (looks 
like a wall) in the back left can be destroyed, but nothing can be done with 
the tree trunk behind it at the moment.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 19 Chimera Eggs (Break glass on right for most of them)
Combat Adjudicator: requires Dante
-------------------------------------------------------------------------------

Move up the stairs and attack the blue device on the second floor.  Activating 
it will make some tiles appear beside it.  Run onto the tiles and quickly move 
across them as they appear then disappear.  Nero must wait until a tile is 
fully formed before stepping onto it.  Run along the tiles then open the door 
that they lead Nero to.

== Ruined Valley ==

Run up the stairs and step on the blue circle then grapple to the Grim Grip on 
the other side.  Grapple to the next Grim Grip after stepping on the next blue 
circle.

Find the blue device up under the ledge up ahead.  Hitting the blue device will 
activate some more tiles to the side just like the ones from earlier.  These 
tiles will appear then disappear in certain spots of the area up ahead.

--> Enemy Encounter: Mephistos

As soon as Nero steps out onto the first tile, two Mephistos will appear.  You 
can do one of two things here:

A) Fight the Mephistos while standing on the first set of tiles.  MAKE SURE 
that they fall on the tiles when their cloaks fall or they will instantly 
reform them!  Take them down with constant slashes mixed with Buster grabs.  
Instant Rev every slash if possible to take them down faster.

B) Step onto the first set of tiles then, when the Mephistos appear, jump right 
back to the ledge with the blue device.  If Nero chooses to step back, the 
tiles will go through the normal cycle without him, but he can easily take down 
the Mephistos without any problems.  Defeat the Mephistos then wait for the 
tiles to stop disappearing and reappearing then move across them normally.  I 
would highly recommend using this method if you repeatedly fall.

NOTE: If the second method is chosen, it is possible to rejoin the tiles.  The 
tiles will eventually move back close to the current platform and at that time 
Nero can hop back over to them by standing near the edge and performing a 
Streak in order to long jump directly toward the close set of tiles.  Keep in 
mind that the camera angle will change once Nero steps out to the edge of the 
platform.  I would advise you to have the tiles in view before the camera angle 
change so Nero can easily step up close to the edge as the camera angle changes 
then quickly Streak to perform the long jump while facing them.  Nero can also 
make it to the close set of tiles by performing a jump and Air Hike.

If Nero falls then he will fall into the Ruined Lowlands and be forced to fight 
a random set of enemies each time he falls.  You must fall into this area if 
you want to collect all the red orbs for this mission since a hidden orb pickup 
is down there.  The Ruined Lowlands are described in the next area below.

Either way, while moving across the tiles, always move or jump to the next 
section that appears as soon as it becomes visible.  When Nero reaches the 
section under the mountain wall, look for the blue orb fragment near the rock 
ceiling.

============================ BLUE ORB FRAGMENT ================================
Air Hike up to this while on the far set of tiles below the mountain wall to 
retrieve this --BLUE ORB FRAGMENT--.
===============================================================================

Jump to the ledge with the door then open the door to continue to Lapis River.

== Ruined Lowlands ==

--> Enemy Encounter: Random Enemies

If you happen to fall or simply jump down to collect the rest of the orbs, then 
Nero will have to deal with some Chimera enemies or possibly Mephistos - it's 
random.  Defeat the enemies then break the Chimera Eggs in this area and find 
the hidden orbs in the west.  Step onto the blue glowing circle to teleport 
back to the Ruined Valley up above.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Chimera Eggs
Hidden Orbs: [ ] Walk to the edge of the cliff in the northwest and stand.
-------------------------------------------------------------------------------

== Lapis River ==

No enemies will attack in this area.  Find all the Chimera Eggs hidden around 
the trees and under the bridge and bust them open for some extra red orbs.  One 
of the Chimera Eggs is actually on top of one of the standing pillars at the 
very end of the bridge (right side).

-------------------------------------------------------------------------------
Breakable Objects: [ ] 12 Chimera Eggs (some are under the bridge, one is on 
the far right pillar on the bridge [jump at the end of the bridge to see it]).
-------------------------------------------------------------------------------

Run across the bridge then turn left and move behind the tree at the very end 
of that path to find the glyph that will lead to --SECRET MISSION 05--.

============================ Secret Mission 05 ================================
                                SKY SCRAPER
                    Reach the goal by rising to the top!
                            Time Limit: 1 minute

Location: Lapis River - Turn left after moving across the bridge and interact 
with the glyph behind the tree at the end of the path.

a) Jump on the first red seal then hold RB and grapple to the Grim Grip at the 
top followed by the next Grim Grip.  The second Grim Grip must be grabbed 
immediately following the first or Nero will not hit the next red seal.

b) Bounce off the second red seal then grapple the Grim Grip across from Nero 
(behind him) as he reaches the peak of his bounce.  You'll have to move back a 
little in order to grapple this Grim Grip.  Quickly grapple to the next Grim 
Grip above the first - holding the RB button then prepare to tap B to make Nero 
grapple the second Grim Grip and land on the third red seal.  The timing for 
this second Grim Grip requires you to wait just a bit before grappling to it in 
order to land on the next red seal.

c) Bounce off the third red seal and Nero will bounce up to a red seal 
surrounded in bars.  Slash at the bars in front of Nero without moving too far 
to the side to destroy a small section of the bars.  Allow Nero to fall back 
onto the third seal then bounce upward again.  Move over the fourth red seal 
while in the air.

NOTE: Nero can also land on the nearby catwalk from the third red seal bounce 
and move to the raised portion of that catwalk then jump and perform a mid-air 
snatch to break a section of the gate.  If he has Air Hike then just double 
jump to the forth red seal.

d) Bounce off the fourth red seal and land on the catwalk up above.  The 
catwalk is very close, so just move a little bit ahead while bouncing and Nero 
will fall directly on it.  It kind of doesn't look like Nero could land on the 
catwalk be he can!  Run over to the side with the metal wall then stand and 
face outward.  Hold the RB button to make Nero lock-on to the Grim Grip above. 
Grapple to the Grim Grip (WITHOUT JUMPING!) and Nero will fall on the fifth and 
final seal.

e) Bounce to the top and collect your --BLUE ORB FRAGMENT--.

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

Run down the path to the right of the bridge to enter the next area.

== Ancient Plaza ==

--> Enemy Encounter: Chimera Seeds, Scarecrows
--> Enemy Encounter (Son of Sparda): Chimera Seeds, Assaults

The exits will seal off and some Chimera Seeds will attack along with some 
Scarecrows.  The Chimera Seeds in this area can actually latch onto the 
Scarecrows to form Chimeras like Nero fought a while ago.  Try to keep the 
Chimera Seeds from latching onto the Scarecrows if at all possible.

Once the Scarecrows and Chimera Seeds fall, find all the Chimera Eggs around 
the area and bust them open for some extra orbs then leave the area through the 
opposite path.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 9 Chimera Eggs
-------------------------------------------------------------------------------

== Windswept Valley ==

Nero will emerge behind one of the glowing gates in the Windswept Valley.  
Activate the Gyro Blade near the stone platform then knock it through the two 
glowing walls up ahead.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Chimera Eggs (in between the first set of glowing 
walls)
-------------------------------------------------------------------------------

--> Enemy Encounter: Scarecrows, Chimera

Scarecrows and Chimeras will attack in the open area outside the path that Nero 
exits.  Knock the Gyro Blade into them to make quick work of them all.

Hit the Gyro Blade and make it destroy the wall in the south portion of this 
area to reveal a new path.  There are some Chimera Eggs on the left wall down 
this path.  Open the door down that path.

== Ruined Valley ==

Run ahead for a cutscene.

After the cutscene, Echidna will chase Nero along the catwalks.  Run to avoid 
getting hit.  She can't knock Nero off the side, only hit him and make him 
bounce further ahead.

There are some nicely arranged Chimera Eggs along the path that must be broken 
in order to gain a better orb rank for this stage.  Allow Echidna to break them 
while Nero stands near them and you can collect the orbs from them while she 
chases Nero.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 18 Chimera Eggs
-------------------------------------------------------------------------------

Run to the end and a cutscene will play then the Echidna will end her pursuit.

== Forgotten Ruins ==

Attack the --COMBAT ADJUDICATOR ("Atomic" rank with Nero)-- for a --BLUE ORB 
FRAGMENT--.  It's to the right when entering this area.  Move through the 
tunnel.

-------------------------------------------------------------------------------
Combat Adjudicator: [ ] to the right before moving through the tunnel (requires 
"Atomic!" rank with Nero)
-------------------------------------------------------------------------------

--> Enemy Encounter: Scarecrows, Chimera

Scarecrows and Chimeras will attack on the other side of the tunnel and on the 
bridge.  Be sure to run back and find all the Chimera Eggs since the camera can 
sometimes hide some during the heat of battle.  Power-up at the Divinity Statue 
then enter the next area.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Chimera Eggs (2 of the eggs are on top of the bridge 
up above.  In order to get these, break the Combat Adjudicator then perform a 
Level 3 EX High Roller while facing the bridge and standing near the Combat 
Adjudicator then fire off Blue Rose while in the air (normal or charge shot).  
Shoot past the gate on the side of the bridge to hit the eggs.  It is best to 
play Mission 8 before trying this so you will have a good idea of where the 
eggs actually are.  Practice hitting the eggs on Mission 8 to prepare to hit 
them on this mission.
Divinity Statue: [ ] To the left before exiting the area.
-------------------------------------------------------------------------------

== Den of the She-Viper ==

Gee, I wonder what's going to happen here?  Will we fight some sort of boss in 
this She-Viper den?  Hmmm...  Move up the stairs and enter the open area to 
trigger a cutscene.

------------------------------ - BOSS BATTLE - --------------------------------

                                E C H I D N A
                               - - - - - - - -

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Impale          | Grab Echidna with a Buster after stunning her with enough |
|                 | attacks.  She will lean over and stagger.                 |
|-----------------------------------------------------------------------------|
| Egg-Sac Pummel  | Grab Echidna's egg sac with a Buster after she opens up   |
|                 | her snake body to reveal the egg sac.  Jump and grab.     |
|-----------------------------------------------------------------------------|
| Riding Impale   | While Echidna dashes in from the background while         |
|                 | glowing, perform a Buster a few moments before she dashes |
|                 | at Nero to make Nero plunge the Red Queen into her and    |
|                 | ride her while damaging her.  Rev up the blade for more   |
|                 | damage.                                                   |
+-----------------------------------------------------------------------------+

SHE'S QUICK...
Yes, this boss has some extremely quick attacks that you would expect from a 
snake-like enemy.  Her attacks mainly consist of quick lunges and sudden slaps 
of her tail and hair appendages.  She's very random so I can't lay out a 
particular pattern for you, but I can tell you how she will attack.

WHILE PROPPED UP ON HER TAIL...
This is the main position that she will get into most of the time.  The viper 
head will open then Echidna's female body will be exposed.  During this stance 
she will attack by whipping her hair appendages and tail.  Both attacks can be 
dodged by rolling toward whichever appendage she uses but the best method of 
avoidance is to simply jump.  Jump and attack her while she is not attacking 
and prepare to jump or roll to avoid her attacks.  It really pays to have the 
Air Hike during this battle so you can jump once again in the air and fire off 
Blue Rose while she attacks.  During this phase, jump and hit her with the 
Roulette Spin while in the air.  This move will seriously tear her ass up if 
you can manage to keep up the momentum of performing it in a row.  Try to 
Instant Rev each attack.  Just simply Air Hike when you see her about to attack 
and fire at her with Blue Rose from above - it may be best to Air Hike away, 
but Nero can Air Hike above her to dodge as well.

WHILE BURROWED IN THE GROUND...
When she stand on her tail then burrows into the ground she will attack from a 
distance by using her tentacles.  Try to stay right up on her to dodge most of 
the tentacle attacks.  The tentacles can still hit Nero while he is close to 
her body however, so you are not out of harm's way by getting close to her.  
Prepare to roll at times to avoid the tentacles as they slap down to the 
ground.

Echidna's only real method of attack during this phase from her female body is 
to slap her hair tentacles back and forth.  Just roll opposite the way she 
slaps the tentacles during both slaps and that will avoid them or simply jump 
into the air and fire Blue Rose.  She will also shoot out a force blast shield 
all around her, but this does not damage Nero - it only stuns him for a brief 
second.  This can be avoided by jumping.  Attack her with the Red Queen Combo 
C.  With this particular combo, Nero will not have as much delay per attack 
which will allow him to jump over any attack that she might perform.  Try to 
Instant Rev each slash if possible.  When the viper mouth around her (the 
petal-like pieces) begins to move, lock-on to her then jump directly back to 
avoid getting hit as she flies out of the ground.

WHILE FLYING IN THE BACKGROUND...
Shoot at her with Blue Rose (charge the shots then fire) while she is in the 
background.  A Level 3 charge shot will do some serious damage.  Nero will 
always hit her no matter where she is on the screen.  Prepare to dodge her 
sudden lunge with a well-timed roll right before she hits Nero.  She will 
perform a lunge sometimes more than once or twice so be ready when she begins 
to move toward Nero.  The lunge can be cancelled with a level 3 charge blast 
from Blue Rose.

WHILE LAYING EGGS...
When she spreads out her tail to lay eggs, run and jump up to her egg-sac then 
Buster it with the Devil Bringer.  This will immediately stop her from laying 
any Chimera eggs and it will take some fair damage from her.  Tear apart any 
Chimera Seeds with the Devil Bringer upon landing.  It's actually possible to 
jump then Air Hike to her top half during this phase and hit her top half.

WHEN SHE GLOWS TOWARD THE END...
She will eventually scream in place then begin to glow.  The scream shockwaves 
cannot hit Nero.  While she is glowing, she will keep her main body out the 
whole time and never show her viper head.  Seeds will form on her body and she 
will shoot them out as she attacks or flies by.  Roll or jump to avoid the 
seeds.  Be very careful about getting too involved in a long combination of 
attacks since Nero can get hit with a seed pretty easily during this phase if 
he remains still for too long.  Her lunge attack is a bit more quick and she 
will actually target Nero this time instead of simply flying by him sometimes 
like the viper head did.  It's possible to perform a Buster on her as she flies 
by in her glowing state.  Nero will latch onto her with the Red Queen stuck in 
her - Rev up the blade (LT) during this to cause more damage.

REVVING HER ASS UP...
After attacking her enough, she will eventually be stunned - she grabs her head 
and remains still without attacking.  Grab her at this point for some massive 
damage.  Nero actually sticks the blade into her chest and revs up the blade.  
While this grab is occurring rev up the blade yourself by pressing the LT 
button to increase the Exceed Gauge and damage her even more.  Nero can have a 
full Exceed gauge by the time this grab is finished.

QUICK DISPOSAL...
I have to stress the Roulette Spin if you want to take her down quickly when 
she is propped up on her tail.  Use the Devil Trigger to make this battle even 
faster.  When she goes to lay eggs, hit her with a few Roulette Spins in her 
eggs sac before grabbing her.

STYLISH DISPOSAL...
The Roulette Spin will make that style gauge soar when she props herself up.  
The fact that the Roulette Spin will hit her and possibly her body will raise 
the gauge even more.  When she lays eggs, hit her with a few Roulette Spins in 
the egg sac then grab her body.  Tear the Chimera Seeds apart after landing 
then taunt her.  Avoid all of her attacks and taunt after a brutal Buster.  
Getting a Buster grab on her body is the main key to an SSS-rank during this 
battle.  It's not hard at all to get an S-rank in the style gauge during this 
battle.

Echidna Attacks

While propped up on her tail:

Tail Slap - Echidna quickly slaps her tail across the area in front of her 
starting from her right.  Watch for her tail to move in the back of her as she 
whips her tail around to her front.
Avoidance: Roll toward her tail (to the left) or jump.

Hair Slap - Echidna starts from her left then slaps her hair tentacles to the 
right then to the left while looking down.
Avoidance: Roll toward each appendage slap (right then left), Air Hike above 
her and fire Blue Rose or Air Hike backwards then fire Blue Rose.

Burrowing Stance:

Burrow - Echidna stands straight up on her tail and burrows into the ground 
then opens her snake mouth to reveal her body.  The petal-like side of the 
viper mouth can hit your character when she falls into the ground from above.
Avoidance: Back up and stay away from her snake body.

Ground Tentacles - While burrowed, Echidna sends tentacles through the ground 
and makes them surface and smash whatever is front of them.
Avoidance: Roll or run.

Tentacle Stab - Echidna waves her arms and tentacles shoot out of the ground 
below your character.  Watch for the holes to appear below your character.
Avoidance: Roll or run.

Force Blast - Echidna holds up both arms and sends out a small force blast all 
around her.  This doesn't damage but it will stun your character if it hits.
Avoidance: Jump.

Hair Slap - Echidna leans her head back then slaps to her right then to her 
left with her hair appendages.
Avoidance: Roll toward each appendage slap (right then left) or jump and fire 
Blue Rose.

Burrow Escape - Echidna's petal-like appendages (viper head) begin to shake as 
she quickly unearths her entire body.  The petal pieces will hit if your 
character is anywhere near them.
Avoidance: Target her when her petal-like appendages shake then jump directly 
backwards.

Various Other Attacks from her flying state:

Egg Laying Stance - Echidna opens her snake body up around the area to stand on 
her appendages.  She begins to lay Chimera Eggs from her egg sac below the 
bottom section of her body.  The eggs will hatch into Chimera Seeds.
Avoidance: Roll to avoid the appendages or move in between them.

Biting Lunge - Echidna quickly lunges toward your character and tries to bite 
him with her viper head.
Avoidance: Perform a well-timed roll to either side as the viper head 
approaches.  A level 3 charge blast will cancel this move.

Ram - While retreating from her propped up position, her snake body coils to 
the side and the viper head closes and remains still for a brief second then 
suddenly darts straight ahead.  While she is glowing, she locks on to your 
character's current location.
Avoidance: Move away from her viper head or roll as she begins to move.  While 
she is glowing, your character will have to roll.

Seed Shots - While her body glows, seeds form on her snake body throughout the 
rest of the battle.  Echidna shoots these seeds in waves whenever she attacks 
or moves by your character.  Watch for her body to glow then watch for the 
seeds on her snake body then prepare to dodge as the seeds shoot toward your 
character.
Avoidance: Move, roll, or jump away from the seed shots.

Punching Lunge - While her body is glowing, Echidna lunges at your character 
with both her arms outstretched.  She will not use the viper head anymore while 
flying around and glowing.  She actually targets your character more often 
while glowing instead of moving by him.
Avoidance: Perform a well-timed roll to either side as she approaches.  Perform 
a Buster to her mouth before she hits Nero.  A level 3 charge blast will also 
cancel this move.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

After the battle, run around the arena and break all the Chimera Eggs.  Nero 
will receive the ++SEPHIROTHIC FRUIT++ after defeating Echidna.  Walk over to 
the demonic tree trunks in this area and interact with them to make them wilt 
with the power of the Sephirothic Fruit.  The mission will end after the tree 
trunks fall.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Chimera Eggs
Key Item: [ ] Sephirothic Fruit
-------------------------------------------------------------------------------

 ______________ ___ __                                                   [MN08]
|    MISSION   / _ \  \_______________________________________________________
|-------------| (_) |-/ ^^              PROFESSION OF FAITH                   |
 \  NERO       > _ <    ^^    "Embrace the light to escape the forest!"      /
  \   MISSION | (_) |   ^^                      ---                         /
   \-----------\___/----^^-------------------------------------------------/
   |  Blue Orb Fragments = 02 | Secret Missions = 00 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

== Ancient Training Ground ==

Continue to move down the path and be on the lookout for Chimera Eggs.

============================ BLUE ORB FRAGMENT ================================
In the tunnel, find the Chimera Egg on the ceiling.  Jump and destroy it to 
find that it is hiding a --BLUE ORB FRAGMENT-- behind it.  Jump and Air Hike or 
Kick Jump off one of the walls to collect it!
===============================================================================

--> Enemy Encounter: Scarecrows, Chimera Seeds

Chimera Seeds and Scarecrows will attack further ahead.  Try not to let the 
Chimera Seeds attach to the Scarecrows or you'll get that annoying Chimera 
combination.  Continue down the path after the battle or during the battle.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 6 Chimera Eggs
-------------------------------------------------------------------------------

== Lapis River ==

Run across the bridge and exit this area by moving down the path on the other 
side.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 12 Chimera Eggs
-------------------------------------------------------------------------------

== Ancient Plaza ==

A cutscene will trigger upon stepping into this area.

--> Enemy Encounter: Assaults (NEW Enemy!)

Assaults will attack after the cutscene.  These reptilian enemies can block 
Nero's attacks much like the Bianco Angelos.  And just like the Bianco's, an 
Assault's guard can be broken or Nero can move behind the Assault while it 
guards and attack it from the rear.  An Assault cannot be knocked up into the 
air once it falls, so if you plan on using a High Roller on it then be sure to 
hit it while it is standing.  Much like a Frost, an Assault will not always fly 
into the air instantly from a High Roller attack.  Grabbing these enemies with 
the Devil Buster will make Nero toss it around and damage any other enemy 
around him then toss the poor creature.

Assaults have some very fast attacks.  Watch for their lunge, spike shot, and 
force field attacks.  Never get near them when a blackish force field moves 
around them.  Exit the area by moving down the next path after the battle.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 9 Chimera Eggs
-------------------------------------------------------------------------------

== Windswept Valley ==

There is nothing special here, but be sure to break all the Chimera Eggs if you 
want a good red orb score at the end of this mission.  Open the door of the 
building at the top of the stairs.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 13 Chimera Eggs
-------------------------------------------------------------------------------

== Ruined Church ==

--> Enemy Encounter: Scarecrows, Assaults
--> Enemy Encounter (Son of Sparda): Chimera, Chimera Assaults

No matter what mode you're playing you'll have a big battle here.  More 
Assaults will join the battle as it progresses.  Be sure to break all the 
Chimera Eggs around the area.  Walk over to the tree trunk up under the 
stairway and interact with it to make it wilt.  Open the door behind it.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 19 Chimera Eggs
-------------------------------------------------------------------------------

== Lost Woods ==

This area requires Nero to find the meanings behind some phrases in order to 
progress.  There are a total of three ways to go from the starting and only one 
way is correct.  Each time the wrong way is taken then Nero will be trapped in 
a dark pit area and be forced to face off against Chimera Seeds.  Each time the 
wrong path is taken, a new stone tablet on the middle column will light up to 
provide a clue for this puzzle.  The orange stone tablet will always be lit 
upon first stepping into this area.

Here is what each one says.

-----
- Orange

This is a gentle forest yet those who treat her unkindly will fall into 
darkness.  Those who do not wish for darkness should seek the light.  For if 
not, all efforts will be in vain.

Translation:
Darkness = Lose.
Light    = Win!

- Purple

If you want to leave this forest, do not fall into darkness, but rather, treat 
her kindly to proceed.  When there is light, there must be shadow, but shadow 
leads only to darkness.

Translation:
There are dark paths and a light path.  Don't choose the dark paths.

- Green

The light of the sun which shines on all creation illuminates a clue leading to 
your future.  Keep darkness behind you, and proceed straight ahead.

Translation:
The light of the sun will show the way.  Move away from the darkness (the 
shadow).
-----

Did you figure that out?

SOLUTION:

In order to find the correct path, look at the shadow of the middle column.  
Nero must take the path that is opposite that shadow.  The shadow will change 
every time that Nero chooses the right path, so always take the opposite path 
away from the shadow and you will eventually leave the Lost Woods!

Correct Path:

Straight ahead - Right - Left

Be sure to break open all the Chimera Eggs before leaving this area.  Also, you 
will want to choose the wrong path at least once since there is a blue orb 
fragment waiting for Nero in that Hidden Pit as well as some extra Chimera 
Eggs.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Chimera Eggs
-------------------------------------------------------------------------------

== Hidden Pit ==

Chimera Seeds will attack if the wrong path is chosen, but Nero will have 
access to a few goodies.  See, darkness isn't all that bad.

============================ BLUE ORB FRAGMENT ================================
Look around the area to spot a blue orb fragment high above the ground on the 
far side from where Nero enters.  Jump and Air Hike to retrieve this --BLUE ORB 
FRAGMENT--.
===============================================================================

Step into the blue circle that appears once the Chimera Seeds have been 
defeated to be taken back to the Lost Woods.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Chimera Eggs
-------------------------------------------------------------------------------

== Forgotten Ruins ==

There is nothing here of much interest.  Be sure to break open the Chimera 
Eggs.

This may sound a bit crazy, but if you want an S-rank for orbs in this mission 
then you're going to have to jump off of that ledge to the left of this area.  
You'll have to backtrack just a bit and will have to fight some extra enemies 
but this is the only way to collect all the red orbs for this mission.

Otherwise, continue forward to reach the bridge above the Ancient Training 
Ground.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Chimera Eggs
-------------------------------------------------------------------------------

------------------------ BACKTRACKING FOR RED ORBS ----------------------------

After falling off the side of the bridge, Scarecrows and Assaults will enter 
the area below.  Fight them off then break all the Chimera Eggs in the area.  
Take the path that leads to the Den of the She-Viper across the bridge to exit 
this area.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 5 Chimera Eggs
Combat Adjudicator: [ ] Move through the tunnel and it will be to the side on 
the other side(requires an "Atomic!" rank with Nero).
-------------------------------------------------------------------------------

== Den of the She-Viper ==

--> Enemy Encounter: Chimera Seeds

Chimera Seeds will attack from the Chimera Eggs in the middle of this area.  
Run around this field and bust all the extra Chimera Eggs for more orbs then 
exit the area by moving through the path where the tree trunk wilted in the 
last mission.

-------------------------------------------------------------------------------
Breakable Objects: 8 Chimera Eggs
-------------------------------------------------------------------------------

== Ancient Training Ground ==

Oh, good god Berserker, now we're going to have to backtrack all the way-

No you don't.  Silence!

Move along the path then jump to the flat column on the right outside the front 
of the tunnel.  While standing on that path, jump then Kick Jump/Air Hike up to 
the side of the bridge above the tunnel that has no railing.  See, there wasn't 
much backtracking involved.

--------------------- END OF BACKTRACKING FOR RED ORBS ------------------------

--> Enemy Encounter: Scarecrows, Assaults

A few of the usual type of enemies will attack up here.  Defeat them then 
continue across the bridge.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Chimera Eggs
Divinity Statue: To the right at the end of the bridge.
-------------------------------------------------------------------------------

== Gran Album Bridge ==

Run up the path ahead then move up the stairs for a cutscene.

------------------------------ - BOSS BATTLE - --------------------------------

                           A N G E L O   C R E D O
                          - - - - - - - - - - - - -

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Normal Grab     | Grab Credo with a Buster after dodging one of his series  |
|                 | of attacks.                                               |
|-----------------------------------------------------------------------------|
| Beatdown        | Grab Credo with a Buster after stunning him from          |
|                 | continuous hits that break his shield.  He will stagger.  |
|-----------------------------------------------------------------------------|
| Javelin Counter | While Credo tosses javelins at Nero, grab a javelin with  |
|                 | a Buster by pressing the B button while it flies at Nero  |
|                 | (not the instant before it hits, but a bit before that    |
|                 | time) then aim at Credo before Nero tosses it back to     |
|                 | impale Credo.                                             |
+-----------------------------------------------------------------------------+

BATTLING AN ANGEL...
Nero cannot run up and hit Credo just any time since Credo will usually block 
any attack that is thrown at him with his trusty shield.  Most of this battle 
will be spent dodging his attacks in order to get a clear shot at him.  Knowing 
what to expect from his range of attacks is the main key to defeating him and I 
highly suggest reading over the moves that I listed for this particular boss.

HIS JAVELIN TOSS...
Credo likes to dash back a bunch during this battle in order to throw a javelin 
- this is his main form of escape and the main move that he does to attack.  
Roll to the side to dodge each javelin toss.  As you become better at dodging 
the javelins, begin to run toward him then dodge each javelin until Nero gets 
fairly close then unleash a Streak to stun him then attack him.  These javelins 
can also be thrown back at him with the proper timing - stand and press the 
Buster button as the javelin is in about mid-flight toward Nero to grab it then 
aim at Credo as Nero tosses it back to impale him.  He can be hit in his 
stunned state while impaled.  I'll go further into attacking him in just a bit.

VAULT OVER HIS COMBINATION ATTACKS...
During his break of javelin tossing, Credo will walk toward Nero then perform 
one of his sword combination attacks.  The absolute best way to dodge these is 
to DB snatch him and vault over him.  This will send Nero far enough away to 
where you must run up to Credo in order to counterattack.  You must grab him 
early with the DB snatch or he will hit Nero with a slash.  Always hit him 
while he recovers from the overhead slash at the end of his combos (see "The 
Best Way to Hit Him").  It is possible to interrupt the first slash of his 
sword slashes also.  Perform a single slash and this will usually stun him.  
Your swords may clang together and he will try to perform an overhead slash, 
but you can counter that slash as well or simply roll out of the way then 
counter.

ABOUT THAT SHIELD OF HIS...
As already mentioned, he will block with his shield whenever Nero attacks him 
normally then he will perform a counterattack.  Most of the time, the 
counterattack can be dodged and then Nero can hit him after this.  The best 
part about hitting his shield is that the shield will eventually break from 
numerous attacks.  This is why it actually is a good idea to make him block 
with it.  If he blocks and does nothing then hit his shield again until he 
counters or dashes away.  Once his shield is gone then he will be totally 
helpless for a few seconds and can be grabbed with a Buster attack at that time 
for some massive damage!

THE BEST WAY TO HIT HIM...
Credo can be hit while he recovers from a series of his attack either by taking 
him to the air with High Roller or performing a Buster on the ground.  It is 
best to take Credo to the air any time that an opening is found (when his 
attack is dodged or deflected) and he must be taken to the air within a few 
slashes of a combination attack or he will begin to block with his shield.  Hit 
him with a single slash then perform a High Roller and follow him into the air 
then perform an Aerial Combo, Roulette Spin, or a few slashes followed by an 
air Buster.  This is the way that Nero will have to hit him throughout the 
battle.  There are some openings where he will only allow one hit then go 
straight to guarding with his shield.  For instance, after dodging his ground 
Energy Wave, you will have to hit him with a High Roller directly afterwards 
since he will always guard the second hit unless he is taken to the air 
immediately.

ONCE HE NEARS THE 25% MARK...
When he nears his last 25% of life, he will fall and be open to a Buster, so 
run up and Buster him.  He will begin to walk toward the side with his head 
down then suddenly dash toward Nero with an attack.  When he dashes, Nero can 
either dodge the attack or you could perform a Shuffle on him right before he 
attacks for the first time after a dash.  A Shuffle will almost instantly knock 
him out of his second slash and stun him then you will be free to hit him.  His 
moves can be quite hard to avoid during this portion of the battle so I suggest 
Devil Triggering whenever he is stunned in order to take maximum damage 
quickly.  Using a Y, Y, Buster grab combo on the ground while Devil Triggered 
is about all that we will allow on him.

QUICK DISPOSAL
Be extremely aggressive at the start of the battle.  Dash into him and attack 
then wait for him to counter then roll and counter him.  Keep going straight 
for his shield in order to damage it and make him attack when he guards.  When 
he tosses javelins, run up to him after each roll then perform a Streak 
directly into him when close enough and then take him into the air.  Devil 
Trigger before grabbing him after he loses his shield.  Use a Shuffle to knock 
him out of his dash attacks at the end of the battle.

STYLISH DISPOSAL
Pretty much do the same as mentioned above for the Quick Disposal, but walk up 
to him sometimes to make him slash then counter his first slash with a slash 
from Nero.  This will increase the style gauge rapidly.  Be sure to break that 
shield.  A Buster grab once the shield is broken will increase the style gauge 
quite a bit as well.  Also use the Shuffle to hit him as he dashes toward Nero 
for an attack toward the end of the battle.  If you can get the timing down for 
grabbing his Javelin with a Buster then that counter will increase your style 
tremendously!

Credo Attacks

From the start of the battle:

Javelin Toss - Credo dashes backwards then takes out a glowing javelin and 
tosses it with his right hand.  He tosses two more javelins with his left hand 
followed by his right hand again.  He will stop if any of them hit your 
character.
Avoidance: Jump or roll the right before they reach your character.  You can 
also run to the side from a far distance.  Use a Buster as it flies toward your 
character to counter this and throw it back.

Sword Combo 1 - While walking toward Nero, Credo readies his sword then 
performs a normal slash, upward slash, downward slash, then ends the 
combination with an overhead slash.
Avoidance: Dodge the first two slashes with a roll then roll from the overhead 
slash.  You can also jump away from him or use a DB snatch to vault over him 
before he starts slashing.  This move can also be interrupted with a well-timed 
slash to counter his first slash.

Sword Combo 2 - While walking toward Nero, Credo leans back then performs two 
quick flashes followed by an overhead slash.
Avoidance: DB snatch him to vault over him or jump away from him.  This move 
can be interrupted with a well-timed slash to counter his first slash.

Counter 1 - After blocking an attack, Credo unleashes a rising slash into the 
air then performs a falling overhead slash.
Avoidance: Roll to the side to avoid each slash - one roll for the rising slash 
then another for the falling overhead slash.

Counter 2 - After blocking an attack, Credo hovers slightly above the floor 
then slashes, sending an energy wave to the ground in front of him.
Avoidance: Roll right as Credo slashes or jump before he slashes.

Attacks when near death:

Sword Spiral - Swords appear all around your character.  The swords turn inward 
and fly toward your character in groups of two at a time.
Avoidance: Slash them all by turning different ways while performing a combo or 
jump, Air Hike, then roll when your character hits the ground.

Light Swords - While hovering, Credo forms a vertical row of swords and shoots 
them toward your character then he forms a horizontal row of the swords and 
then shoots those.
Avoidance: Run and jump to the side.

Custom Combo 1 - Credo flies forward while in the air and slashes as an energy 
wave hits the ground.  He speeds toward your characters and performs an 
uppercut slash followed by a downward slash.
Avoidance: Jump then roll from the uppercut slash and the downward slash.

Custom Combo 2 - Credo dashes forward and performs three slashes, an uppercut 
slash that sends him into the air, an energy wave in the air, then flies 
downward and points his sword and dashes at your character with a thrust.
Avoidance: Roll from the first slash and keep moving to the side you roll from, 
jump to avoid the energy wave, then roll or jump to avoid the thrust.

Energy Wave Combo - Credo flies toward your character and slashes to make an 
energy wave.  He quickly flies into the air and performs another energy wave 
slash then flies back to the ground to perform one more energy wave slash.
Avoidance: It is possible to roll from all three slashes with good timing but 
it is easier to jump to avoid them individually.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

Nero will receive the ++AEGIS SHIELD++ after this battle.  This item will allow 
him to pick certain enemies up if the B button is held while performing a 
Buster.  Move down the staircase to the side to end this mission.

-------------------------------------------------------------------------------
Key Item: [ ] Aegis Shield
-------------------------------------------------------------------------------

 ______________ ___ __                                                   [MN09]
|    MISSION   / _ \  \_______________________________________________________
|-------------| (_) |-/ ^^                    FOR YOU                         |
 \  NERO       \__, |   ^^           "Locate the captive Kyrie!"             /
  \   MISSION    / /    ^^                      ---                         /
   \------------/_/-----^^-------------------------------------------------/
   |  Blue Orb Fragments = 02 | Secret Missions = 00 | Hidden Items = 01   |
   \----------------------------------------------------------------------/

== Gran Album Bridge ==

Run down the steps and enter the small room.  Destroy the objects in this room 
for some extra orbs.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 6 Separators, [ ] 4 Desks
-------------------------------------------------------------------------------

Exit the room then continue along the bridge and a cutscene will trigger.

--> Enemy Encounter: Alto Angelo (NEW Enemy!), Bianco Angelos

A new Alto Angelo will lead two Bianco Angelos as the trio attacks.  These new 
Alto Angelos are much harder than a Bianco Angelo.  An Alto Angelo will not 
fall victim to any attack that much at all and it will constantly raise its 
shield to guard.  The Alto Angelo leads the Bianco Angelos so that the group of 
enemies attack in formation.  The trio will gather in the background then all 
dash toward Nero one at a time then attack and the Alto will sometimes send the 
two Biancos directly after Nero.

They also line up to form a dark energy ball then shoot the ball at Nero.  The 
exact moment that they shoot out that energy ball as they finish forming it can 
lead to their ultimate downfall.  Charge up the Exceed meter to at least level 
1 then unleash an EX Streak directly toward them as they are about to fire the 
energy ball and this will destroy all three of them and give you can automatic 
SSS-rank.  It's easier to perform an EX Streak level 3 into them but a level 1 
EX Streak will work with the proper timing.  Any charge shot with Blue Rose 
will also reflect this projectile - it doesn't matter if you are locked on or 
not, just release the gun button when the dark energy ball moves toward Nero.

Otherwise, Nero will need to take down each Bianco Angelo individually like 
normal by getting behind it and using slashes followed by a grab.  Fight the 
Alto Angelo last since it will take the greatest amount of time.  An Alto's 
shield can be broken much like a Bianco's shield but this takes too long.  To 
defeat the Alto, perform an attack to make it raise its shield then roll behind 
it and knock it into the air with a High Roller.  Follow it into the air then 
grab it with a mid-air Buster.  Nero will suplex it into the ground.  Right 
when Nero lands, run up to the grounded Alto and knock it into the air with 
another High Roller then Buster it again.  Keep up this pattern of High Rollers 
and mid-air Busters until it is defeated.

In order to dodge an Alto Angelo's attack, Nero will have to jump most of the 
time or perform some well-timed dodges.  It's best to use aggression on these 
enemies then quickly move out of the way whenever they charge an attack.  They 
can charge in the air or on the ground, so watch them closely!  Even though it 
doesn't seem like it, an Alto Angelo can be knocked out of the air with enough 
slashes while it falls, so, while it hovers,  hit it in the air with about 
three slashes to make it fall for some extra damage - Nero may be able to grab 
it with a Buster while it falls.

Open the nearby door after the battle.

== Grand Hall ==

Walk over to the right then move up the stairs and against the wall to the 
right to collect a --DEVIL STAR S--.  There is a --COMBAT ADJUDICATOR (requires 
S-rank with Nero)-- up the stairs to the left.  Break all the breakable objects 
in the area then find the hidden orb pickup.  Walk through the door and 
approach the red switch to the right then interact with it for a cutscene.

-------------------------------------------------------------------------------
Hidden Item(s): [ ] Devil Star S - After entering the Grand Hall, move up the 
stairs to the right then walk toward the right corner.  The wall and camera 
hides this in that corner.
Combat Adjudicator: [ ] Move up the stairs to the left in the northeast 
(require S-rank with Nero).
Hidden Orbs: [ ] Run to the far southwest corner then move up against the wall 
and stay in the middle.  Move away from the wall just a bit and stand to 
receive these.
Breakable Objects: [ ] 6 Benches, [ ] 2 Pots (both sides of doorway)
-------------------------------------------------------------------------------

Nero will start back in the Grand Hall after the cutscene.  A new doorway is 
now open on the east wall.  Lasers are now activated, but Nero really doesn't 
have to move through them.  Turn to the right then jump down as the laser moves 
to the left then quickly hop over the railing and move through the newly opened 
doorway on the east wall.

== Key Chamber ==

--> Enemy Encounter: Alto Angelo, Bianco Angelo
--> Enemy Encounter (Son of Sparda) Alto Angelo, Bianco Angelos, Gladius

Once Nero enters this area, more Angelos will attack as lasers appear around 
the doorways.  Deal with these enemies much like the ones on the bridge.  There 
are three Bianco Angelos this time along with the Alto - the third will appear 
once one of the first two fall.  Try to knock their energy ball back at them if 
at all possible.

After the fight, approach the pillar with the purple glow then interact with it 
to collect the ++KEY OF CRONUS++.  This object will allow Nero to slow time in 
the current area by using a Buster on the pedestal in the middle of the room.  
Walk over to the pedestal and use a Buster on it to slow time.  Run over to the 
side with the staircase that leads upward then move past the lasers when they 
both move to each of the sides to get past them unharmed.

-------------------------------------------------------------------------------
Key Item: [ ] Key of Cronus
Breakable Objects: [ ] 4 Separators (on the side of each doorway)
-------------------------------------------------------------------------------

== The Gauntlet ==

Find the hidden orbs in the middle of the circular indention then walk over to 
the blue device on the back portion of the right wall and activate it with 
constant attacks to lower the left.  There is a Combat Adjudicators to the side 
but you need to be playing as Dante to activate it.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] Stand in the middle of the circular indention in the floor 
before lowering the lift via the blue device.
Combat Adjudicator: [ ] To the side of the middle structure (requires Dante).
-------------------------------------------------------------------------------

--> Enemy Encounter: Scarecrows
--> Enemy Encounter (Son of Sparda): Scarecrows, Mega Scarecrows

Once Nero gets on the lift, Scarecrows will attack.  Defeat the Scarecrows and 
the lift will rise to the second floor.  Get off the lift and enter the middle 
area.  Use a Buster on the pedestal to the side to slow time then quickly 
maneuver through the lasers before time resumes.  You can actually just move 
through the middle portion and Nero will only have to move through one section 
of lasers.  Get on the next lift.

--> Enemy Encounter: Frosts

Frosts enemies will appear once Nero steps onto the next lift.  By now, you 
have built up Nero enough to tear right through these Frosts.  Try to Instant 
Rev many of Nero's attacks while hitting them then take them up into the air 
and perform some Roulette Spins and grab them with a Buster.  Remember to use 
the Snatch often on them and follow that up with a Buster or some air slashes. 
If they ever try to reform their ice shield then hammer away at the ice crystal 
with jumping slashes followed by a Buster.  Don't left up and they will all 
fall fast.

Once the lift stops, Nero will have a choice of where to go next.  There is an 
opening on the side of the lift, opposite the middle area doorway that will 
lead to a blue orb fragment.

============================ BLUE ORB FRAGMENT ================================
Take the first lift up to the second floor (the blue orb fragment is visible 
through the lift walls but is blocked off here).  Dodge through the lasers like 
normal.  Get on the second lift and ride it to the top.  When the door on the 
central area opens, don't go inside.  Instead, find the opening on the west 
wall of the lift then fall down to the platform outside of it.  Walk over to 
the --BLUE ORB FRAGMENT-- and jump to get it.

You need to go back to the first floor anyway so don't worry about moving back 
into the central structure to the side - the only path in there is a tunnel 
that leads straight down to the first floor again.  Ride the first lift back up 
again by activating the blue device then get back to where Nero was.
===============================================================================

Move into the middle room then activate the pedestal with a Buster to slow time 
then quickly move through the lasers.  Nero will have to move through both sets 
this time.  The last set needs to be moved through rather carefully.  Step onto 
the lift by moving through the doorway on the left wall after dodging the 
second set of lasers.

--> Enemy Encounter: Assaults
--> Enemy Encounter (Son of Sparda): Assaults, 1 Blitz

Assaults will attack while on this lift.  You should be fairly familiar with 
these enemies by now.  Get behind them when they begins to guard and try to 
take them to the air then grab them with a Buster or perform a Roulette Spin or 
use a combination of both.

When the lift stops, go through the only open doorway then move on ahead to 
enter the next area.

-------------------------------------------------------------------------------
Divinity Statue: [ ] Near the left wall after stepping off the third lift.
Collectable Orbs: [ ] Green Orb - To the right of the Divinity Statue.
-------------------------------------------------------------------------------

== Agnus's Room ==

Break the objects listed below on the sides of the room BEFORE walking forward 
to trigger the cutscene.  Even though they hold no orbs, they are still counted 
in the red orb ranking so break them.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Chairs, [ ] 1 Desk, [ ] 1 Candle Stand
-------------------------------------------------------------------------------

Walk ahead for a cutscene.

------------------------------ - BOSS BATTLE - --------------------------------

                           A N G E L O   A G N U S   
                          - - - - - - - - - - - - -

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Buster Combo    | When Agnus is stunned while standing, grab him with a     |
|                 | Buster and Nero will perform a series of attacks on him.  |
|-----------------------------------------------------------------------------|
| Sword Throw     | Grab a Gladius with a Buster and Nero will toss it at the |
|                 | targeted enemy.                                           |
|-----------------------------------------------------------------------------|
| Flame Shot      | While playing on a higher difficulty than Devil Hunter,   |
|                 | grab a Basilisk to use it as a fireball cannon in the air |
|                 | or on the ground - the air Buster on these is different   |
|                 | and much better.                                          |
+-----------------------------------------------------------------------------+

THAT FIRST CHEAP HIT...
At the beginning of the battle prepare to roll at the starting since Agnus will 
perform his sword combo right then.  He always performs two slashes.  The 
second slash is slightly delayed so both can be escaped through rolls or by 
jumping.

HIM AND HIS HELPERS...
This boss relies mainly on other help when attacking.  He will most likely 
summon some Gladius creatures at the beginning of the battle.  The Gladius 
swords spin in place behind Agnus then fly toward Nero - Nero can jump and 
perform an Aerial Combo to the spinning swords to break them.  Use a Snatch to 
pull a Gladius toward Nero then quickly use a Buster to grab it and then target 
Agnus and throw it at him.  This will take a fair amount of damage and also 
cancel some of his attacks.  Toward the end of the battle he will summon 
Cutlass enemies.  The Cutlass fly through a portal behind him then jump from 
the ground and slap with their tails.  The Cutlass won't remain on the screen 
like the Gladius creatures will, so Nero doesn't have to worry about fighting 
them off.  If you're playing on Son of Sparda, Agnus will summon Basilisks.  
These Basilisks can be grabbed with a devil Buster in order to launch a 
fireball at Agnus once he is targeted - jump into the air then snatch one and 
Buster it in mid-air for the best results.

SCREWING UP HIS CALCULATIONS...
Agnus likes to perform an energy siphon move where he will dash toward Nero 
then attempt to grab him.  Wait for him to shout out, "Your strength will be 
mine!" then quickly roll or jump out of the way shortly after the "...mine!" to 
dodge his energy siphon dash.  He will take a bar of Nero's life to replenish a 
bar of his own if this attack connects.  He will follow Nero into the air so 
even while jumping, the dodge must be timed to when he begins the dash.  This 
move can be canceled by hitting Agnus or by throwing a Gladius at him before he 
has time to dash.  It can also be cancelled by Devil Triggering after Agnus 
grabs Nero.

He also has one more energy siphon that he will begin to perform about mid-
battle.  Agnus will move toward the center of the area and say, "Time to die" 
then float in the air.  This move must be canceled in order to stop it.  Run up 
and hit him or throw a Gladius at him to cancel the move.  If it is not 
canceled then he will drain three bars from Nero's life gauge in order to 
restore three bars of his own.

HIS OTHER ATTACKS...
As already mentioned, he will perform a two hit slash combo that can be dodged 
by rolling or jumping.  This combo can hit easily since it is so delayed and 
there is so much going on at times during this fight.  He may also form a 
portal behind him then shoot fireballs from it.  It is best to run to the side 
and jump to avoid these fireballs or you can stand directly underneath the 
portal and they will fly overhead.  He will usually shoot five fireballs but 
sometimes he will shoot another five.  One move that you will definitely have 
to watch for is his blade spin.  He will form two Cutlass then place them on 
his arms and spin toward Nero.  Back away as much as possible but get ready to 
jump or roll to the side since he will throw both Cutlass directly at Nero at 
the very end of the spin.

STAY AGGRESSIVE...
That's right.  Run up to him a bunch and hit him while he charges attacks.  His 
attacks are rather easy to dodge, you just have to look out for them.  The 
sword combo is probably the hardest to dodge in the middle of the battle since 
the first swings begins directly after he forms the sword.

Throw Gladius blades whenever one is in view and don't always feel obligated to 
wait for his siphon attack so that Nero will be able to dodge it - snatch then 
throw a Gladius at him to cancel the attack.  Sometimes he keeps performing a 
siphon attack a few times in a row when as it is cancelled and in that case, 
Nero can keep tossing Gladius creatures at him or keep attacking him.  Only 
cancel a siphon with an attack if Nero is right next to him.  He will 
eventually stand in place when he is stunned.  Grab him with a Buster at that 
point for some major damage.  Devil Trigger and fire Summoned Swords during the 
Buster animation (tap X) for even more damage.  Keep in mind that there are 
some circular cages to the side of this area that can be destroyed for some 
extra green orbs and white orbs.  These cages do count toward your red orb rank 
for this mission, so be sure to break them!

QUICK DISPOSAL...
Devil Trigger and hit him a bunch with Devil Triggered slashes.  Devil 
Triggering before a Buster grab or Gladius throw will allow Nero to damage him 
more as well.  Fire Summoned Swords (X) during a Devil Triggered Buster grab.

STYLISH DISPOSAL...
To maintain a good style your main goal will be to stay aggressive on him and 
get him stunned.  Once a Buster is performed while he is stunned, that Buster 
grab will boost the style gauge quite a bit.  Be careful when tossing a Gladius 
since Nero will be left wide open to any attack.  I wouldn't advise tossing too 
many Gladius creatures if you're going for a stylish rank.  You'll mainly want 
to just get rid of them quickly to get back to the battle at hand - break them 
with an Aerial Combo while Agnus has them hovering above him.  Stay aggressive 
by hitting him up close instead of throwing enemies.

The mission will end directly after this battle.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Cages
-------------------------------------------------------------------------------

Agnus' Attacks:

Sword Combo - Agnus holds his arm back while laughing as a sword forms then he 
perform an overhead slash followed by an upward slash.  He shouts, "Take this" 
during the final hit.
Avoidance: Roll to avoid each swing or jump away from him.

Energy Siphon - Agnus holds both arms up and shouts, "Your strength will be 
mine" then dashes toward your character with his arm out.  This will drain one 
bar of your health and replenish one bar of his health.
Avoidance: Roll or jump the moment before he grabs Nero or cancel the attack by 
hitting him or tossing a Gladius at him.  Devil Trigger if it grabs Nero to 
instantly cancel it.

Mega Siphon - Agnus moves toward the center of the area while floating as a 
black aura appears around him.  He says, "Time to die".  Eventually a green 
aura will surround the room and he will drain three bars of Nero's life gauge 
to replenish three bars of his own life gauge.
Avoidance: Run up and attack him to cancel this move.  It must be canceled!

Gladius Summon - A portal forms behind Agnus then Gladius swords will spin in 
place outside the portal then eventually fly at your character.
Avoidance: This move can be canceled by attacking him during it.

Cutlass Summon - Agnus hovers in the air as a portal appears behind him.  He 
bows and two Cutlass enemies jump through the portal and dive into the ground. 
The Cutlass will jump out of the ground and perform a tail slice then fall back 
into the ground and disappear.
Avoidance: Keep your distance.

Basilisk Summon - Agnus looks upward and yells "Behold the power" as an energy 
blast around him forms Basilisks.  He will only perform this on Son of Sparda 
mode or greater during this particular battle.
Avoidance: This move can be cancelled by attacking him during it.

Fireball Launcher - Agnus forms a circle of energy behind him that shoots five 
fireballs at your character.
Avoidance: Run to the side and jump or stand directly underneath the portal to 
have the fireballs fly overhead.

Blade Spin: Agnus forms two Cutlass and places them on each arm then spins 
toward your character.  He will throw both Cutlass at your character at the end 
of the spin.
Avoidance: Move/jump away from him and be prepared to roll or jump from the 
Cutlass as he throws them.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

 _____________ __  ___ __                                                [MN10]
|    MISSION  /_ |/ _ \  \____________________________________________________
|--------------| | | | |-/ ^^                WRAPPED IN GLORY                 |
 \  NERO       | | | | |   ^^      "End the ambitions of His Holiness!"      /
  \   MISSION  | | |_| |   ^^                      ---                      /
   \---------- |_|\___/ ---^^----------------------------------------------/
   |  Blue Orb Fragments = 03 | Secret Missions = 02 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

== Agnus's Room ==

Nero will start right where he fought Agnus in the last mission.  The cages to 
the side can be broken for some extra green and white orbs just like in the 
boss battle from earlier.  Exit the room.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Cages, [ ] 3 Chairs, [ ] 1 Desk, [ ] 1 Candle Stand
-------------------------------------------------------------------------------

== The Gauntlet

Walk ahead then walk out onto the lift.  A cutscene will play on the lift.

-------------------------------------------------------------------------------
Divinity Statue: [ ] To the right in the first hall.
Collectable Orbs: [ ] Green Orb - To the left of the Divinity Statue.
-------------------------------------------------------------------------------

--> Enemy Encounter: Mephistos, Faust (NEW Enemy!)

Nero must fight two Mephistos along with a new Faust enemy.  The Faust is a 
much stronger reaper-type enemy with some very deadly attacks.  He will fall 
through the same methods used on the Mephistos but his cloak can take much more 
damage.  I highly recommend that you fight him while Nero has the Charge Shot 3 
with Blue Rose.  Charge the Blue Rose while you hit him with constant jumping 
Busters and snatches then fire at him with a level 3 Charge Shot.  The Charge 
will get rid of his cloak rather quickly - should take about 2 level 3 charge 
blasts.

He will fall much like the Mephistos and reveal his insect-like form beneath.  
Run up to him and combo him or take him into the air with a High Roller 
(Instant Rev each move if possible).  Grab him with Busters also.  If he gets 
his cloak back then start charging another level 3 Charge Shot.  The next set 
of charge shots should defeat him even if he has his cloak on depending on how 
much damage he sustained while grounded.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] Stand in the middle of the circular indention in the floor 
before lowering the lift via the blue device.
Combat Adjudicator: [ ] To the side of the middle structure (requires Dante).
-------------------------------------------------------------------------------

== Key Chamber ==

--> Enemy Encounter: Alto Angelo, Bianco Angelos

Once again more Bianco Angelos and an Alto will attack in this chamber.  
Luckily the pedestal in the middle will still allow Nero to slow time in this 
room however.  Run over to the pedestal and slow time then fight all the 
enemies as they move in slow motion.  Be sure to watch for their counterattacks 
if Nero fights them from the front.  Dispose of the Biancos first then go for 
the Alto.  The Alto isn't much of a problem once Nero slows time.  Move down 
the staircase on the other side of the room to continue.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Seperators (on the side of each doorway)
-------------------------------------------------------------------------------

== Grand Hall ==

Nero will have to maneuver through the lasers if you want to collect all the 
orbs in this area.  The lasers will not move in the areas where the benches 
are, so it isn't too hard to break them.

Exit this area through the doorway up the stairs that leads to the bridge that 
was previously held up by a tree trunk.  Move across the bridge then open the 
door at the end.

-------------------------------------------------------------------------------
Combat Adjudicator: [ ] In the northeast up the stairs from the Hall entrance 
(require S-rank with Nero).
Hidden Orbs: [ ] Run to the far southwest corner then move up against the wall 
and stay in the middle.  Move away from the wall just a bit and stand to 
receive these.
Breakable Objects: [ ] 6 Benches, [ ] 2 Pots (both sides of doorway)
-------------------------------------------------------------------------------

== Security Corridor ==

The corridor ahead has constant rows of lasers moving down it but thankfully 
there is a pedestal to the side that will allow Nero to use the Key of Cronus 
to slow time.  Walk over to the pedestal on the character's left then use a 
Buster on it to slow time.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Benches, [ ] 1 Fence
-------------------------------------------------------------------------------

While time has been slowed down, jump and move under the lasers.  They will 
move slow enough to where Nero can get through them without too much trouble 
this time.  He can jump and then Air Hike over the high lasers if you happen to 
have Air Hike.

Touch the glyph on the far right wall (hidden by a pillar) after maneuvering 
through the lasers to play --SECRET MISSON 06--.

============================ Secret Mission 06 ================================
                                 VERMIFUGE
          Eliminate all the Chimera before the scarecrow is taken over!
                                    =-=
Location: Security Corridor
The glyph is on the far right wall after maneuvering through the lasers.

For this secret mission, your character must protect the single Scarecrow from 
all the Chimera Seeds in the area.  The Scarecrow will appear right next to 
your character and the Chimera Seeds will surround your character and the 
Scarecrow.

At the starting, grab the Scarecrow with a hold command (using the Aegis 
Shield) from the Buster (walk up to him and grab him with B then hold the 
button).  While holding the Scarecrow, run to the cliff with the low ledges 
then hop up the ledge.  Run to the very back of the cliff and throw the 
Scarecrow down - don't run too far back or you'll exit the mission.  Make sure 
that he is far away from the edge or he might drop back down the ledges.

With the Scarecrow on the cliff, drop back down the ledges then defeat the 
Chimera Seeds.  Use Busters on them to tear them apart with a single attack.  
Hitting them with the Red Queen will take multiple hits but boost your style 
gauge in return.  Once all the Chimera Seeds have been defeated the --BLUE ORB 
FRAGMENT-- will appear.  Grab it to exit the Secret Mission.
===============================================================================

Bash through the wooden railing in front of the doorway then step out onto the 
ledge behind the doorway.  Jump into the pit below the spinning blades.

--> Enemy Encounter: Mephistos, Faust

There is pedestal to the side where Nero can slow time through the use of a 
Buster but that pedestal will seal off and some troublesome Mephistos followed 
by a Faust will attack.  Remember to use level 3 Charge Blasts for each of 
them, especially the Faust and perform jumping Busters on them while charging.  
Be sure to find the crates around the side of the pit in order to break them 
open for some more red orbs.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Boxes (in the pit)
-------------------------------------------------------------------------------

Walk over to the pedestal and use the Buster to slow time.  The spinning fan is 
now moving in slow motion, so hop up one of the blades then begin to leap to 
each of the blades as they move up in a stairway sort of row.  Keep jumping 
until Nero reaches the top blade in that row (there is one above it but Nero 
doesn't have to go up that far).  There are two doorways at the top, jump to 
the one with the visible door (not the open doorway) and open the door.

== Experimental Disposal ==

--> Enemy Encounter: Bianco Angelos

While moving down the hall up ahead, a few Bianco Angelos will appear.  Just 
get behind them and attack then Buster them.  Move into the next room with the 
middle torch and find the glowing pedestal up ahead.

-------------------------------------------------------------------------------
Red Orb Pillar: [ ] To the right after stepping out of the hallway.
Breakable Objects: [ ] 4 Statues
-------------------------------------------------------------------------------

There is a blue orb fragment up above the pedestal so don't interact with the 
pedestal yet.  Do so, and you will have to replay this whole mission again to 
get back to it!

============================ BLUE ORB FRAGMENT ================================
Before touching the glowing pedestal in the last room of this area, stand next 
to one of the sides then charge up the EX gauge to Level 3 and perform a Level 
3 EX High Roller up into the air while facing the pedestal then Air Hike to the 
first ledge above the pedestal.  Look around to spot a blue orb fragment on the 
second ledge up above the first.  It is near the back wall of this room.  Jump 
then Air Hike toward it to grab the --BLUE ORB FRAGMENT--.
===============================================================================

Touch the pedestal once Nero has obtained the blue orb fragment to ride up to 
the top floor.

== Experimental Disposal (Second Floor) ==

Open the door at the top after busting the statues in this room.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Statues, [ ] 1 Fence
-------------------------------------------------------------------------------

== Meeting Room ==

--> Enemy Encounter: Alto Angelos
--> Enemy Encounter (Son of Sparda): Alto Angelos, Basilisks

Alto Angelos will appear in the room with the table and chairs.  It might pay 
you to Devil Trigger and focus on one in this area since they can be a pain to 
fight normally.  Focus on getting behind them then take one to the air with a 
High Roller and Buster him then repeat this process when he land on the ground 
from the Buster.

There are plenty of objects that may be interacted with in the hall ahead.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Candle Stands
Divinity Statue: To the left before exiting this area.
-------------------------------------------------------------------------------

============================ Secret Mission 07 ================================
                               FREE RUNNING
          Reach the goal without falling through the vanishing floor!
                             Time Limit: None
                                    =-=

Location: Meeting Chamber
The glyph is on the left wall before leaving this area.

In order to get to the blue orb fragment on the other side of this area, your 
character must strike the blue device next to him then move across the tiles 
that disappear and reappear in certain areas.  Mephistos will form the second 
that your characters steps out onto the tiles.  Kind of a bummer, huh?

Well, actually the fact that they appear when your characters first sets foot 
on the tiles is one major screwup on their part.  Step out onto the first set 
of tiles then hop back onto the ledge with the blue device when they first 
appear.  Fight them while on the ledge by using Level 3 charge blasts along 
with Devil Busters to quickly defeat them.  There are about six of them total.

Once they have been defeated, wait for the tiles outside the ledge to finish 
their cycle then activate the blue device again.  Your character can now 
navigate his way toward the --BLUE ORB FRAGMENT-- without near as much 
problems.  The tiles can get quite tricky.  They will forcibly lead your 
character back near the beginning ledge then quickly lead him back across, so 
prepare to Air Hike and run a bunch to keep up with them.
===============================================================================

Open the door at the end of the hall.

== Ascension Chamber ==

A cutscene will trigger upon entering this area.

------------------------------ - BOSS BATTLE - --------------------------------

                                D A N T E   2
                               - - - - - - - -

Remember how I said that Dante was most likely going easy on Nero back in 
Mission 1?  Well, in this fight, Nero gets to fight the full version of Dante 
in all of his glory.

THIS IS GONNA' BE ONE HELL OF A PARTY...
Dante is quite a force to be reckoned with in this fight.  Shooting him with 
Blue Rose will do no good since he will simply fire his Handguns to counter the 
Blue Rose's bullets.  It's not good to get near him either since he will 
perform a Stinger or combo with Rebellion out of nowhere.  He dodges just about 
every attack that Nero can throw at him.  The Streak will sometimes hit him but 
I wouldn't recommend performing this move that often since he will counter the 
attack by jumping into the air and performing a Helmet Breaker or he will 
simply dodge to the side.  If Nero gets too close to him and attempts to jump 
Dante will usually fire off his Coyote-A shotgun to blast Nero back.  Try to 
Air Hike when you think he might perform a shotgun blast.  Dante likes to use 
the shotgun blast and constant Helmet Breakers whenever Nero takes to the air 
while near him.

IS THERE A WEAKNESS...?
Yeah, there is.  I feel a little cheap using this method but Nero can simply 
jump into the air most of the time and grab Dante with a Snatch while Dante 
attacks to pull him into the air then hit him a few times with Red Queen and 
then Buster him.  This is about the only method that will work against Dante 
most of the time.  If you're good at charging Blue Rose while fighting, you can 
also hit him with a level 3 charge blast after slashing him a few times.  There 
are times where he will escape from the Buster.  At that time, you'll just have 
to snatch him and then perform an Aerial Combo to him.  He will eventually 
begin to fall victim to the Buster once again however in due time. When he 
switches to Royal Guard style, he seems to always fall victim to Busters.

Another real cheap way to beat him is to approach him while firing Blue Rose 
then suddenly Buster him while he keeps firing back.  This will usually grab 
him no problem.  Sometimes you can simply run up to him and Buster him without 
the need of firing Blue Rose.  About the only way to defeat Dante involves the 
Devil Bringer.

Yet another way to beat him is to stand on the very top bed platform and stand 
to one of the sides.  Wait for Dante to jump up to the bed platform after Nero 
then Buster him or fire off a level 3 charge shot while he is jumping - this 
hit has to be done while Dante is rising or else he may perform a Helmet 
Breaker.  This works best when he double jumps but sometimes he will only 
perform a single jump, so be prepared.

HIS STYLE CHANGES...
At about mid-life, he will begin to ramp up his attacks greatly and begin to 
change styles.  It is advisable to know which style he is currently using.  
Dante will always shout out the name of each style as he changes so listen for 
it.  While in Royal Guard he will deflect just about all sword attacks that 
Nero uses.  In Trickster, he will dodge around Nero quite a bit.  With 
Swordmaster, he will begins to use some extra melee attacks and with Gunslinger 
he will start to use a wider array of gun attacks, such as Fireworks with the 
Coyote-A to get Nero off of him.

QUICK DISPOSAL...
Grabbing him with constant Snatches from the air followed by a Buster or level 
3 charge shot are about your only options in this fight.  Devil Trigger with 
Nero to make the Busters take off more.  Don't get overconfident with the Devil 
Trigger however since Dante will not fall victim to overpowered Devil Triggered 
attacks on the ground.

STYLISH DISPOSAL...
Nero must avoid getting hit in order to keep his style gauge up for this battle 
- that is about the only option.  A Buster will boost the style gauge by nearly 
a full level for each attack.  Dante has some extremely quick moves and a huge 
variety of attacks so it is very hard to avoid every single attack during this 
battle.

Keep in mind that all breakable objects in the room must be broken during the 
boss fight since a cutscene will trigger at the end of the fight that will end 
the mission.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 6 Candle Stands, [ ] 4 Pots, [ ] 2 Desks
-------------------------------------------------------------------------------

Dante Attacks:

(Note: Dante has an extreme and random variety of attacks, so I am not going to 
list them all since knowing them in this case doesn't do you as much good since 
you'll likely only see some of his attacks once per battle.)

Helmet Breaker: Dante jumps into the air and comes down with an overhead strike 
with Rebellion.
Avoidance: Roll away from underneath Dante.

Rebellion Combo A: Dante performs a three hit slash combo with Rebellion.
Avoidance: Roll or jump away from Dante.  Really you should just stay away from 
him since this move is quite fast.

Stinger: Dante lunges forward with a thrusting stab from Rebellion.
Avoidance: Roll, jump, or run to the side to avoid the thrust.  This move is 
very fast!

Ebony & Ivory Fire: Dante fires his handguns whenever Nero fires his Blue Rose.
Avoidance: Fire Blue Rose.  Dante only performs this if Nero fires the Blue 
Rose and will stop when Nero stops, so it is always avoided.

Ebony & Ivory Rapid Fire: Starting from his right Dante aims with both guns and 
fires rapidly while moving to the left.  This can actually juggle you in the 
air.
Avoidance: Roll to the side or jump.

Shotgun Blast: Dante fires off Coyote-A while jumping.
Avoidance: He usually does this when you jump toward him, so quickly Air Hike 
to avoid the blast.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

 _____________ __ __ __                                                  [MN11]
|    MISSION  /_ /_ |  \______________________________________________________
|--------------| || |-/ ^^                THE NINTH CIRCLE                    |
 \  NERO       | || |   ^^          "Prevent the birth of a god!"            /
  \   MISSION  | || |   ^^                      ---                         /
   \---------- |_||_| --^^-------------------------------------------------/
   |  Blue Orb Fragments = 01 | Secret Missions = 00 | Hidden Items = 01   |
   \----------------------------------------------------------------------/

== Advent Chamber ==

Move up the right set of stairs at the beginning so Nero will pass by the --
COMBAT ADJUCIATOR (requires SSS-rank with Nero)-- in the center along the way 
to the blue device.

-------------------------------------------------------------------------------
Combat Adjudicator: [ ] Move up the right set of stairs and this will be off to 
the right (requires SSS-rank with Nero)
-------------------------------------------------------------------------------

Hit the blue device further ahead to make some Grim Grips appear.  Grapple up 
to all the Grim Grips to reach the floor above.

== Advent Chamer (Second Floor) ==

--> Enemy Encounter: 2 Mephistos, Faust

Red seals will appear on both sides of Nero then some Mephistos followed by a 
Faust will attack.  Use Charge Shot Level 3 along with air Busters to make 
quick work of all of their capes, especially in the case of the Faust.

-------------------------------------------------------------------------------
Collectible Orbs: [ ] Green Orb - Right next to the lift.
-------------------------------------------------------------------------------

Walk over to the elevator shaft and interact with the red switch to the side of 
it to make the elevator move down.  Get in the elevator and ride it up to the 
next floor.

== Advent Chamber (Third Floor) ==

The teleporter that appears off to the left will send Nero back down to the 
bottom floor - Nero can now teleport between the two floors.

Move on ahead and read the stone tablet to the side for the following message:

"Proceeding alone is strictly prohibited."

Run up to the gate up ahead and step on the pressure plate in front of the 
door.  One of the Scarecrows on the other side must step on the plate on the 
opposite side, so help them a bit by snatching one of them and pulling it onto 
the plate and this will raise the gate.

--> Enemy Encounter: Scarecrows

Fight off the Scarecrows as you normally would.  Break the railing near the 
elevator and find the hidden orbs in this area by standing in the middle of the 
elevator shaft.  Move past the Divinity Statue off to the side to continue.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 1 Fence (next to elevator shaft)
Hidden Orbs: [ ] Stand in the middle of the elevator shaft off to the left.
Divinity Statue: Beside the elevator shaft off to the left.
-------------------------------------------------------------------------------

Walk to the edge of the walkway and use the Grim Grips to get across the pit 
below.  It pays to fall into the pit since there is a red orb down there.  
There are also plenty of Red Orbs up above the Grim Grips.  Grapple onto each 
Grim Grip quickly then Kick Jump off the wall at the end and leap up onto it.

-------------------------------------------------------------------------------
Collectible Orbs: [ ] There are three red orbs around the pair of Grim Grips by 
the elevator shaft.  One is in the pit and the other two are above the two Grim 
Grips.  Grapple then Air Hike to collect the two above or you can grapple low 
on each Grim Grip so that Nero shoots up into the air further.
-------------------------------------------------------------------------------

== Advent Chamber (Fourth Floor) ==

Move further ahead and Nero will come to another pit with Grim Grips up above 
it.  Be sure to collect the red orbs up above the pit and fall into the pit to 
collect the --DEVIL STAR S-- at the end of it.

--> Enemy Encounter: Bianco Angelos
--> Enemy Encounter (Son of Sparda): Bianco Angelos, Alto Angelo

You'll fight a few Bianco Angelos in the pit as the area seals off but its 
worth it for the extra item.

-------------------------------------------------------------------------------
Item: [ ] Devil Star S - fall into the pit below the three Grim Grips to find 
this in the back of the pit.
-------------------------------------------------------------------------------

To get across the three Grim Grips, wait for the second Grim Grip to move all 
the way up into the air as far as it will go then quickly grapple across all 
three of them and Kick Jump off the wall so that Nero lands at the top of the 
wall on the other side.  Move to the left side of that wall for a hidden orb 
pickup.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] After swinging on the three Grim Grips, stand on the far left 
side of the top ledge of the wall after the Grim Grips.
-------------------------------------------------------------------------------

== Advent Chamber (Fifth Floor) ==

--> Enemy Encounter: Alto Angelo

When Nero falls on the other side of the wall, an Alto Angelo will attack.  
Don't try to get the hidden orbs while the Alto Angelo is in the area if you 
happen to fall on accident since the Alto will likely knock Nero back down into 
the pit.

There is a blue device off to the side that needs activating, but first move 
further down the walkway and find the extra orbs down that path.

-------------------------------------------------------------------------------
Collectable Orbs: [ ] Green Orb - Move past the blue device to find this along 
the walkway ahead.  [ ] Red Orb - Jump to the top of the wall with the fence on 
top to see this up above.  Jump then Air Hike/Kick Jump off the nearby pillar 
to the left then Snatch (Buster Snatch) the orb to retrieve it.
-------------------------------------------------------------------------------

Backtrack to the blue device then attack it to make several Grim Grips appear 
up above.  Grapple all the way to the top quickly before they disappear.

== Advent Chamber (Sixth Floor) ==

Walk over to the red switch and interact with it to lower the elevator on the 
third floor of the Advent Chamber.

-------------------------------------------------------------------------------
Collectible Orbs: [ ] Green Orbs - Two of these are along the top walkway with 
the switch.
-------------------------------------------------------------------------------

--> Enemy Encounter: Alto Angelos, Bianco Angelos

A group of Bianco Angelos and Alto Angelos will appear.  Fight them off then 
head all the way back to the elevator shaft where the elevator moved down in 
the cutscene.

Jump back down to the floor below then hop back over the wall and move past the 
pit then hop back over the next wall and make your way all the way back to the 
elevator shaft near the Divinity Statue.

--> Enemy Encounter: Scarecrows, Alto Angelos, Bianco Angelos

Scarecrows will appear at first then Alto Angelos followed by Bianco Angelos 
will teleport into the area as the Scarecrows fall.  There is no need to stay 
here and fight them all.  It's a good idea to fight some of them if you are 
going for a good style rank however.

Get on the elevator to ride up to the top floor of the Advent Chamber.

== Advent Chamber (Top Floor) ==

Move ahead for a cutscene.

------------------------------ - BOSS BATTLE - --------------------------------

                                S A N C T U S
                               - - - - - - - -

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Not Interested  | After Sanctus' shield is fully broken and he falls to the |
| in your BS      | floor, run up to him and Buster him or knock him into the |
|                 | air and Buster him there.                                 |
|-----------------------------------------------------------------------------|
| Savior Counter  | When the Savior attempts to punch Nero, quickly Buster    |
|                 | when its arm moves to punch Nero to knock away the hand   |
|                 | and make Sanctus fly out of the Savior statue.            |
+-----------------------------------------------------------------------------+

THE SAVIOR IS COMING...
But he has not awakened yet and Sanctus is definitely no Savior.  Run up to him 
then jump and hit his shield at the start of the battle.  His shield must be 
broken in order to hit him.  He's always open at the beginning of the battle as 
he talks, so break his shield then - jump then hit him with a Roulette Spin.  
The probes that fly in front of him serve as a good source for getting to him 
quicker since you can perform a grapple off of them much like with a Grim Grip. 
Grapple to them whenever Nero is far away and he will pull himself close to 
Sanctus.  Once Sanctus' main shield is broken, follow after him and break his 
last yellow shield - it only takes a few hits for the last shield.

SANCTUS IS DOWN...
Sanctus will fall to the ground and be totally helpless once Nero destroys his 
shield.  Use this chance to Devil Trigger then hit him a few times and 
ultimately grab him with a Buster.  If Devil Trigger is activated then 
constantly pump summon swords into him during the grab animation by tapping X. 
He will take major damage and Nero will gain quite a bit for his style gauge in 
the process.  Nero can also knock Sanctus into the air with a High Roller then 
Buster him in the air.

SANCTUS REGENERATES HIS SHIELD...
Once Sanctus has been grabbed or has suffered enough damage, he will float in 
the air once again and regenerate his shield with a burst of light.  Don't try 
to hit him at that time or he will knock Nero back to the ground.  He will also 
regenerate his shield if Nero doesn't break his first shield down fast enough - 
he will simply renew the first shield.

SANCTUS' ATTACKS...
Most of Sanctus' attacks at the beginning of the battle can be avoided by 
simply grappling to his probes and staying in the air next to him.  All of them 
can be avoided by jumping or rolling to the side as well.  As he continues to 
get pummeled more, he will begins to summon red lightning bolts that will form 
around Nero and he will also start to shoot a group of three fireballs at Nero. 
Both of them can be avoided with properly timed rolls.  Don't ever rush into 
him when he is about to shoot his fireballs or Nero will be knocked back by 
them.  The lightning bolts can usually be avoided while attempting to grapple 
to his Probes.

The Probes can also attack by rushing straight at Nero while they glow a bright 
orange.  They can still be used to grapple at that time but be careful.  All 
you have to do is run to the side to avoid the probes.  The probes can also be 
shot to make them turn blue and remain in place - this way they won't be able 
to dash at Nero.  Sanctus will constantly summon new probes throughout the 
battle.

THE SAVIOR IS FINALLY HERE...
When Sanctus has been weakened quite a bit, a cutscene will play and Sanctus 
will fly into the Savior statue's chest via the blue orb on his chest.  Once 
the battle starts again immediately roll to dodge the Savior's punch as it 
drives its fist into the ground.  This move will usually stagger Nero but if 
Nero rolls out of the way fast enough, it will not damage him.  Nero can attack 
the hand but it doesn't damage the boss - it will increase your style though.  
The Savior's hand can be Bustered with the proper timing.  Perform a Buster 
right when the Savior's arm moves while he holds it back and Nero will knock 
the hand away then Sanctus will fall out of the statue and be stunned and ready 
for a Buster.

SANCTUS APPEARS AGAIN...
Sanctus will eventually teleport out of the Savior statue again.  He will go 
back to his normal routine of attacking while floating.  He will run quite a 
bit during the remainder of the battle and you must catch up to him quickly and 
destroy that shield of his.  If he is not stunned fast enough then Sanctus will 
float back toward the Savior statue and get back inside then the Savior will 
punch the walkway once again.  Once Sanctus falls, a cutscene will play that 
will end this mission as well as our control of Nero for quite a while.

Sanctus' Move List

Flame Currents: Sanctus charges his hand with energy then yells "Repent" or 
"You will fail" and throws either one or two currents of fire along the floor 
and toward your character.
Avoidance: Roll to dodge each current or jump.

Electric Shockwave: Sanctus charges both hands then electrifies the section of 
the floor in front of him.
Avoidance: Jump out of the way or roll very quickly out of the electricity.

Probe Dash: One of the probes in front of Sanctus pauses and glows a bright 
orange then dashes toward your character.
Avoidance: Roll or jump out of the way, or just run to the side.

Shield Regenerate: After being knocked down or while his shield is nearly 
broken, Sanctus floats into the air then yells "The Savior is coming" then 
regenerates his shield with a burst of light.
Avoidance: Stay away from him until the bright light fades.

Lightning Bolts: Sanctus holds down his hands while charging and says 
"Resistance is futile" then he holds up his hands and red lightning bolts 
strike all around the area where your character is.
Avoidance: Roll the second that the lightning strikes or jump to the side when 
it is about to strike.

Fireballs: An aura of energy surrounds Sanctus' shield and he shoots three 
fireballs toward your character.
Avoidance: Roll or jump to the side.

Savior Ground Pound: Sanctus flies toward the Savior statue and yells "Behold 
the power of the savior" as he moves into the blue stone on its chest.  The 
Savior statue leans back its right arm then pounds the ground near your 
character.
Avoidance: Roll or jump the second right before the savior's fist hits the 
floor.  This will sometimes stagger Nero but he will not take damage if timed 
well.  This move can also be interrupted with a properly timed Buster right 
before the punch.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

 _____________ __ ___ __                                                 [MN12]
|    MISSION  /_ |__ \  \_____________________________________________________
|--------------| |  ) |-/ ^^                A NEW BEGINNING                   |
 \  DANTE      | | / /    ^^       "Come to grips with the power of          /
  \   MISSION  | |/ /_    ^^          the legendary Devil Hunter!"          /
   \---------- |_|____| --^^-----------------------------------------------/
   |  Blue Orb Fragments = 01 | Secret Missions = 00 | Hidden Items = 01   |
   \----------------------------------------------------------------------/

== Ascension Chamber ==

The player must now switch over to Dante for a good bit of the rest of the 
game.  Dante does not have the exceed system.  He starts out with Rebellion, 
Ebony & Ivory, and Coyote-A (shotgun).  He can switch between his four main 
styles by tapping the Directional pad in any of the four direction.  All of his 
styles will change the function of the B button.

--> Enemy Encounter Scarecrows

Dante will start in the Ascension Chamber, where we last left him in the boss 
fight that Nero fought earlier.  Fight them off with normal Rebellion Combos 
(Y, Y, Y, or Y, pause, Y, Y) or take them to the air with High Time (Hold 
RB, Back + Y) and unleash some air combos with Swordmaster while equipped with 
Rebellion.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Desks, [ ] 6 Candle Stands, [ ] 4 Pots
-------------------------------------------------------------------------------

Leave the room via the door at the opposite end.

== Meeting Room ==

Break the candles near the sidewalls and interact with the Divinity Statue off 
to the side to power up some of Dante's skills.  Definitely buy the Stinger for 
the Rebellion and then you may want to level up whichever style you prefer.  I 
prefer Swordmaster for the most part myself.  Race into the room ahead to 
trigger a cutscene.

-------------------------------------------------------------------------------
Divinity Statue: To the left immediately after entering.
Breakable Objects: [ ] 4 Candle Stands
-------------------------------------------------------------------------------

--> Enemy Encounter: 3 Mega Scarecrows (NEW enemy!)

These Mega Scarecrows can be knocked around much like normal Scarecrows but 
their attacks are hard to dodge without using a jump.  Be sure to jump if they 
ever roll toward Dante or shoot saw blades at him.  Other than their more 
devastating attacks, they are basically just bigger versions of a normal 
Scarecrow.  Use a Stinger to knock one of them away from the crowd then turn 
the camera to face the one Scarecrow so the others will be less likely to 
attack to attack then defeat him with Rebellion combos.  It is always best to 
distance a Mega Scarecrow from a group and deal with it separately.  Leave the 
room after the battle.

== Experiment Disposal (Second Floor) ==

Break the two statues then the railing blocking the way to the next room.  Run 
over to the pedestal of the elevator and interact with it to receive the ++WING 
TALISMAN++ that Nero left behind.  Take the elevator down to the bottom floor.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Statues, [ ] 1 Fence
Key Item: [ ] Wing Talisman
-------------------------------------------------------------------------------

== Experiment Disposal ==

Break all the statues.  A warning message will sound off and the alarm for the 
building will activate.  Dante has 10 minutes to escape from the building 
before it explodes.  This allows enough time to battle enemies and collect 
items before exiting so don't stress out.  Jump into the pit up ahead.

NOTE: You don't actually have to jump into the pit right here.  It is possible 
to switch to Trickster then stand at the end of the ledge, while facing the 
ledge on the opposite side, then perform a Stinger to long jump, followed that 
up with an Air Hike, and then finally Sky Star to the ledge.  The Air Hike and 
Sky Star have to be extended a bit to make this jump.  Devil Trigger and Dante 
will be able to perform two Sky Stars in the air making this even easier.  This 
will decrease your style ranking since Dante won't have to deal with the Frosts 
in the elevator, but you could always just reflect the dark shot back at the 
Alto and Biancos in the upcoming Grand Hall room to make up for the style point 
loss.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Statues
-------------------------------------------------------------------------------

On the right side, be sure to pick up the --GOLD ORB-- then run to the other 
side and attack the blue device to lower the elevator.

-------------------------------------------------------------------------------
Items: [ ] Gold Orb - In the far northeast corner of the pit.
-------------------------------------------------------------------------------

--> Enemy Encounter: 3 Frosts
--> Enemy Encounter (Son of Sparda): 4 Frosts

Get on the elevator and a few Frost enemies will appear.  Use a Stinger with 
Rebellion to knock them to the ground if they ever try to attack (this may take 
a few Stingers).  Attack them a few times while they are on the ground then 
launch them into the air (while they are standing) with High Time and hit them 
with the Rebellion Aerial Rave while in Swordmaster Stance.  Use Coyote-A to 
blast them while up close.  Another good technique is to knock them down with a 
Stinger then use constant Shredders on them.

-------------------------------------------------------------------------------
Red Orb Pillar: [ ] Off to Dante's left when he exits the elevator.
-------------------------------------------------------------------------------

Find the --RED ORB PILLAR-- on the next floor then attack it for some orbs and 
then leave the room through the door down the corridor up ahead.

== Security Corridor ==

Dante will immediately fall into the pit below upon entering this area.

--> Enemy Encounter: 3 Mephistos

The area with the pedestal off to the side will seal and a few Mephistos will 
attack.  Use the Coyote-A to easily get rid of their cloaks (a close air 
Fireworks with Gunslinger style works wonders) then charge them with Rebellion 
while they lie helpless on the floor.  Use a Stinger to try to work them into a 
corner in order to damage them much better.  Make sure that Dante is close 
while firing Shotgun blasts to have the full effect - use Charge Shot if you 
have it.

Find the crates along the side of the pit and break them open for some red orbs 
then walk over to the pedestal and interact with it to collect the ++KEY OF 
CRONUS++.  The spinning blades in the middle will malfunction after Dante grabs 
the Key of Cronus, so just hop up the blades and go through the doorway at the 
top.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Boxes (in the pit)
Key Item: Key of Cronus
-------------------------------------------------------------------------------

Knock the railing out from the front of the door then interact with the 
pedestal to the side - Dante will use the Key of Cronus to slow time.  Maneuver 
through the lasers in the middle of the corridor.  A normal jump is all that is 
needed to get through the lasers without being damaged.  A single jump will 
actually leap over the set of three lasers if timed well.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 1 Fence, [ ] 2 Benches
-------------------------------------------------------------------------------

Open the door on the other side of the hall.

== Grand Hall ==

Run across the bridge then enter the Grand Hall up ahead.

--> Enemy Encounter: 4 Bianco Angelos, 1 Alto Angelo

Four Bianco Angelos and 1 Alto Angelo will appear as all the doorways seal off. 
Get behind the Bianco Angelos and take them to the air with High Time and 
perform Aerial Raves on them.  A Prop slash with Swordmaster will instantly 
knock the Alto Angelo into the air if Dante can manage to hit him without him 
guarding - it's very easy to do.  Jump into the air and hit him with an Aerial 
Rave while he falls or continue the Prop with a Shredder - don't use a Shredder 
if Bianco Angelos are still in the area though.  Use a Coyote-A blast to knock 
any of the Angelos out of the air.

Check the room over for extra orbs once the battle is finished.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 6 Benches, [ ] 2 Pots (both sides of doorway)
Hidden Orbs: [ ] Run to the far southwest corner then move up against the wall 
and stay in the middle.  Move away from the wall just a bit and stand to 
receive these.
-------------------------------------------------------------------------------

Dante has two options here, either go further into the castle through the east 
side to get some extra orbs and ultimately hunt down an extra Combat 
Adjudicator or Dante can exit now via the front door in the north of this room. 
The timer will most likely be in red by this time, but you can still run into 
the next two rooms and quickly grab the rest of the items.  I'll describe the 
backtracking below.

== Key Chamber ==

--> Enemy Encounter: Gladius
--> Enemy Encounter (Son of Sparda): Gladius, Bianco Angelos, Alto Angelo

Upon stepping into the Key Chamber, lasers will seal off both doorways and 
Gladius enemies will attack.  Run over to the pedestal and interact with it to 
slow time with the Key of Cronus.  Shoot the swords with the Coyote-A in order 
to knock them to the ground then perform some ground combos with Rebellion to 
shatter them.  It is best to leave all the enemies here and enter The Gauntlet 
up ahead by moving in between the lasers on the other side of the room.  Dante 
can still manage an S-rank in style without having to deal with these enemies 
if you were stylish enough earlier but, most importantly, fighting these 
enemies may take too long!  Be sure to break the concrete railings on each side 
of the doors before exiting.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Separators (on the side of each doorway)
-------------------------------------------------------------------------------

== The Gauntlet ==

This room is quiet and no enemies will attack here.  Find the hidden orbs by 
standing in the middle of the circular indention in the middle of the room then 
walk into the back and find the --COMBAT ADJUDICATOR (requires B-rank with 
Dante)-- off to the left to receive a --BLUE ORB FRAGMENT--.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] Stand in the middle of the circular indention in the floor 
before lowering the lift via the blue device.
Combat Adjudicator: [ ] To the side of the middle structure (requires a B-rank 
with Dante).
-------------------------------------------------------------------------------

Leave the room once the orbs and possible blue orb fragments have been found. 
Get back to the Grand Hall by backtracking through the Key Chamber once again 
then leave the Grand Hall via the front door.

== Gran Album Bridge ==

A cutscene will activate as Dante steps outside.  Continue along the bridge up 
ahead then stop in the middle room to break the objects.  Run to the very end 
of the bridge and enter the next area to complete this mission.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 6 Separators, [ ] 4 Desks
-------------------------------------------------------------------------------

 _____________ __ ____ __                                                [MN13]
|    MISSION  /_ |___ \  \____________________________________________________
|--------------| | __) |-/ ^^               THE DEVIL RETURNS                 |
 \  DANTE      | ||__ <    ^^      "Drive down the dragon that spreads       /
  \   MISSION  | |___) |   ^^       its wickedness through the forest!"     /
   \---------- |_|____/ ---^^----------------------------------------------/
   |  Blue Orb Fragments = 01 | Secret Missions = 00 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

== Ancient Training Ground ==

This forest now has portals spread throughout the paths that run through it and 
these paths will take Dante to different areas depending on the order that each 
portal is entered.  The portal will take Dante to a different area in a certain 
sequence no matter which portal is gone through.  Look below the item list for 
the sequence.

In order to get out of this portion, Dante must enter the Forgotten Ruins by 
stepping through the door directly ahead of him or by stepping through one of 
the portals until he reaches the forgotten ruins.

-------------------------------------------------------------------------------
Divinity Statue: To the character's left after starting.
Breakable Objects: [ ] 2 Chimera Eggs
-------------------------------------------------------------------------------

* Portals lead to: Ancient Training Ground (Bridge), Ancient Training Ground 
(East), Forgotten Ruins (Bridge), Ancient Training Ground (West)

== Ancient Training Grounds (Bottom) ==

You'll want to enter this area to break a few Chimera Eggs.  This area can be 
reached by moving through a portal or by jumping off the top of the bridge in 
the Ancient Training Ground.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 6 Chimera Eggs
-------------------------------------------------------------------------------

== Forgotten Ruins (Bridge) ==

This is where Dante needs to get to, either by stepping through the doors in 
the Ancient Training Ground while on the bridge or by warping here by stepping 
through a portal.  Walk up to the ledge on the left side of the bridge (as if 
Dante was entering this area) then jump off the side of the bridge to continue.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Chimera Eggs
-------------------------------------------------------------------------------

== Forgotten Ruins (Bottom) ==

--> Enemy Encounter: 3 Scarecrows, 1 Chimera Seed
--> Enemy Encounter (Son of Sparda): Blitz

Fight off the enemies as you normally would.  The door down the path up under 
the bridge will only lead to the Ruined Valley, but nothing can be done there.  
Continue forward and move into the portal ahead to enter the Windswept Valley.  
Depending on how many times Dante steps through the portal, he will wind up in 
a different place of the valley.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Chimera Eggs
-------------------------------------------------------------------------------

* Doorway leads to Ruined Valley, Portal leads to Windswept Valley (West), 
Windswept Valley (Southwest)

== Windswept Valley ==

--> Enemy Encounter: 3 Chimera Assaults (NEW Enemy)

Three Chimera Assaults will attack.  These enemies can be a real pain because 
they have the normal movements of an Assault with added blade slaps every now 
and then.  They are also more aggressive.  Try to Stinger them all to one side 
then with Swordmaster Style, unleash a wave of Drives at them with Rebellion.  
It is best to get rid of these enemies fast by getting them all packed 
together.  There Chimera Seed can be damaged much like a Chimera Scarecow's 
Seed - perform a Gun Buster with the Coyote-A and Gunslinger Style to stun 
their Chimera Seed, a few close shotgun blast will still work as well. Enter 
the portal in the east to continue.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 11 Chimera Eggs
-------------------------------------------------------------------------------

* Enter Portal in East!

== Ancient Plaza ==

--> Enemy Encounter: 5 Assaults

Five Assaults will attack in this area.  Fight them off with normal combos from 
Rebellion.  Rebellion's Dance Macabre with swordmaster stance works rather well 
against them since Dante will turn while fighting a group.  Shredders work well 
on grounded Assaults.  The normal Assaults won't attack as aggressively as 
Chimera Assaults so Dante can tone down on his rampage here.  Drive still works 
well on normal Assaults if you can group them. Open the door in the south to 
continue.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 9 Chimera Eggs
-------------------------------------------------------------------------------

* South exit with door leads to Lapis River (North)

== Lapis River ==

--> Enemy Encounter: 2 Mephistos

Defeat the two Mephistos in this area and break all the eggs.  Dante will have 
to get on both sides up under the bridge in order to break the Chimera Eggs on 
the sides of the bridge.

Dante will need to enter the portal up under the bridge to continue further 
into the forest, but if you want to collect all the orbs for this chapter then 
open the door in the Northeast and jump off the side of the Ruined Valley ledge 
to enter the Ruined Lowlands.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 12 Chimera Eggs
-------------------------------------------------------------------------------

* Northeast door in Lapis River leads to Ruined Valley where character may fall 
to Ruined Lowlands.
* Enter portal under the bridge in Lapis River to continue to the Windswept 
Valley (Outside Ruined Church)

== Ruined Lowlands ==

--> Enemy Encounter: 4 Chimera Assaults

Dante will fight four Chimera Assaults down her so try to group them together 
with Stingers then unleash a wave of Drives upon them.  Find all the orbs in 
the area then step into the portal to exit.

Go back to Lapis River then enter the portal up under the bridge.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Chimera Eggs
Hidden Orbs: [ ] Stand at the top of the ledge in the northwest corner.
-------------------------------------------------------------------------------

== Windswept Valley (Outside Ruined Church) ==

Dante will appear in front of the Ruined Church at the top of the stairs in the 
Windswept Valley.  Open the doors to the church.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Chimera Eggs
-------------------------------------------------------------------------------

* Open the doors to enter Ruined Church.

== Ruined Church ==

Surprisingly, no enemies will attack in this area.  Be sure to destroy the --
COMBAT ADJUDICATOR (requires A-rank with Dante)-- to receive a --BLUE ORB 
FRAGMENT--.  The door up the stairs will only lead to the Ruined Valley which 
is all broken up and can't be traversed with Dante, so open the door below the 
stairs and enter the Lost Woods.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 19 Chimera Eggs
Combat Adjudicator: [ ] to the right among the Chimera Eggs (requires an A-rank 
with Dante.
-------------------------------------------------------------------------------

* Top door leads to Ruined Valley, bottom door leads to Lost Woods.

== Lost Woods ==

--> Enemy Encounter: 2 Chimera Assaults

Dante will be greeted by two Chimera Assaults at they rush down the path ahead. 
The same type of puzzle is present here just like it was last time - go down 
the path opposite the shadow to get out of the Lost Woods.

Here is the path list:

Straight -> Back -> Right -> Right

Take the paths in that order to get out.  I would suggest taking the wrong way 
at least once if you want to collect all the red orbs for this mission.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Chimera Eggs
-------------------------------------------------------------------------------

== Hidden Pit ==

--> Enemy Encounter: 3 Chimera Assaults

If the wrong path is taken then Dante will have to face off against three 
Chimera Assaults but he will gain access to some more Chimera Eggs containing 
extra red orbs.  Step into the portal after the battle to leave the area like 
before.

Take the right path back in the Lost Woods to continue.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Chimera Eggs
-------------------------------------------------------------------------------

== Forgotten Ruins (East Side) ==

There is no rain in this portion, revealing that the source of all of this 
confusion is nearby.  Run into either portal to reach the Den of the She-Viper. 
That's right, both portals lead to different entrances of that same area.  
There is no escape now!  Not that it matters much...

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Chimera Eggs
-------------------------------------------------------------------------------

* Either portal leads to the Den of the She-Viper (west path leads to southwest 
end)

== Den of the She-Viper ==

Step forward for a cutscene.

------------------------------ - BOSS BATTLE - --------------------------------

                                E C H I D N A
                               - - - - - - - -

SO, IS SHE STILL UP TO HER OLD TRICKS?
You betcha' there, guy!  She's the exact same as she was when Nero fought her 
except now we get to fight her with the legendary Devil Hunter.

WHILE SHE PROPS UP ON HER TAIL...
Jump up to her female body and hit her with Aerial Raves with Swordmaster style 
and Rebellion.  A Helmet Breaker can be added to finish the combo off.  For 
another option, try Fireworks with the Shotgun while in Gunslinger stance.  It 
works surprisingly well at damaging and stunning her.  Whenever she is about to 
whip her hair at Dante simply Air Hike away.  When she whips her tail then just 
jump to avoid it.

WHILE SHE MOVES IN THE BACKGROUND...
Change to Gunslinger style so Dante's bullets will take just a bit more off.  
What you shoot her with is basically up to you here.  Ebony & Ivory works best 
from a distance or you can use Coyote-A to blast her when she moves by from up 
close - dodge her attack then shoot her.  Use charged shots when firing at her. 
Really Dante's guns don't work at good as a level 3 charged blast from Nero's 
Blue Rose, but Pandora's Edidemic can compensate for that if you have it - fire 
it at her when she flies at Dante to instantly stop her and cancel the flying 
lunge.

WHEN SHE BEGINS TO LAY EGGS...
Jump up to her egg sac then perform a bunch of Aerial Raves followed by a 
Helmet Breaker to her egg-sac.  Fireworks with Gunslinger stance and Coyote-A 
works well for this part too, but Aerial Rave still works better.  This part 
can really boost your style very well.

When Dante lands, hit the Chimera Seed with a Gun Stinger with the Coyote-A or 
just hit it with Rebellion's Stinger.

WHEN SHE BURROWS...
Dear lord, this is where Dante can pound the hell out of her!  Run up to her 
body and get right in front of her then perform a Drive followed by an Over 
Drive with Rebellion and Swordmaster style.  Make sure to get out all three 
hits of Drive and watch that damage soar as each slash followed by each energy 
wave cuts right through her and takes massive damage while improving your style 
greatly.

Try to watch out for her hair slap.  It is actually possible to perform a 
Rebellion Combo B while next to her and this will cancel her force field during 
the rapid thrust portion and actually boost your style from canceling the move 
by hitting her during it.

QUICK DISPOSAL...
I have to stress the Drive followed by the Over Drive while right next to her 
while she is burrowed into the ground.  The Aerial Rave should be used on her 
bottom half while her egg sac is exposed.  The Aerial Rave works well for when 
she props herself up on her tail as well.

STYLISH DISPOSAL...
The Drive followed by Over Drive while up on her when she is burrowed into the 
ground will give a big increase in style.  Using the Aerial Rave on her egg sac 
will increase the style gauge quite a bit as well.  Avoid getting hit and 
you'll keep a high style ranking for the whole battle while using these 
attacks.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

After the cutscene, Dante will receive a new weapon, ++GILGAMESH++.  Run around 
the area and find all the Chimera Eggs and then exit the area to end this 
mission.

-------------------------------------------------------------------------------
New Weapon: Gilgamesh
Breakable Objects: 8 Chimera Eggs
-------------------------------------------------------------------------------

 _____________ __ _  _ __                                                [MN14]
|    MISSION  /_ | || |  \____________________________________________________
|--------------| | || |_-/ ^^               FOREST OF RUIN                    |
 \  DANTE      | |__   _|  ^^     "Get through as quickly as possible!"       /
  \   MISSION  | |  | |    ^^                     ---                        /
   \---------- |_|  |_| ---^^-----------------------------------------------/
   |  Blue Orb Fragments = 01 | Secret Missions = 01 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

== Ancient Training Ground ==

For this mission, Dante must simply exit the forest by running all the way to 
the Foris Falls area that leads to Fortuna Castle.

--> Enemy Encounter: Fault (NEW Enemy!)

While moving down the path to the side a new enemy will appear.  These enemies 
do not have to be defeated in order to move on even when they appear with other 
enemies.  These Fault enemies will constantly keep your character in the air 
during battles since they appear right below your character while he fights and 
you need to jump to avoid getting caught in their mouth.

If your character is caught in a Fault's closing mouth then you will be taken 
to the Ruined Lowlands and be forced to fight a group of random enemies.  Enter 
the teleporter to exit back to the previous area - you'll have to restart 
whatever battle your character was engaged in at that time though.

In order to defeat these enemies, jump or move out of the way whenever they 
appear below Dante then switch to Gilgamesh and hit them with the first two 
hits of the punch combo to defeat them quickly.  They can be defeated with 
Rebellion but it takes more hits to damage them.  A close Coyote-A blast works 
well too.

--> Enemy Encounter: Scarecrows, Chimera Seeds

While walking up under the bridge, Scarecrows and Chimera Seeds will attack and 
Faults will appear once again, so jump out of the way whenever one starts to 
unearth below your character.

Be sure to look around the area carefully for the breakable Chimera Eggs - two 
of them are on top of the bridge.  Enter the Lapis River area up ahead.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Chimera Eggs
-------------------------------------------------------------------------------

== Lapis River ==

--> Enemy Encounter: 2 Mephistos, Faust

Two Mephistos followed by a Faust will attack in this area and Faults will 
appear below your character here as well.  Use Coyote-A blasts to easily bring 
down the Mephistos and Faust then back them into a corner and perform a Real 
Impact with Gilgamesh to damage them severly.  Use a Distorted Real Impact to 
instantly defeat a grounded Faust.  Be careful not to get stuck in an attack 
pose for too long or a Fault might catch Dante.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 12 Chimera Eggs
-------------------------------------------------------------------------------

Be sure to enter the Ruined Lowlands by getting caught by a Fault or opening 
the door to the side in Lapis River and jumping off the side.  The red orbs 
down there are needed for a better orb ranking at the end of this mission.

== Ruined Lowlands ==

--> Enemy Encounter: random group

Fight off the enemies then break all the Chimera Eggs and be sure to find the 
hidden orbs.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] Stand at the edge of the ledge in the northwest corner.
Breakable Objects: [ ] 4 Chimera Eggs
-------------------------------------------------------------------------------

Back in the Lapis River area, enter the path across the bridge to continue.

== Ancient Plaza ==

--> Enemy Encounter: 5 Assaults
--> Enemy Encounter (Son of Sparda): 2 Assaults, Blitz

Don't get too involved in a ground fight against the Assaults in this area 
since Faults will continue to appear below Dante.  Gigamesh's Kick 13 works 
rather well for keeping Dante moving while on the ground.  Don't even attempt 
any of the powerful Swordmaster attacks unless you know for certain that a 
Fault is not in the current area.

Enter the path on the other side of the area to leave once the enemies are 
defeated.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 9 Chimera Eggs
-------------------------------------------------------------------------------

== Windswept Valley ==

--> Enemy Encounter: Chimeras, Chimera Assaults

Faults are out in full force in this area once Dante reaches the middle.  
Faults will appear very close together, so you'll have to jump often.  Use 
Stingers to knock down the Chimera infested enemies or use Kick 13 with 
Gilgamesh to keep moving while attacking.

Make sure to find all the Chimera Eggs in this area including the ones up the 
stairs and along the side paths.  Hop up the ledge on the cliff.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 13 Chimera Eggs
-------------------------------------------------------------------------------

== Forest Entrance ==

No enemies attack here - no Faults or normal enemies.  Break all the Chimera 
Eggs and stock up on Red Orbs from the Red Orb Pillar down the left path.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 12 Chimera Eggs
Red Orb Pillar: [ ] Down the left path.
-------------------------------------------------------------------------------

Dante can also access --SECRET MISSION 08-- under the small rooftop.  This is 
the secret mission that Nero couldn't perform on Mission 7.

============================ Secret Mission 08 ================================
                               ROYAL BLOCKER
                 Successfully execute a Royal Block 5 times!

Location: Forest Entrance
The glyph is located under the roof of the middle structure.

Dante must deal with two Mephistos for this mission.  Kill off one of them at 
the beginning so you'll only have one to deal with.

In order to successfully complete this secret mission, switch to Royal Guard 
and prepare to perform a Royal Block, where you must press the B button the 
instant before an attack hits Dante.  Five of these Royal Blocks must be 
performed in a row in order to complete this secret mission.  Stand for a few 
minutes and get the timing down for the Mephisto's finger stab and foot blade.

Finger Stab - One of Mephisto's fingers glows as it points then it eventually 
stops as the glow brightens and stabs forward with its finger.

Foot Blade - Mephisto moves toward your character then leans around with its 
blade foot and then slices your character with it.

Once you know what to look out for, it's all about timing.  You have to press 
the B button the instant before the finger hits Dante or the instant before the 
blade foot hits Dante.  Many gamers believe that the finger stab is the easiest 
move to set up for a Royal Block, but it all depends on the individual.  Either 
way, you need to know about each attack since the Mephisto will perform both of 
them quite a bit.  Roll or jump away from it's other moves, the lunge (when it 
moves away and suddenly dashes toward Dante; jump from this one) and the blade 
spin (when it spins in place and moves toward Dante; run away!).

Perform five Royal Blocks in a row and Dante will be rewarded with a --BLUE ORB 
FRAGMENT--.

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

Leave the forest by running through the tunnel up ahead and enter the next 
area.

== Foris Falls ==

Run down the path up ahead and cutscene will play that will end this mission.

 _____________ __ _____ _                                                [MN15]
|    MISSION  /_ | ____| \____________________________________________________
|--------------| | |__ --/ ^^                FORTUNA CASTLE                   |
 \  DANTE      | |___ \    ^^ "Exterminate the defenders of the icy plain!"  /
  \   MISSION  | |___) |   ^^                     ---                       /
   \---------- |_|____/ ---^^----------------------------------------------/
   |  Blue Orb Fragments = 02 | Secret Missions = 01 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

== Foris Falls ==

The door at the top of the right staircase is sealed off with ice, so run up 
the left staircase and open the door at the top.  Walk over to the --COMBAT 
ADJUDICATOR (requires SS-rank with Dante)-- and attack it for a --BLUE ORB 
FRAGMENT-- before leaving.

-------------------------------------------------------------------------------
Combat Adjudicator: [ ] Move up left staircase (requires SS-rank with Dante)
-------------------------------------------------------------------------------

== Central Courtyard (East) ==

When Dante reaches the middle portion of this walkway a cutscene will trigger.

--> Enemy Encounter: Blitz (NEW Enemy!)

This new enemy can be a real pain if you don't know how to deal with him.  In 
order to hit him, his electricity surrounding him must be taken away and in 
order to do that your character must fire at him with a gun.  Equip the Coyote-
A and fire at him whenever he appears.  He will appear and then attack shortly 
afterwards, so be prepared to dodge his lunge or ground pound from the air.  
Charge shots work slightly better but really normal shots work just fine.

When all of his electricity stops, Devil Trigger and run up to him then perform 
a Real Impact (Hold RB, then back + B) while in Swordmaster style with 
Gilgamesh equipped.  Wait for him to get up from the first one then perform 
another.  By the second Real Impact, he will begin to glow a reddish color - 
this means that he is almost dead and is about to rampage with his attacks.  
Break out the Coyote-A at that point and shoot at him as he appears and be 
prepared to dodge his attacks.  The faster he falls at that point, the higher 
your rank will be.  I have some much more detailed strategies for this royal 
ass of an enemy in the Enemies section so check it out!

Run to the end of the walkway and open the door to enter the Grand Hall.

== Grand Hall ==

The middle portion of the Grand Hall is all frozen over.  Entering the door 
directly across from Dante will only take you to the frozen door on the other 
side - it's still frozen and there are no extra enemies or items that way.  
Search the current room over for hidden orbs then open the door on the east 
side of this hall.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] Devil Trigger then triple jump up to the ledge on the 
character's left.
Collectible Orbs: [ ] Along the wall leading up to the ledge described above.
-------------------------------------------------------------------------------

== Gallery ==

Surprisingly, there are no enemies here!  Destroy all the objects in the room 
then leave through the door on the opposite side.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Suits of Armor, [ ] 6 Chairs, [ ] 5 Tables, [ ] 2 
Crates
-------------------------------------------------------------------------------

== Library ==

Move along the outside walkway then enter the library through the doorway 
beside the Divinity Statue.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] Jump then Air Hike to the middle top ledge of the third pillar 
off to the left on the outside walkway.
Divinity Statue: To the side before entering the library.
-------------------------------------------------------------------------------

--> Enemy Encounter: 3 Bianco Angelos, Alto Angelo

Three Bianco Angelos and an Alto Angelo will attack.  Be sure to break all the 
objects around the room after the battle.

Find the opening along the side of the room after the battle then enter the 
room with the spiral staircase.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Desks (top and bottom on the sides of the room; one is 
on the first floor to the left of the entrance - the rest are on the second 
floor). [ ] 2 Pots
Red Orb Pillar: [ ] On the other side of the opening in the library, at the top 
of the staircase.
-------------------------------------------------------------------------------

You'll notice a --RED ORB PILLAR-- across from the doorway.  Move down the 
stairs.  At the bottom of the stairs, look at the wall nearly across from the 
door at the bottom to find the glyph leading to --SECRET MISSION 9--.

============================ Secret Mission 09 ================================
                                UNBREAKABLE
           Eliminate all enemies without taking damage and without
                         being captured by a Fault.
                                    =-=

Location: Library - touch the glyph across from the door at the bottom of the 
spiral staircase.

You'll have a very hard time with this mission if Dante attempts it without 
Pandora.  Pandora is highly recommended for the second group of enemies in this 
battle.

In order to pass this secret mission, all enemies must be defeated without 
taking any damage.  You'll face off against three Assaults and three Chimera 
Seeds at the beginning of this battle.

Start the mission by equipping Rebellion and Coyote-A.  Find each of the 
Chimera Seeds as they appear around the area - there are three of them and they 
will break out of an egg.  Run up to each of the Chimera Seeds then hit them 
with Rebellion Combo A then Stinger them to defeat them one by one.  Do not let 
them attach to any of the three Assaults or this next part will not work near 
as well.

Strafe the entire area and fire at the Assaults with the Coyote-A.  Do not 
lock-on to them - allow Dante to move around the area and auto-lock onto them 
normally to shoot them.  Keep firing until the orbs start flying toward Dante 
from their defeat.  There are three, so wait for three groups of orbs - be sure 
to count them.

Directly after the final Assault falls, the second group of enemies will enter 
- three Chimera Assaults.  Switch to Gunslinger Style and equip Pandora then 
jump into the air and perform the Argument attack in the air.  Fire missiles 
constantly down at the Chimera Assault and be sure to keep moving.  If 
Pandora's disaster gauge runs out and Dante falls then jump into the air keep 
performing Argument even if you can only shoot about two or three rockets - 
they all home in on the enemies so this will usually stop their attacks.

A --BLUE ORB FRAGMENT-- will appear once the Chimera Assaults are finished.
===============================================================================

== Large Hall ==

Who knew that that this mirror hid a secret alcove?  Exit the mirror corridor 
then step out into the Large Hall.  Many of the areas are blocked off with ice.

Enter the Dining Room area down the hall through the open gates.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 12 Candle Stands, [ ] 5 Chairs
-------------------------------------------------------------------------------

== Dining Room ==

Run to the end of the hall and enter the dining room with the table in the 
middle of it - the camera conceals the entrance to Dante's left, so just keep 
moving against the wall to find the entrance to the dining room.

--> Enemy Encounter: [ ] 3 Mega Scarecrows, [ ] Scarecrows

Scarecrows and a total of three Mega Scarecrows will appear in this room.  Use 
a Stinger to push away the Mega Scarecrows and deal with them first since their 
attacks are much more brutal.

Exit the room after the battle.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Chairs, [ ] 4 Placemats (on table)
-------------------------------------------------------------------------------

== Large Hall ==

Dante will now be on the other side of the large hall.  Find all the orbs in 
this hall then enter the only unblocked door down the hall to enter the Torture 
Chamber.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 12 Standing Candles, [ ] 5 Chairs
Green Orb: [ ] In front of the icicles across the middle door.
Red Orbs: [ ] Break the mirror on the right wall at the far west end near where 
the Gyro Blade was.
-------------------------------------------------------------------------------

== Torture Chamber ==

--> Enemy Encounter: 5 Frosts
--> Enemy Encounter (Son of Sparda): 4 Frosts, Faust

Several Frosts will appear in this area.  Use Rebellion and try to take them to 
the air so Dante won't have to put up with their freezing attacks while on the 
ground.  Walk through the doorway up ahead and fall into the hole.

== Spiral Well ==

Dante will fall to the very bottom.  There are tons of orbs that can be 
collected by hopping back up the red emblems.  Be sure to do so if you want a 
good orb rank at the end of this mission.

-------------------------------------------------------------------------------
Green Orb: [ ] In an open cell at the bottom of the well
Collectible Orbs: [ ] Above each red emblem.
Hidden Orbs: [ ] While jumping on the second emblem, land on top of the ledge 
to the left then stand at the back wall of the cell.
Red Orb Pillar: [ ] While jumping on the third emblem, land on the nearby ledge 
and the orb pillar will be inside the cell to the side.
-------------------------------------------------------------------------------

Find the blue device below and activate it to turn on the blue emblem.  Jump on 
the blue emblem and it will carry Dante to the very top above the area that 
Dante hopped down from.

== Torture Chamber (Third Floor) ==

Run across the bridge up ahead and open the door at the end.

== Master's Chamber ==

--> Enemy Encounter: Scarecrows, Blitz

Scarecrows will attack in this room and a Blitz will follow.  He will always 
show up once there are two Scarecrows left so prepare for him by weakening the 
last three Scarecrows equally before defeating them.

When the Blitz appears, use continuous shotgun blasts to take off his 
electricity then perform Devil Triggered Real Impacts with Gilgamesh followed 
by more continuous shotgun blasts as he rages in his red state.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Tables, [ ] 2 Couches, [ ] 2 Stands
-------------------------------------------------------------------------------

== Soldier's Graveyard ==

There are no fights here, so Dante is free to explore this area fully.  Be sure 
to break all the objects and grab that hidden orb on the ledge up above.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 18 Gravestones, [ ] 9 Small Statues w/Pedestals, [ ] 8 
Ice Pillars, [ ] 1 Horse Statue (center pedestal)
Hidden Orbs: [ ] stand on the second block on the nearby wall near the exit 
doors in this area.  [ ] stand on the third block on the nearby wall near the 
exit in this area.
Collectible Orbs: [ ] Break the horse statue on the middle pedestal then jump 
to the top of the pedestal.  Find the red orb on the right ledge.  Position 
Dante so that he is facing the middle ledge up above then jump, Air Hike and 
Sky Star to land on that ledge.  Face the right then perform the same maneuvers 
to get over on the right ledge with the red orb.
Divinity Statue: Beside the exit doors.
-------------------------------------------------------------------------------

Exit the area by stepping through the door that leads to the Central Courtyard.

== Central Courtyard ==

A cutscene will trigger upon stepping into this area.

------------------------------ - BOSS BATTLE - --------------------------------

                                  D A G O N
                                - - - - - - -

DAGON IS ONE BIG TARGET...
And his size is really a disadvantage to him in this fight.  The Coyote-A will 
take quite a bit of damage no matter what move you do.  The full burst from any 
shot will fully hit him because of his size.  Get right up on him and perform 
Fireworks with Gunslinger to take off quite a bit and hit him with normal 
shotgun blasts while Dante moves close to him.

SWITCH TO GILGAMESH...
Gilgamesh works extremely well when hitting Dagon for big damage.  Roll out of 
the way of his falling attack then get right up next to him while he is 
staggered and perform a Real Impact on his side.  This takes about a full bar 
normally - Devil Trigger before performing this for an even greater damage rate 
or Distort the Real Impact for incredible damage!  Whenever he is stunned to 
where his tongue is hanging out, perform a Devil Triggered Real Impact on his 
tongue.

TAKING THE RUSALKAS FOR A RIDE...
When Dagon blends into the environment and sends out his Rusalkas for attack 
equip Rebellion and switch to Swordmaster style.  Stand at a distance from them 
- but not too far or they will teleport next to Dante - and perform Drives 
followed by Over Drives directly at them.  Try to hit them while they are both 
together.  This will greatly increase the style gauge, give you a bunch of red 
orbs and also cancel any attacks that they might perform.  Keep performing this 
technique and be sure to dodge any incoming attacks by rolling or jumping.  
Eventually Dagon will show himself once again.

QUICK DISPOSAL...
Gilgamesh's Real Impact will make short work of this boss if you can catch him 
from the side while he is recovering from an attack.  Use Drive and Over Drive 
on the Rusalkas.  Coyote-A works good from a distance, but stick with Gilgamesh 
while close.

STYLISH DISPOSAL...
Basically perform the same methods used in the Quick Disposal.  Try not to get 
hit as much as possible.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

Dante will receive ++PANDORA++ once the battle comes to a close.

== Underground Laboratory ==

Fall down the shaft to end this mission.

 ______________ __   __ _                                                [MN16]
|    MISSION   /_ | / /  \____________________________________________________
|---------------| |/ /_ -/ ^^                   INFERNO                       |
 \  DANTE       | | '_ \   ^^    "Return the conqueror of the Fire Hell      /
  \   MISSION   | | (_) |  ^^             back to his domain!"              /
   \----------- |_|\___/ --^^----------------------------------------------/
   |  Blue Orb Fragments = 02 | Secret Missions = 01 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

== Underground Laboratory ==

Poisonous gas will flow throughout the room as the ceiling above seals off.  
The upcoming enemies or boredom will kill Dante before the poisonous gas will, 
so don't worry about it too much.

Don't grab the green orbs just yet!  Hit the --COMBAT ADJUDICATOR (requires S-
rank with Dante)-- to get a --BLUE ORB FRAGMENT-- then run behind the fence and 
grab the green orbs to replenish what the gas has taken while Dante was 
fetching the blue orb.  Exit the area through the door in front of Dante.

-------------------------------------------------------------------------------
Combat Adjudicator: [ ] To the character's right (requires S-rank with Dante)
Collectible Orbs: [ ] Green Orbs - Behind the back fence.
-------------------------------------------------------------------------------

== R & D Access ==

Green Orbs are scattered along this passage, so run ahead if Dante needs some 
life during the next battle.

-------------------------------------------------------------------------------
Collectible Orbs: [ ] Green Orbs - Along the sides of the tunnel.
-------------------------------------------------------------------------------

--> Enemy Encounter: 3 Cutlass

These enemies can get a bit annoying since they are sometimes hard to catch 
with Dante.  You can either fire at their fins with Coyote-A while on the 
ground to slow them down then Stinger them - this will usually stun them while 
they remain in the ground but sometimes not (try a Devil Triggered Stinger) - 
or equip Pandora and shoot them with a quick Epidemic while they are in the 
ground or as they fly out of the ground.  Hitting them with an Epidemic shot 
while they are in the ground will stun them, so just Stinger the stunned 
Cutlass to drive it out of the ground.  Props, High Times, and close Coyote-A 
or Pandora Epidemic blast are some of the best methods to knock them out of the 
air after they attack.

Once they are unearthed, they are basically helpless to any attacks, but just 
watch out for the remaining Cutlass that still may be swimming around.  Open 
the door at the end of the hall to continue.

== Game Room ==

A cutscene will play upon entering.  Now, why couldn't Nero just cheat like 
that - that ass...

-------------------------------------------------------------------------------
Collectible Orbs: [ ] Red Orb - On the right side of the room.
-------------------------------------------------------------------------------

--> Enemy Encounter: Gladius

A swarm of Gladius swords will attack after the cutscene.  Break out the 
Coyote-A and fire at them to ground the targeted sword immediately then Stinger 
toward it and combo it.  Dante's shotgun blast takes off quite a bit by itself, 
so if a Gladius manages to get away then fire at it and it might just fall.

Fireworks with Gunslinger and Coyote-A works rather well also, but you really 
only attack one sword at a time unless they are right by each other, so it's 
your call.  Dark Slayer's Slash Dimension works incredibly well for dealing 
with these grouped enemies but you most likely don't have that yet.

== Containment Room ==

--> Enemy Encounter: Gladius, 2 Bianco Angelos

This room is a little smaller than the last room, so Dante can actually hit the 
Gladius swords with an Aerial Rave if a big group of them forms in one area.  
Don't really focus on any specific enemy, just attack whatever happens to land 
next to you.

Use constant shotgun blasts like before to knock down the Gladius swords then 
Stinger toward them and attack.

-------------------------------------------------------------------------------
Hidden Orbs: Stand in the blue beam in the control room.
Breakable Objects: [ ] 1 Chair, [ ] 1 Stool
-------------------------------------------------------------------------------

== Foris Falls ==

Break all the barrels on the first floor and up the stairs then open the door 
at the top of the stairs.

-------------------------------------------------------------------------------
Collectible Orbs: [ ] Green Orb - Across from the entry door.
Breakable Objects: [ ] 8 Barrels
-------------------------------------------------------------------------------

== Containment Room ==

Enter the room and some Biancos will attack.

--> Enemy Encounter: 3 Bianco Angelos

Get behind one of the Bianco Angelos as he forms then start attacking him from 
the back and then finish the rest of them by getting behind them and taking 
them to the air with Rebellion's High Time or Prop.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 1 Barrel
-------------------------------------------------------------------------------

Run up the stairs and across the catwalks then drop to the other side.  Don't 
forget to stand in front of the control panel to collect the hidden red orbs.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] Stand in front of the left control panel after dropping from 
the circular catwalk area.
-------------------------------------------------------------------------------

--> Enemy Encounter: 3 Bianco Angelos, 2 Alto Angelos

Both Alto Angelos will not attack right away but the other will follow shortly. 
Knock the Alto Angelos into the air with a Rebellion High Time or Prop then 
quickly switch to Gilgamesh and have a Real Impact waiting for them as they hit 
them ground - it's really best to do this once the Bianco Angelos have been 
defeated but you can sometimes sneak in a Real Impact even while they are in 
the area.

You can also try to reflect their big energy ball when they form it with a 
well-timed Prop or Coyote-A blast - don't constantly wait for it though or 
you'll lose time and energy.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 1 Barrel
-------------------------------------------------------------------------------

== Underground Laboratory ==

Dante no longer has to worry about the poisonous gas here.  Jump on the red 
emblems and bounce up to the top of this area.  Be sure to drop to the catwalks 
along the side and destroy the barrels for some extra red orbs.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Barrels (land on the ledge near the second emblem), 
[ ] 1 Barrel (land on the ledge near the third emblem), [ ] 3 Barrels (land on 
the ledge near the fifth emblem). [ ] 1 Barrel (on the opposite side of the top 
walkway).
-------------------------------------------------------------------------------

== Grand Hall ==

Run up the stairs and enter the Grand Hall up above.  The Grand Hall has now 
thawed out once again, so get to collecting all the hidden red orbs that you 
should no doubt be able to locate by now then exit the castle through the front 
doors.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] Devil Trigger then triple jump up to the ledge on the 
character's left.
Collectible Orbs: [ ] Red Orbs - Along the wall leading up to the ledge 
described above.
Breakable Objects: [ ] 8 Benches, [ ] 36 Chairs
-------------------------------------------------------------------------------

== Fortuna Castle Gate ==

Run across the bridge and a cutscene will trigger.

--> Enemy Encounter: Basilisks (NEW Enemy!)

New dog-like enemies will attack after the cutscene.  Equip Rebellion and lock-
on to one then Stinger rush it.  This attack will knock it away so immediately 
follow it up with a Quick Drive (Y + B) while still locked-on to hit it from 
afar.  You can also teleport after them with a Trickster's Air Trick then 
perform a Helmet Breaker on them while in the air.

Search the area over for the hidden orbs on the pillars.  Find the broken 
walkway on the side of the mountain wall then hop up to it and continue leaping 
and running along the path above.

-------------------------------------------------------------------------------
Hidden Orbs: [ ] Jump and stand on top of each of the two closest large pillars 
next to the middle three arches.  [ ] Jump and stand on top of each of the two 
closest large pillars next to the middle three arches.
Collectible Orbs: [ ] Green Orbs (Destroy all the thin pillars.  Some of them 
contain two small green orbs inside of them.) [ ] Red Orbs -  Along the 
mountain walls in the middle of the two staircases leading up the mountain.
Breakable Objects: 13 Thin Pillars (three are along the mountainside)
-------------------------------------------------------------------------------

While moving along the path, jump when Dante reaches the section in between the 
two sets of stairs to find some red orbs leading up near the corner of the 
mountain wall.  It's hard to see unless you know where it is, but there is a 
ledge to the right of those hidden orbs.  In order to reach the ledge, Devil 
Trigger and triple jump up to it or run to about the middle of the top 
staircase then turn back around and jump, kick jump off the side of the wall by 
the stairs then Sky Star to get to the ledge.  The ledge is right across from 
the top staircase.  After jumping a few times, success or fail, the camera will 
switch to show the ledge.

The ledge hides a glyph that can be touched to find --SECRET MISSION 11--.

============================ Secret Mission 11 ================================
                              POINT OF IMPACT
                   Use Pandora to destroy distant objects!
                          Time Limit: 30 seconds
                                    =-=

Location: While working your way back up the mountain there will be three orbs 
high up on the mountain wall in between the two long staircases - these lead up 
to the ledge on the right (camera's right).  Devil Trigger and perform a triple 
jump (with Air Hike) or walk up the second staircase and turn then jump and 
Kick Jump off the left wall (character's left) then Sky Star to the ledge on 
the right side of the screen (judging by the camera angle).

Two horse statues will be shown at the beginning of this secret mission.  Dante 
will start on the circular pedestal on the Gran Album Bridge that is in between 
the locations of the two horse statues and he has 30 seconds to destroy both 
horse statues.

Run down either staircase until the horse statues can just barely be made out 
in the distance, then line up Dante so that he faces the statue.  Take out 
Pandora and use Revenge to shoot the horse statue.  Quickly run back up 
whichever staircase Dante came down then run down the next staircase and fire 
off Pandora's Revenge at the other horse statue.

This secret mission is all about getting the precise aim (ie. making sure Dante 
faces the horse statue precisely).  A --BLUE ORB FRAGMENT-- will appear right 
after the two horse statues are shot.
===============================================================================

Continue along the mountain path when ready.

--> Enemy Encounter: 3 Basilisks

More Basilisks will attack along the path.  These are in tighter quarters, so 
just Stinger them and attack them with a combo from Rebellion or just use a 
Quick Drive if they are knocked too far ahead.

-------------------------------------------------------------------------------
Collectible Orbs: [ ] Red Orbs - Right before exiting to the next area hop up 
the ledges along the open area to the character's left.
-------------------------------------------------------------------------------

Enter the tunnel at the end of the path.

== Second Mining Area ==

There is one pesky red orb below that counts toward the red orbs for this 
stage, so be sure to grab it.

-------------------------------------------------------------------------------
Collectible Orbs: [ ] Red Orbs - Fall down to the wooden ledge to the 
character's right after entering the tall cave with jumping pads.
-------------------------------------------------------------------------------

This is also your best chance to grab that blue orb fragment directly across 
from the doorway up above.  An easy way to get it is to bounce off the second 
symbol then hold toward the camera and Sky Star into the area with the blue orb 
fragment - the camera is the ultimate enemy for grabbing this one much like it 
was with Nero.

Jump to the bottom then grab some red orbs from the pillar in the tunnel then 
power-up if needed before leaving the tunnel.

-------------------------------------------------------------------------------
Red Orb Pillar: [ ] Break the wooden barricade down the tunnel and this will be 
behind it.
Divinity Statue: To the character's right just before exiting this area.
-------------------------------------------------------------------------------

== Ferrum Hills ==

------------------------------ - BOSS BATTLE - --------------------------------

                                 B E R I A L
                                - - - - - - -

THIS IS MORE THAN WAR...
Berial hasn't changed that much at all.  He will be a bit more aggressive in 
this battle but all of his attacks are the same.  He may perform some attacks 
that you have yet to see during this fight since he will be on a higher 
difficulty level (Back Stomp, Explosion [from close range]).  Trickster can 
help Dante to maneuver through his sword attacks (Dash or Air Trick) and hop 
over his body (Sky Star after Air Hike), but really rolls and jumps work just 
as well.

Even though Pandora takes more damage from him during this battle, I would 
recommend switching to Coyote-A.  Berial has some very quick attacks and 
Pandora has too much recovery time in between attacks.  Pandora works very well 
from long range if you want to use Revenge - it actually cancels Berial's 
attacks - but again, the recovery time can cause Dante to get hit.  If you 
build up about half of the Disaster gauge with Pandora, then Dante can use the 
Argument attack to launch several rockets at Berial with the tap of the B 
button - this is quite damaging.  Only use Pandora at the beginning of the 
battle before Berial starts up his lunging overhead attacks if you do decide to 
use it.

BOW DOWN OR DRAW YOUR...
Rebellion Sword?  No.  Take out Gilgamesh.  Gilgamesh will make very quick work 
of this boss once you catch him off guard one time.  Make sure to have Real 
Impact with Swordmaster style and this battle will be over quick.

MAKE HIM KNOW THE MEANING OF SUFFER...
Stand below his front half or next to either of his sides then perform a Real 
Impact - preferably after dodging one of his slashes.  The Real Impact must hit 
his head to get the most out of this move.  It will take quite a bit of damage 
and may extinguish him with the first blow.  Devil Trigger or Distort the Real 
Impact for some incredibly heavy damage.  If it doesn't extinguish him then hit 
him with another, but watch for any slashes that he may be readying.

Once he has been extinguished, get below his front half and perform another 
Real Impact.  This should make him fall and expose his head to Dante.  At this 
time, you can either hit him with more Real Impacts or take out Rebellion and 
perform Drives followed by Over Drives to his head.  Don't get too happy with 
whatever move that Dante is tearing him up with however because he will 
eventually perform an explosion to get his flames back.

QUICK DISPOSAL
Use a Devil Triggered Real Impact or a Distorted Real Impact with Gilgamesh 
near Berial's side or in front of him then keep performing this move.  He will 
be defeated before he has a chance to get up from his stunned state if Dante 
keeps it up, especially if Dante is Devil Triggered.

STYLISH DISPOSAL
Real Impact isn't very stylish while performing it on his burning state, so you 
may want to try hitting him with Drives followed by Over Drives from far away, 
or you could use Aerial Raves from up close.  The most important part of a high 
style ranking on Berial is dodging his attacks like last time to avoid getting 
hit.  Once he extinguishes or especially once he falls, feel free to use Real 
Impact to boost your style.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

Once the battle is over, exit the area by opening the door at the end of the 
tunnel down the set of stairs to finish the mission.

 _____________ __ ______ _                                               [MN17]
|    MISSION  /_ |____  | \___________________________________________________
|--------------| |   / /--/ ^^              ADAGIO FOR STRINGS                |
 \  DANTE      | |  / /     ^^         "Regain possession of Yamato!"        /
  \   MISSION  | | / /      ^^                      ---                     /
   \---------- |_|/_/ ------^^---------------------------------------------/
   |  Blue Orb Fragments = 02 | Secret Missions = 01 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

== First Mining Area ==

There is a green orb by the Combat Adjudicator and of course the Divinity 
Statue in the alcove to the character's right when entering.  Jump below and 
search around for the red orbs in the waterway then exit the area.

-------------------------------------------------------------------------------
Divinity Statue: [ ] In an alcove near the stairs
Collectible Orbs: [ ] Green Orb: Near the Combat Adjudicator.  [ ] Red Orbs: 
Jump into the waterway and the orbs are in the back.
-------------------------------------------------------------------------------
== Port Caerula ==

Destroy the dumpsters to the side then continue toward the dock.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 2 Dumpsters
-------------------------------------------------------------------------------

--> Enemy Encounter: Scarecrows, 2 Bianco Angelos, 1 Alto Angelo

In the middle of the dock, the area will seal off and some Scarecrows will 
attack followed by some Angelos.  The Angelos will appear as the Scarecrows are 
defeated.  Knock the Alto Angelo into the air with a Prop or Kick 13 then hit 
him with a Real Impact from Gilgamesh when he hits the ground.

Don't forget to grab the single red orb on the blue pad in the background on 
the side of the dock.

-------------------------------------------------------------------------------
Collectable Orb(s): [ ] Medium Red Orb
-------------------------------------------------------------------------------

There is also an orb high up to the right of the tunnel entrance.  Exit the 
area after collecting everything.

-------------------------------------------------------------------------------
Hidden Orb(s): [ ] Before entering the tunnel, turn right then Kick Jump/Air 
Hike up to the medium red orb floating in the air.
-------------------------------------------------------------------------------

== Residential District ==

There are breakable objects all over this area, so be sure to find them all.  
The hidden orbs on the tower are still there just like when you came through 
this area with Nero.

-------------------------------------------------------------------------------
Breakable Object(s): [ ] 1 Dumpster, [ ] 1 Barrel, [ ] 5 Pots, [ ] 3 Watermelon 
Crates, [ ] 2 Peach Crates
Collectable Orb(s): [ ] 3 Small Red Orbs
Red Orb Pillar: [ ] Up under a rooftop near the street
Hidden Orb(s): [ ] Jump to the lookout point platform near the top of the tower 
at the bottom of the ramp from either the left or front side of it.  Use a Kick 
Jump or Air Hike to get on top.  [ ] While still on the lookout point platform 
at the top of the tower, jump outward then Air Hike backwards and land on the 
roof of the tower over the lookout point platform.
-------------------------------------------------------------------------------

--> Enemy Encounter: Assaults, 1 Mephisto, 1 Faust

Upon stepping up the ramp several Assaults and a Mephisto will attack.  A Faust 
will enter the area once the Mephisto is defeated.  Concentrate on the Assaults 
first since the Mephisto is rather hard to hit with all the buildings in the 
way.  The Faust will enter once the Mephisto is defeated.  Use Rebellion combos 
to take down the Assaults then deal with the Mephisto and the Faust.

Use Coyote-A blasts, Pandora's Epidemic or an Omen to easily bring down the 
Mephisto and Faust then let each of them have a taste of Real Impact with 
Gilgamesh when their cloakless bodies hit the ground.  Devil Trigger before 
Real Impacting the Faust or Distort the Real Impact to make sure that he dies 
during that combination.

Run to the end of the path up the stairs and enter the now open double doors at 
that end.

== Business District/Terrace ==

Ah, a new area!  Well, actually this is just the area below where Nero was in 
Mission 2 but at least it is something different.  Nero went over the top of 
this area while using Grim Grips, remember.

--> Enemy Encounter: Scarecrows, 2 Mega Scarecrows, Basilisks

When the exits seal off Scarecrows followed by Mega Scarecrows will attack 
Dante.  Separate the Mega Scarecrows from the bunch with a Stinger and deal 
with them first since they're attacks are much harder to avoid.  Try to turn 
the camera to where only the current Mega Scarecrow victim is on the screen to 
keep the others from interrupting your combos.  If all the Scarecrows pile up 
on side of the street, switch to Rebellion and swordmaster style then let loose 
some Drives followed by Over Drives to really increase your style.

Eventually Basilisks will begin to teleport into the area as well.  Stinger 
them then perform a Quick Drive while locked on if they bounce away or combo 
them if they remain close.  Try to get them in the path of some Drives and Over 
Drives along with the Scarecrows when the Basilisks first teleport into the 
area.

Once the battle is over be sure to check the area over for breakable objects - 
the benches and trashcans blend in rather well among the sides of the street.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 9 Trashcans, [ ] 7 Benches
Collectible Orbs: [ ] A single red orb lies above an awning on the left side of 
the street.
-------------------------------------------------------------------------------

============================ BLUE ORB FRAGMENT ================================
Find the blue awning on the left side of the street that has a red orb above it 
- it is the awning on the side of the Restaurant Cafe.  Jump on top of the blue 
awning then jump, Kick Jump off the wall and Sky Star to the high walkway up 
above and grab the --BLUE ORB FRAGMENT-- on that walkway.

It has also been brought to my attention that you can perform a Rain Storm 
after a Kick Jump while pressing toward the wall to gain enough height to reach 
the high platform.  Rain Storm requires level 2 Gunslinger style while Sky Star 
requires level 3 Trickster style, so this may help out for some players.
===============================================================================

== Opera House Plaza ==

Break the trashcan beside the gate to the right to find the glyph that will 
lead to --SECRET MISSION 12--.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Trashcans
-------------------------------------------------------------------------------

============================ Secret Mission 12 ================================
                                STEEPLECHASE
                    Reach the goal without taking damage!
                              Time Limit: none
                                     =-=

Location: Opera House Plaza
Destroy the trashcan near the gate on the right side of the street to reveal 
the glyph on the wall behind it.

For this secret mission, Dante must get through the lasers in the Security 
Corridor while they move at their normal speed.  There is no time slowdown to 
help out this time.

There are two ways to go about completing this secret mission:

A) Follow the pattern below by jumping right when the first single bottom beam 
reaches Dante on his current side:

   1) Jump, Air Hike, Sky Star, fall
   2) Jump, Air Hike, Sky Star, fall
   3) Jump, Sky Star, fall
   4) Jump, Air Hike, Sky Star, fall
   5) Jump, Sky Star

Each jump must be performed while holding forward (toward the lasers) and Dante 
must fall straight down then pause for a second and then continue with the next 
set of maneuvers.

B) Enter this secret mission with a full Disaster gauge with Pandora.  Stand 
near the lasers then jump into the air and perform the Argument attack to make 
Dante get inside his missile pod, then fly to the end.  Make sure to jump then 
air hike and then fall just a bit so Dante's head doesn't hit the ceiling - 
this can slow down the missile pod.

A full disaster gauge is required to make it to the end of the lasers - don't 
accidentally shoot any missiles either since that will take away from the 
Disaster gauge.  Grab the --BLUE ORB FRAGMENT-- on the opposite side to finish 
the secret mission.

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

Enter the courtyard through the tunnel up ahead and the exits will seal off as 
Dante steps toward the middle of the courtyard.

TIP: Dante can open the blue double doors to the side and backtrack to many of 
the areas that Nero visited to get some extra red orbs from the breakable 
objects therein.  The red orbs in these area do not count toward the overall 
orb ranking for this chapter.

--> 2 Mephistos, 2 Alto Angelos, 1 Faust,

Take out Pandora and blast the Mephistos with Epidemic shots or use Omen.  Once 
one of them is defeated then two Alto Angelos will enter the area.  Try to 
focus on the remaining Mephisto as much as possible using Rebellion combos when 
he is grounded then switch your attention over to the Altos and knock one of 
them into the air with a Prop of Kick 13 then follow that attack up with a Real 
Impact or Drive followed by an Over Drive.

A Faust will show up after the rest of the enemies, so just shoot him with 
Pandora or continuous Coyote-A blast (jump and use Gunslinger's Fireworks in 
the center of him) then perform a Real Impact on him when he hits the ground.

Break open the trashcan in front of the Opera House stairs to get a refill on 
life and Devil Trigger power.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 1 Trashcan
-------------------------------------------------------------------------------

Enter the Opera House down the walkway ahead.  There is a Divinity Statue to 
the side right before entering.

-------------------------------------------------------------------------------
Divinity Statue: To the side of the Opera House doors.
-------------------------------------------------------------------------------

== Opera House ==

A cutscene will play once Dante enters this area - another instant classic 
scene from our famous devil hunter.

------------------------------ - BOSS BATTLE - --------------------------------

                           A N G E L O   A G N U S
                          - - - - - - - - - - - - -

HIS NEW MOVE...
Agnus really hasn't changed at all from the time that Nero fought him several 
missions ago.  He will summon one more type of demon however that will be new 
for this battle if you are playing on Devil Hunter difficulty.  He will now 
summon Basilisks. It is really up to you whether you want to finish the 
Basilisks or not.  They do release white orbs which will extend your Devil 
Trigger gauge once defeated and defeating them is fairly easy if you use Devil 
Triggered Stingers on them.  Only attack them when Dante cannot hit Agnus since 
they are only a minor threat most of the time.  If you have Dark Slayer style 
then you could switch to it and use constant Slash Dimensions to damage a whole 
group of Basilisks.

GILGAMESH FOR THE WIN, ONCE AGAIN...
Equip Gilgamesh with Swordmaster style and find openings in between his moves 
to set Agnus up for a Devil Triggered Real Impact.  Hit him before his small 
life siphon move, after his two-hit sword attack or during his fireball attack. 
Only switch to Rebellion when he is about to perform his big energy drain from 
the middle of the room.  Jump and hit him with a few Aerial Raves to stop the 
attack.

DODGING HIS ATTACKS...
You can get directly underneath his portal to avoid the fireballs.  Roll or 
jump away from all of his other moves.  Dante can cancel every one of Agnus' 
moves with Pandora's Omen, but the recovery and charge time for this move might 
leave you too open for any other attacks.  Jump right up into the portal and 
hit the Gladius swords with an Aerial Rave as they spin to quickly get rid of 
them before they become a nuisance.  Jump and run away from his spinning blade 
attack whenever he starts to use it - be prepared to jump the second he throws 
the Cutlass at Dante.  Devil Trigger immediately if Agnus catches Dante with 
his small energy siphon attack to cancel the move.

QUICK DISPOSAL...
Real Impact him to death whenever he floats near the ground.  He pauses during 
many of his attacks, so use that chance to hit him with Real Impact.  Sometimes 
Real Impact doesn't hit him all that well, but it will eventually.

STYLISH DISPOSAL...
Real Impact boosts the style gauge a pretty good bit.  Mainly just focus on 
learning his attacks and dodging his attacks to keep him from hitting Dante and 
ruining your current style gauge.  It is best to run from his spinning blade 
attack.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

Walk into the glowing blue circle after the battle to trigger the cutscene that 
will end this chapter.

 _____________ __  ___ __                                                [MN18]
|    MISSION  /_ |/ _ \  \____________________________________________________
|--------------| | (_) |-/ ^^                 THE DESTROYER                   |
 \   DANTE     | |> _ <    ^^             "Confront the Savior!"             /
  \   MISSION  | | (_) |   ^^                      ---                      /
   \---------- |_|\___/ ---^^----------------------------------------------/
   |  Blue Orb Fragments = 00 | Secret Missions = 00 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

NOTE: In order to get all the orbs on this stage, shoot a few of the blue 
fireballs (spheres) that the Savior tosses your way and collect the white orbs 
from them to get the orb requirement for this mission.  Use Ebony & Ivory to 
shoot them.  Just shoot normally without locking on and Dante will usually 
target them as they get closer to him.

AN OVERVIEW OF THE MISSION...
The Savior statue has a total of nine blue glass stones attached to different 
portions of his body that must be destroyed in order to defeat him: one on his 
forehead, one on his chest, one on his back, one on each shoulder, one on the 
lower part of each arm and one on the bottom portion of each leg.  You'll need 
to shatter eight of them with guns or Devil Arms while he is stunned or while 
Dante is up on his arm.  Shattering the blue stone on his forehead will trigger 
a cutscene and this cutscene will also trigger a checkpoint for this mission, 
so you want to make sure to have all the other blue stones destroyed before 
breaking the one on his forehead.

Dante must jump on the blue glowing seals spread throughout this area in order 
to hop from platform to platform while attempting to destroy the blue stones 
and dodge the attacks of the Savior.  The Savior will attack with platform 
smashes which you will need to roll or jump away from or he will fire blue or 
red fireballs (spheres) at Dante.  The blue fireballs can be destroyed for 
extra white orbs and red fireballs must be avoided through rolling or jumping.  
Lock-on and shoot the blue fireballs with Ebony & Ivory.  Sometimes moving to 
the side or standing behind a fallen pillar will avoid his attack - using Speed 
while running will almost always allow Dante to outrun his attacks.

Bianco Angelos and a few Alto Angelos will appear on the platforms and try to 
attack.  Some of them need to be defeated if you want a good style ranking for 
this mission - defeat them while the Savior is stunned to boost your style.  
Jump behind them and use Kick 13 followed by Real Impact to get rid of them 
rather quickly.

There are a total of two lasers and two cannons lying on different platforms in 
this area.  The lasers will stun the Savior and make him lay out his arm 
whenever he attempts to smash the platform that you are on.  The cannons will 
stun his whole body and allow Dante to maneuver through a different set of 
platforms in order to shatter the blue stones on his body.  Destroying the 
forehead blue stone will also stun his whole body.

TIP: This is one of the hardest missions to S-rank mainly due to style.  In 
order to S-rank the mission, run to the left at the very beginning and get to 
the cannon.  Stun the Savior then begin to blast his blue stones with 
Epidemics.  You MUST defeat a few Angelos in order to get an S-rank in style, 
so switch to Gilgamesh and perform Real Impact on the Biancos and a Distorted 
Real Impact on the Altos after a Kick 13.  Be sure to destroy a few of the blue 
stones but take down some of the Angelos as well.

The Savior will recover but Dante will land on the floating platform that is 
right next to a cannon.  Jump off the first left blue seal then move to the 
right (and toward the camera) and find the cannon then set it off to stun him 
again.  This time focus on destroying all the blue stones and spend any 
remaining time defeating Angelos with Real Impacts.  The time limit for this 
chapter is forgiving enough to allow you stun the Savior twice, so don't worry 
about time too much.  Be sure to hit The Savior's chest stone with Devil 
Triggered Lucifer Pin-Ups and this should get you an S-rank for this mission.

== Sky Above Fortuna ==

Dante will receive ++YAMATO++ and ++DARK SLAYER STYLE++ at the beginning of 
this mission (they both make up the Dark Slayer style).  Using Dark Slayer 
style will allow Dante to perform attacks with Yamato - double tap any 
direction on the directional pad to switch to Dark Slayer style.

-------------------------------------------------------------------------------
New Weapon/Style: Dark Slayer
-------------------------------------------------------------------------------

From the starting point, jump on the blue seal in front of Dante.  Bianco 
Angelos will appear on the next platform.  Ignore them then jump on the blue 
seal to the left.  Keep heading to the left while jumping on blue seals until a 
cannon can be seen off to the side.  When Dante gets to the platform with the 
stairs that move upward, the platform with the cannon will be next - wait for 
the Savior to start an attack then hop on the seal to bounce to the next 
platform.  If you don't wait for him to charge an attack then he will most 
likely hold up his leg and destroy the platform with the cannon, thereby 
sending you back to the beginning of this area.  Activate the blue device on 
the side of the cannon through a series of attacks and it will fire at the 
Savior and stun him.  Be quick or the Savior will destroy the platform with an 
overhead kick.

ONCE HE IS STUNNED...
Dante will start out on a new platform once the Savior is stunned.  
Immediately, run to the left then jump on the left blue seal.  Switch to 
Pandora while hopping.  Dante will land on a platform with a red seal.  Jump 
onto the red seal to hop up to the top of the current platform.  Find the 
--BLUE STONE (LOWER RIGHT ARM)-- and destroy it with an Epidemic blast.  
Quickly run toward the background and find the upper right arm blue stone.  
Hold RB near the ledge then transform Pandora into its Hatred rocket launcher 
then shoot the --BLUE STONE (UPPER RIGHT ARM)--.  Please note that these blue 
stones can be shot with charged Coyote-A blasts as well - two shots - or they 
can be hit with Dark Slayer's Slash Dimension for a slightly higher style 
ranking.

NOTE: The lower right arm blue stone sometimes takes two shots with Epidemic - 
like on Son of Sparda mode.

Find the blue emblem on the far left side of the platform then jump on it and 
Dante will land on a pillar with a blue seal and rebound off of it to bounce to 
the platform behind the Savior.  Run down the staircase and shoot the --BLUE 
STONE (CENTER OF BACK)-- with Epidemic (or a Dark Slayer Aerial Rave) then 
continue down the steps and jump on the blue seal on the fallen pillar at the 
bottom.  Dante will rebound off of another platform then hop back to the one he 
was just on.  Jump on the blue seal to the right.  Run up to the --BLUE STONE 
(RIGHT LEG)-- and shoot it with Pandora's Epidemic - you can also hit this one 
with a Dark Slayer Aerial Rave.  Run to the right some more then jump on the 
next blue seal.  Destroy the --BLUE STONE (LEFT LEG)-- after landing on the 
next platform.  Altos and Biancos will try to interfere on all of these 
platforms - just ignore them or finish them quickly with a Kick 13 followed by 
a Real Impact.

The Savior should recover shortly.  When Dante starts on the next platform 
after the Savior's recovery, keep hopping on the blue seals to the right until 
a red seal is reached then jump on the read seal.  Run over to the laser cannon 
at the top then activate it.  Hopefully, the Savior will attempt to hit the 
platform with his left arm since those are the only two stones left besides the 
one on his forehead and chest.  If the laser hits his shoulder attack then the 
Savior will hold out his right arm.  Another method you could use to get up his 
left arm is to wait for him to drive his left hand into your current platform 
then just run up his arm as he is recovering.

UP THE LEFT ARM...
When he gets stunned and lays out his left arm, jump on top of his hand then 
quickly run over to the blue stone on his arm and then hack away at the --BLUE 
STONE (LOWER LEFT ARM)-- with Rebellion.  He'll either summon blue fireballs to 
shoot at Dante or swipe at Dante with his hand - shoot the blue fireballs with 
Ebony and Ivory and jump then Air Hike or perform a well-timed roll to avoid 
his hand.  Run all the way up his shoulder and destroy the --BLUE STONE (UPPER 
LEFT ARM--.

Dante will fall after the second stone is busted.  Now, all you need to do is 
get up on one of his arms then fire at his forehead blue stone.  Wait for him 
to lay down his palm on a platform or stun him with a laser then climb up on 
either of his arms.  Run up his arms while avoiding his attacks then charge the 
Coyote-A and jump then fire at the --BLUE STONE (FOREHEAD)--.  Ebony & Ivory 
gunfire works just as well as Coyote-A for damaging the stone also.

You can also stand on a platform and switch to Gunslinger (for a more rapid 
fire) then continually hit the fore head blue stone with Ebony & Ivory shots.  
Honeycomb Fire helps out a lot here.

A cutscene will trigger as well as a checkpoint after the forehead stone is 
destroyed.  The Savior will now start to fire off his big chest laser.  His top 
body will completely light up.  Run to the blue seal directly up ahead then run 
across it - there is no need to jump anymore to bounce.  Keep running to the 
right and bouncing off of blue seals until a cutscene begins.

NOW THE BOSS BATTLE BEGINS...
Yeah, all the rest of that was just a warm-up.  Whenever he fires his chest 
laser at this point, run to a seal and bounce off of it to escape the laser. 
You'll need to jump on about two seals to get away from it.

Dante must now stun him in order to get close to him.  There are two ways that 
I have found to do this.

a) Take out Pandora and aim at his chest laser then perform a Revenge attack.  
This should stun him quickly on Devil Hunter mode within a few shots, but not 
really so on Son of Sparda.

b) Switch to Rebellion and Swordmaster then perform a Drive followed by an Over 
Drive while locked on to his chest stone.  All three energy waves together will 
usually stagger him, and this should stun him with enough hits.  This will also 
clear out any blue fireballs that he may shoot toward Dante or you can continue 
to use Ebony & Ivory on them.

There is also an optional way to hit him while he rises near a platform.  Right 
after he fires his big blast at the beginning, jump to the first platform on 
the right then stay there.  His beam will not reach the platform.  The Savior 
will move toward the platform while below it then slowly rise.  Use this change 
to perform constant Devil Triggered Lucifer Pin-Ups on him to damage him really 
bad.  You can hit him anywhere on his body while he rises since he will be so 
close.  Once his chest stone comes into view, spam the hell out of it with Pin-
Ups.  You can also use Devil Triggered Stingers at this part for some good 
damage.  This method doesn't really stun him fast at all, it is more about 
simply damaging him.

Once he is fully stunned, step on the blue seal in front of Dante and Dante 
will bounce to the Savior's chest stone.  There are two ways to damage him here 
also.

a) Devil Trigger then perform continuous Real Impacts followed by a Full House 
to immediately go back down to the ground after each Real Impact.  Devil 
Trigger during the Real Impact or Distort the Real Impact for the greatest 
damage as usual.

b) Devil Trigger then whip out Lucifer and stick in constant Pin-Ups on the 
blue stone.  This will raise the style meter much more than Real Impact.  Don't 
even worry about detonating the swords, just keep pinning him with them and let 
them explode on their own without the use of Ecstasy.

Both ways take off quite a bit and should be enough to defeat him in one 
sequence on Devil Hunter mode.  It will almost defeat him on Son of Sparda 
during one sequence of attacks.

A cutscene will trigger after the chest blue stone shatters that will end this 
mission.

Savior Attacks:

Shoulder and Smash - The Savior charges then slams his right shoulder onto the 
platform then moves back and slams his left hand onto the platform and keeps it 
there for a few seconds.  He will sometimes perform only one of these attacks 
instead of both in a sequence.
Avoidance: Run to the side (Speed), jump, or roll from each hit.

Blue Fireballs - The Savior holds up his left hand as his hand glows blue then 
sends out four energy spheres toward your character.
Avoidance: Shoot the energy spheres, jump, or roll.

Red Fireballs - The Savior holds both of his hands together and creates a 
portal then four red fireballs shoot from it in sequence.
Avoidance: Run to the side (Speed), jump, or roll.

Foot Swipe - The Savior holds up both knees as he begins to turn around then 
kicks toward the platform that Dante is on.
Avoidance: Jump as the leg passes by or roll as it moves by.

Overhead Kick - The Savior holds up his left leg then plunges it into the 
current pillar to break it.
Avoidance: Jump whenever his leg hits the platform.

Hand Smash - The Savior dashes backward and holds out an arm then quickly 
dashes forward with a smash that will break the current platform.
Avoidance: Jump whenever his hand hits the platform.

Hand Swipe - While up on his arm, the Savior holds back his other arm then 
swipes it at your character.
Avoidance: Jump as the arm goes by or perform a well-timed roll.

Chest Laser - The Savior charges a laser in front of his torso then fires it at 
the current platform in front of him.
Avoidance: Run and bounce to another platform via the blue emblems.

 _____________ __  ___ __                                                [MN19]
|    MISSION  /_ |/ _ \  \____________________________________________________
|--------------| | (_) |-/ ^^                 THE SUCCESSOR                   |
 \  NERO       | |\__, |   ^^      "Surmount the stairs of tribulation!"     /
  \   MISSION  | |  / /    ^^                      ---                      /
   \---------- |_| /_/ ----^^----------------------------------------------/
   |  Blue Orb Fragments = 00 | Secret Missions = 00 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

== Machina Ex Deus ==

Run/jump up the stairs.

== Stairway to Heaven ==

In Hell we played chess, in Heaven we shall play dice!  Again.  Nothing has 
changed in the terms of the way of rolling the die.

Once again, here is the way that the numbers will appear on top:

1 - 4 - 2 - 6 - 3 - 5

Hit the die with a Buster the second that the desired number is on top and 
you'll roll that number.

Here's a breakdown of the different circles with results:

Blue   = Red Orb rain
Purple = Goal (fight boss)
Red    = Enemies
Yellow = Go straight to goal

Here are the results that you can get:

BLUE SPACES
Orb Storm - It rains red orbs and a few large red orbs.

RED SPACES
-> All Difficulties
Scarecrows
3 Frosts
1 Faust
3 Mega Scarecrows
3 Bianco Angelos
2 Mephistos
Scarecrows, 2 Chimera Seeds
6 Basilisks
2 Mephistos, 1 Faust
2 Assaults, 3 Chimera Seeds
4 Chimera
3 Chimera Assaults
1 Mega Scarecrow, 2 Assaults

YELLOW SPACES
Move directly to the purple space at the end of the current die board.

PURPLE SPACE
This is the main destination.  Nero will fight a boss when he lands on this 
space then move on to the next dice board.

Try to get an SSS-rank on a boss then taunt as the boss dies - nothing beats 
watching Nero rock out as a boss crumbles in front of him!

== Heaven: Arma ==

Boss: Alto Angelo, 4 Bianco Angelos

For the first boss fight, Nero will only have to fight normal Angelo enemies. 
All five of the Angelos will fight together.  Try to pick out a Bianco Angelo 
then Devil Trigger and take him to the air with a High Roller and finish him 
off with an air combo followed by an air Buster while you keep tapping X to 
shoot Summoned Swords.  When fighting the Alto, get behind him and take him to 
the air with a High Roller then Buster him.  Run up to him while he recovers 
then perform another High Roller followed by another Buster.

One way to take them all out at one time is to wait until they all group 
together to shoot a dark shot then just wait for the energy ball to fly toward 
then Nero then reflect it with a charged blast to defeat all five of them at 
once with an SSS-rank!

Step into the teleporter after the battle to continue to the next board game.

== Heaven: Ignus ==

I'm not going to go into full detail with all of these bosses again, but I will 
give you some basic highlights as to how to take them down quickly.

Boss: Berial


- A level 3 charge blast can be used from a distance to wear him down without 
  the need of getting close to him.
- Nero now has a Devil Trigger for use against Berial so be sure to take 
  advantage of this and use it when attacking him with melee slashes.
- When his flames are extinguished, jump and Buster his head then Buster his 
  head while on the ground after the first Buster grab.  Devil Trigger before 
  both Busters and fill him full of Summoned Swords by tapping X.
- Use Hellbounds (grapples) to get in the back of his torso then slash at him.
- His Turning Slash is one of the most predictable and easy to dodge attacks in 
  his arsenal, so watch for it and roll when he does it - he will always use 
  this to turn.
- If you have Showdown, extinguish his flames through constant Roulette Spins 
  then Devil Trigger and jump into the air then perform a Buster on him while 
  pumping him full of Summoned Swords.  Right after the Buster, jump toward him 
  then charge a Showdown and unleash it on him while you begin to charge a 
  charge shot with Blue Rose.  After the Showdown, while still Devil Triggered, 
  Buster him on the ground then shoot a level 3 charge blast at him when he 
  lands in the background.

Step into the teleporter after the battle to continue to the next board game.

== Heaven: Nix ==

Boss: Dagon

- Slash at the icicles on his back to stun him.  Slash at him while Devil 
  Triggered to stun him quicker.
- Buster his tongue while he is stunned - Devil Trigger then use Summoned 
  Swords during the Buster.
- Blast Dagon with a level 3 charge blast as he blends into the background.
- Slash at the Rusalka then Buster one when it is stunned to pull Dagon out of 
  hiding.
- Fire a level 3 charge blast at a Rusalka that tries to lunge at Nero with a 
  freeze lunge or snatch it at that time and perform a Buster.
- If he freezes, don't stand in front of him since he will lunge at Nero with 
  his mouth open.
- Use the Rusalka trap method:

  Snatch a Rusalka when it performs a freezing lunge, Buster it, shoot it with 
  a level 3 charge blast, hit it with one single slash to stun it.  While it is 
  stunned, don't Buster it on the ground to pull Bael out of hiding, instead 
  jump in the air and perform another snatch followed by an air Buster then 
  shoot it with a level 3 charge blast again followed by a slash.  Nero can 
  continue this trap until Bael eventually appears again.

Step into the teleporter after the battle to continue to the next board game.

== Heaven: Draco ==

Boss: Echidna

- Buster her while she is stunned, Buster her egg sac (Roulette Spin a few 
  times first), and Buster her while she glows and tries to lunge toward Nero. 
  Devil Trigger and shoot Summoned Swords and also Rev up the blade when Nero 
  plunges his Red Queen into her during a Buster animation.
- Use Roulette Spins to attack her while in the air.
- Use Red Queen Combo C on her while she is in the ground then prepare to jump 
  from her hair tentacle slap.
- A level 3 charge blast will stop any of her lunges from the background and 
  damage her while she flies in the background.

The three patches of Chimera Eggs around the area can be broken during this 
fight or afterwards for some extra health and red orbs - they count toward the 
red orb requirement for this mission.

Step into the teleporter after the battle to continue to the next board game.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 8 Chimera Eggs (three patches in the area)
-------------------------------------------------------------------------------

== Heaven: Vermis ==

Boss: Angelo Agnus

- Grab Gladius swords and Basilisks then throw/shoot fireballs at him - for 
  Basilisks, try to jump in the air, snatch one, then Buster it.
- A Devil Trigger will instantly break out of his life siphon grab.
- Jump and attack him whenever he rushes toward the middle for his big life 
  siphon to cancel it.
- Buster him whenever he is stunned.  Devil Trigger before the Buster then fill 
  him full of Summoned Swords during the Buster.
- Have a level 3 charge blast ready to blast him directly after a Buster while 
  he recovers.
- Get up underneath the portal to avoid the string of fireballs or just roll 
  away from them.
- Jump and slash at the Gladius swords when they first form above him to try to 
  destroy them right then.

The cages in this area count toward the red orb rank so be sure to break them 
before leaving.  Step into the teleporter after the battle to continue to the 
next board game.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 3 Cages (on the sides of the room)
-------------------------------------------------------------------------------

== Stairway to Heaven ==

Now Nero is at the top.  The four pillars near him must be broken to help 
satisfy the red orb requirement for this mission.  Run up the stairs then slash 
at the cracked wall of the heart to break it then run inside to finish this 
mission.

-------------------------------------------------------------------------------
Breakable Objects: [ ] 4 Pillars (four of them at the bottom of the stairs)
-------------------------------------------------------------------------------

 _____________ ___   ___ __                                              [MN20]
|    MISSION  |__ \ / _ \  \__________________________________________________
|----------------) | | | |-/ ^^               LA VITA NVOVA                   |
 \  NERO        / /| | | |   ^^        "Destroy the evil Sanctus!"           /
  \   MISSION  / /_| |_| |   ^^                    ---                      /
   \--------- |____|\___/ ---^^--------------------------------------------/
   |  Blue Orb Fragments = 00 | Secret Missions = 00 | Hidden Items = 00   |
   \----------------------------------------------------------------------/

After the cutscene, Nero will be engaged in a fight against Sanctus once again.

------------------------------ - BOSS BATTLE - --------------------------------

                      S A N C T U S   D I A B O L I C A
                     - - - - - - - - - - - - - - - - - -

This battle is structured much like the last battle with Sanctus in Mission 11 
but this time his attacks are more powerful making some of them a bit harder to 
dodge.  Sanctus still floats in the air with a shield around him and probes 
hovering in front of him.

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Still Not       | After Sanctus' shield is fully broken and he falls to the |
| Interested in   | floor, run up to him and Buster him or knock him into the |
| Your BS         | air and Buster him there.                                 |
|-----------------------------------------------------------------------------|
| Sparda Sword    | When Sanctus stands and charges the Sparda blade, run to  |
| Counter         | the opposite end then perform a Buster as he starts to    |
|                 | dash toward Nero with the blade.  Buster the second he    |
|                 | moves after he leans back.  He will perform this attack   |
|                 | when his sphere shield is broken while he is very low in  |
|                 | life.                                                     |
+-----------------------------------------------------------------------------+

THE 'OLE "DESTROY THE SHIELD" ROUTINE...
From the start of the battle, run away from him since he will always create his 
shield and the light will cause Nero to bounce back if he is near Sanctus.  
Right after he forms his shield is one of the best times to hit his shield, so 
run back after he forms the shield then jump into the air and slash at him with 
an Aerial Combo or Roulette Spin.  Grapple onto his probes as he flees then 
slash at him when Nero is close.  Devil Triggering while slashing will make 
quick work of his shield.  If you can time a Roulette Spin to hit him right 
after he forms his shield then you will most likely only have to hit him one 
more time to break the shield.

BE CAREFUL WHILE CHASING HIM THIS TIME...
Grappling after him is easier said than done sometimes in this battle.  Don't 
ever grapple toward him when he as an aura around him and is about to shoot 
fireballs or when he yells "Resistance is futile", in which he will make 
lightning bolts strike around him.  Stay away from him whenever the lightning 
bolts strike.  If he ever starts these attacks too often, wait for him to shoot 
flame currents along the ground after the "Repent" or "You will fail" phrases 
then quickly grapple toward him and hit him.  Most of his attacks can be 
avoided by moving to the side, so while slashing at him in the air, Air Hike to 
the side to avoid his attacks - this doesn't always work for the lightening 
bolts however - you'll most likely have to run away from him then.

ONCE HIS SPHERE SHIELD IS DOWN...
It's a little harder to knock down his smaller shield this time after his 
sphere shield is gone since he will usually block with the Sparda sword.  Jump 
and hit him in the air then, if he blocks with the Sparda sword, perform a 
Buster to the sword to knock it away and stun Sanctus then hit him with a few 
slashes to make him fall.

IF HE TELEPORTS TO THE GROUND...
He will sometimes teleport to the ground while his small shield is still up and 
slash with the Sparda sword once or twice.  When he does this, perform a Streak 
toward him as he ends his ground attacks and this will usually hit him and 
knock his small shield off of him.

NO SHIELD AT ALL...
While Sanctus is on the ground with no shield, he is still just as helpless as 
before.  Run up to him and combo him a bit or knock him into the air then 
follow that up with a Devil Triggered Buster while you pump Summoned Swords 
into him with the tap of the X button.  You can also plan ahead for this 
moment and be charging a level 3 charge shot with Blue Rose then let it loose 
when Sanctus falls - it doesn't take that much damage but it will help raise 
your style while Nero slashes at Sanctus.

THAT DAMN SPARDA BLADE DASH AND HOW TO DEAL WITH IT...
He can be defeated before he starts this move, but if he is very low in life 
(around the last two bars) at the end of the battle when his sphere shield is 
destroyed, he will stand still and charge the Sparda blade.  He will eventually 
perform a series of dashes back and forth throughout the arena in his attempts 
to hit Nero.  When he does this, you have two options:

1) Run to the side and jump or roll from each dash.  He will perform one final 
charge (more charged than the rest) dash toward Nero then pause.  Perform a 
Streak toward him then slash at him to stun him while he recovers from the 
final dash - this has to be done very quickly since he will eventually teleport 
away and reform his shield. Nero will most likely have to hit him while he 
tries to reform his sphere shield in order to stun him.

2) Run to the opposite side and face him as he charges the first dash and wait 
for the slightest flinch in his movement after he leans back then, right when 
he moves, perform a Buster to counter the dash and knock his ass into the back 
wall as he rushes Nero.  This is by far the easiest way - the timing is not 
hard to pull off and it will raise your style gauge quite a bit.

ONCE THE FINAL HIT IS DELIVERED...
The final hit will bring about a reminiscent phrase from Nero that belongs in 
every Devil May Cry game - "Jackpot!"  Listen for it.

QUICK DISPOSAL
Aggressively attack that shield of his while jumping or grappling toward him - 
use Roulette Spins.  Most of his attacks can be avoided by moving to the side, 
so just Air Hike away if he readies an attack while slashing him in the air.  
If his shield is red, take a chance while he charges an attack and hit him with 
a few more slashes to break the shield.  Devil Trigger then slash him a few 
times while he is stunned or perform a High Roller then grab him and fill him 
full of Summoned Swords.  

STYLISH DISPOSAL
Being stylish can be quite hard in this battle - you mainly have to avoid being 
hit while busting up Sanctus.  A level 3 charge blast from Blue Rose will raise 
the style meter a bit while Sanctus is stunned but it has the potential to 
screw up a Buster while the second explosion goes off - grab him with a Buster 
before the second explosion if a charge blast is used.  Be sure to Devil 
Trigger before the Buster and pump Summoned Swords into Sanctus during the 
Buster animation and this will increase the style meter a bit.  Above all, Nero 
needs to hit the Sparda sword with a Buster at the end of the battle - this 
will increase the style meter greatly!  Try to do this twice!  The battle has 
to be stretched out to some decree in order to be stylish.

Sanctus Diabolica's Attacks:

Flame Currents: Sanctus charges his hand with energy then yells "Repent" or 
"You will fail" and throws either one or two currents of fire along the floor 
and toward your character.
Avoidance: Roll to dodge each current or jump.

Electric Shockwave: Sanctus charges the Sparda sword while holding it downward 
then electrifies the section of the floor in front of him.
Avoidance: Jump out of the way or roll very quickly out of the electricity.

Probe Dash: One of the probes in front of Sanctus pauses and glows a bright 
orange then dashes toward your character.
Avoidance: Roll or jump out of the way, or just run to the side.

Shield Regenerate: After being knocked down or while his shield is nearly 
broken, Sanctus floats into the air then yells "The Savior is coming" then 
regenerates his shield with a burst of light.
Avoidance: Stay away from him until the bright light fades.

Lightening Bolts: Sanctus holds down his hand while charging and says 
"Resistance is futile" then he holds up his hands and red lightning bolts 
strike all around the area where your character is.  This move is much more 
deadly than it was in the last battle.
Avoidance: Jump or move away from him.  The lightning bolts follow Nero so he 
can just run along the ground - while moving away from Sanctus or around him 
(while far away).

Fireballs: An aura of energy surrounds Sanctus' shield and he shoots three 
fireballs toward your character.
Avoidance: Roll or jump to the side.

Sparda Sword Slashes: Sanctus teleports to the ground then performs two slashes 
with the Sparda Blade.
Avoidance: Stay away from him.  Nero can perform a Streak directly into him to 
cancel this move most of the time - try to time it in between slashes.

Probe Assault: Sanctus disappears then probes surround Nero in a circle and 
then collide to hit him.
Avoidance: Wait a bit while on the ground then jump into the air as they 
collide.

Sparda Sword Dashes: While Sanctus is low in life and his sphere shield is 
gone, Sanctus will stand back and charge the Sparda blade then perform a series 
of four dashes toward your character.  He will charge again before the final 
dash.
Avoidance: Roll or jump to avoid each slash.  This move can be Bustered if you 
time the Buster so that it hits Sanctus right before the first dash.

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

A few cutscenes will play but this will not be Nero's final fight.  You see...

------------------------------ - BOSS BATTLE - --------------------------------

                       T H E   F A L S E   S A V I O R
                      - - - - - - - - - - - - - - - - -

DID HE JUST DO WHAT I THINK HE DID?
Yeah, to put it simply numb nuts just fused with the Savior's busted up form.  
Nero only has to perform three properly timed Busters here to set this False 
Savior up for the final nail in his coffin.

FINAL BLOW #1
He will start out by yelling at the beginning of the battle, then he will lean 
back his left arm to smash Nero.  Dodge this attack by rolling to either side 
then Buster his hand.  It is possible to Buster his hand as he slams his fist 
down to make this first blow much quicker and it helps to impress your friends.

FINAL BLOW #2
Still not wanting to give it all up, the False Savior will lean back his left 
arm and attempt to punch Nero.  As the left fist comes toward Nero, perform a 
Buster on the fist.  This has to be properly timed or you'll have to go through 
the whole above sequence again.

FINAL BLOW #3
Buster his face when he leans over.  Go ahead and taunt him first since he'll 
give Nero time to perform one - come on make the final Buster look climactic 
and act like a complete showoff in front of your friends!

------------------------- - BOSS BATTLE COMPLETE! - ---------------------------

Sit back and enjoy the ending now as the ending cutscenes play.

== Opera House Plaza ==

Oh, there is just one more little thing.  As the ending credits roll, Nero will 
have the option to protect Kyrie from a legion of Scarecrows for a total of 1 
minute and 30 seconds.  If you succeed then an extra cutscene (Epilogue 02) 
will play after the final cutscene and it will be added to the story theater on 
the mission menu.

SO, HOW DO WE PROTECT KYRIE?
Simple.  Perform Streaks and/or Blue Rose charge blasts (any level) against any 
Scarecrow that starts to move toward Kyrie.  Don't worry about defeating them 
and, for the love of God, don't knock any toward her!  Streaks will easily keep 
the Scarecrows at bay but charging Blue Rose and unleashing charge blasts will 
help to insure that she isn't harmed.  Don't Exceed, don't Buster.  Well, you 
could Exceed, but that is really just overdoing it.  You can Devil Trigger, but 
it's really not needed.  Just keep her from getting hit by a Scarecrow for 1 
minute and 30 seconds.

All that's left now is to sit back and enjoy the ending.  Be sure to save your 
game to save all the unlockables!

                      - > Looks like we have a winner! < -

------------------------------ - J A C K P O T - ------------------------------

                                                                         [BL00]
===============================================================================
               ____   _                 ___         _          
              | __ ) | | _   _   ___   / _ \  _ __ | |__   ___ 
              |  _ \ | || | | | / _ \ | | | || '__|| '_ \ / __|
              | |_) || || |_| ||  __/ | |_| || |   | |_) |\__ \
              |____/ |_| \__,_| \___|  \___/ |__\  |_.__/ |___/
                     B L U E  O R B  F R A G M E N T S
===============================================================================

=-=-=-=-=-= - B L U E  O R B  F R A G M E N T  L O C A T I O N S - -=-=-=-=-=-=
Below is a collection of all 32 blue orb fragment locations in the main game.  
Either the blue orb fragments are found floating in a mission, received as a 
reward from a secret mission, or received as a reward from achieving a high 
enough style rank at a Combat Adjudicator.

Most of the descriptions have been reworded except for the locations that are 
heavily detailed.  All Secret Mission info is taken directly from the 
walkthrough.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=====================
Blue Orb Fragment #01
=====================

Abilities Needed: None

Location: Secret Mission 1 - Terrace/Business District - Mission 2

Description: After using the Grim Grip to grapple across the Business District, 
touch the glyph on the pillar in the room ahead to enter this secret mission.

                            Secret Mission 01
                               ANNIHILATION
                Destroy all demons within the time limit!
                           Time Limit: 1 minute
                                    =-=

This mission requires that Nero destroy 8 Scarecrows within one minute.  In 
order to do this, perform this combo on all Scarecrows as quick as possible:

Y, Y, High Roller (charged), (in air), Y, Buster

This will instantly defeat each Scarecrow as long as each hit connects.

An alternate method to completing this mission is to simply run up and Buster 
each Scarecrow while on the ground.  This is less stylish, but very effective.

Take the time to destroy the benches and trashcans in this area when the Blue 
Orb Fragment appears for some extra red orbs.  These red orb DO NOT count 
toward the orb rank requirement for this stage.  Grab the --BLUE ORB FRAGMENT-- 
to complete the secret mission.

=====================
Blue Orb Fragment #02
=====================

Abilities Needed: None

Location: Residential District - Mission 2

Description: Find the trail of small red orbs that lead up the rooftop outside 
the area with the red orb pillar.  Jump on top of the rooftop and follow the 
red orb trail to find this blue orb fragment in an alcove to the left.

=====================
Blue Orb Fragment #03
=====================

Abilities Needed: None

Location: Combat Adjudicator - First Mining Area - Mission 3

Description: Attack the Combat Adjudicator on the top walkway and get a B-rank 
to get this blue orb fragment.

=====================
Blue Orb Fragment #04
=====================

Abilities Needed: None

Location: Second Mining Area - Mission 3

Description: After grappling across the first set of Grim Grips to reach the 
ledge at the top of the mine, jump to the wooden ledge past the railing to the 
left then jump to the rock ledge next to it.  Grapple across the two Grim Grips 
above then perform a Kick Jump off the wooden wall to the right and kick away 
from the wall.  While still in the air, grapple across the next set of Grim 
Grips up above to reach the high ledge with this blue orb fragment.

=====================
Blue Orb Fragment #05
=====================

Abilities Needed:  Nero -> Air Hike, Streak, Roulette Spin
                  Dante -> Air Hike, Sky Star, Stinger (maybe)

Location: Second Mining Area - Mission 3 (Nero) or Mission 16 (Dante)

Description:  While standing on the ledge at the top of the tunnel, across from 
the doorway, there is a ledge directly across from the tunnel.  In order to get 
to it though, I would suggest waiting until you play as Dante and backtrack 
through this area.

But if you want to try with Nero then you need to have Streak, Roulette Spin, 
and Air Hike.  Position Nero on the wooden platform next to the first Grim 
Grip.  I would recommend rushing into the area past the tunnel and turning the 
camera so you can see the platform on the other side - this is just so you can 
have an idea of where it is.  The platform is directly across from the current 
platform.

With Nero, hold RB on your current platform - this will lock-on to the first 
Grim Grip.  While holding RB press forward + Y to perform the Streak.  Nero 
will automatically perform a long jump at the end of the platform in mid-
Streak.  When the camera angle changes, continue to let him fly toward the 
other side until he gets toward the end of the far side of the camera then 
perform a Roulette Spin (Y, Y, pause, Y) then perform an Air Hike afterwards 
all while holding in the direction that Nero is leaping.  Nero will land on the 
platform on the other side.

Walk into the back of the small tunnel and grab the blue orb fragment.

NOTE: I have done this before without using the Roulette Spin - basically 
perform an extended Y, Y, Y combo before the Air Hike.  It is extremely hard 
to do that way though.

Still can't get it?  Then let the Sephster guide you:

http://www.youtube.com/watch?v=yraTpiIR7dM

With Dante you need to have Air Hike, Sky Star, and maybe Stinger.  There's two 
ways to do this with Dante:

a) Stand on the platform with the doorway much like Nero then perform a Stinger 
to long jump toward the platform.  While jumping, perform an Air Hike then Sky 
Star toward the platform.

b) While hopping off of the second red emblem below, hold toward the platform 
across from the platform with the doorway and allow the camera angle to change 
while holding that way then Sky Star toward the platform.  Keep holding in the 
same direction the whole time.

=====================
Blue Orb Fragment #06
=====================

Abilities Needed: None

Location: Grand Hall (Second Floor - East Side) - Mission 3

Description: Break the mirror on the east wall beside the door to find this is 
a hidden alcove behind the mirror.

=====================
Blue Orb Fragment #07
=====================

Abilities Needed: None; Snatch 2 or 3 would help but they are not required.

Location: Secret Mission 2 - Dining Room (Hall outside of dining room)

Description: Use the Gyro Blade to destroy the fireball shooter at the end of 
the long hall and the glyph for this secret mission will be revealed on the 
wall behind the shooter.

                             Secret Mission 02
                                ALLEY - OOP
  Successfully execute a mid-air buster 5 times without touching the ground!
                             Time Limit: None
                                    =-=

Jump into the air and use the Devil Bringer snatch to grab a Scarecrow and pull 
him up toward Nero.  Quickly use a Devil Buster on him while in the air.  
Snatch another Scarecrow and perform another mid-air Devil Buster.  Each Devil 
Buster will carry Nero further into the air allowing for another quick snatch 
followed by another Devil Buster.  Keep performing snatches and Devil Busters 
while in mid-air until Nero performs 5 Devil Busters.  Nero will get more 
airtime depending on how fast each snatch and grab is performed.  Don't add any 
aerial Red Queen attacks before the Devil Buster.

To make this portion easier, you can use the Kick Jump or purchase Air Hike and 
also buy Snatch 3.  Really this mission is very easily passable with Nero's 
standard arsenal with no upgrades.  The positioning of the Scarecrows below 
Nero can sometimes mess up the strategy above but you'll eventually get it 
pretty quickly.

Once Nero has grabbed 5 of them with a Devil Bringer all in one jump a blue orb 
fragment will appear in the middle of this area.  Grab it to end the mission.

=====================
Blue Orb Fragment #08
=====================

Abilities Needed:  Nero -> none or Aegis Shield
                  Dante -> none or Royal Guard with Royal Block

Location: Secret Mission 3 - Soldier's Graveyard - Mission 5 (Nero) or Mission 
          15 (Dante)

Description: Destroy either fence on the side of the stairs leading to the 
Master's Chamber then run to the back wall up under the staircase to find the 
glyph for this secret mission on the wall under the staircase.

                             Secret Mission 03
                           NONVIOLENT RESISTANCE
              Raise your stylish ranking without using attacks!
                              Time Limit: None
                                    =-=

This mission can be a fearsome nemesis.  In order to beat it, the style meter 
must be raised through dodging.  Rolling or jumping right before an attack will 
make the style meter rise and taunting will raise it even more.

One way to approach this is to have the Aegis Shield that allows Nero to grab 
an enemy and use it as a shield.  Grab one of the Scarecrows then hold it 
toward the Frost as it performs its attack.  Taunt right after the style gauge 
appears to raise the style meter.  The problem with this method is that the 
Scarecrows will be destroyed easily.

Another way to approach this - and the easiest way if you ask me - is to lead a 
Frost into the hallway that is outside the door on the right wall.  Only the 
Frost will follow and not the Scarecrows.  The Frost likes to perform its 
jumping ice pillar attack quite often from close range and you can take heavy 
advantage of this in order to pass this mission.  Stand next to the Frost and 
wait for it to charge its ice pillar attack.  Wait for it to jump into the air. 
The moment that it hits the ground, perform a single jump to raise your style 
gauge.  Land and taunt.  Hopefully the Frost will jump again.  If it does jump 
then just wait until the second it hits the ground then jump once again and 
taunt upon landing.

Using either of these methods, Nero must get a "Carnage" rank in order to pass 
this mission.  Once the C-rank (Carnage) is reached the blue orb fragment will 
appear in the middle of the room.  Grab it to quit the secret mission.

With Dante, try to use his Royal Block to parry against the Frost's ice 
shockwave or ice shards - this should raise it quickly but you'll have to get 
the proper timing for his moves down.

=====================
Blue Orb Fragment #09
=====================

Abilities Needed: None

Location: Secret Mission 10 - Master's Chamber - Mission 5

Description: Break the mirror above the fireplace in the Master's Chamber to 
reveal a hidden alcove with the glyph for this secret mission inside.

                             Secret Mission 10
                               PUPPET MASTER
              Manipulate the Gyro Blades and raze everything!
                           Time Limit: 2 minutes
                                    =-=

Start up the Gyro Blade at the beginning then knock it down the hall.  The 
objective for this mission is to destroy five glowing objects with the Gyro 
Blade.  There's not really much I can do to help you here.

The glowing pieces are as follows:

1) In the middle of the hall while moving down it.
2) In the middle of the first area where the four Gyro Blades opened the blue 
seal in an earlier mission.
3) In the area that used to be sealed off with bars.  It's up the left set of 
steps.
4) In the small hallway in front of the door that leads out to the Grand Hall 
on the east side of this room.
5) At the very end of the east hall.

Jump and attack the Gyro Blade with the Red Queen then hit it with the Devil 
Buster all in one jump while hurrying through this level.  For a more precise 
push, simply hit the Gyro Blade with the Devil Buster without any Red Queen 
hits beforehand.  The blue orb fragment will appear once all the glowing pieces 
have been destroyed.

=====================
Blue Orb Fragment #10
=====================

Abilities Needed: None

Location: Underground Laboratory - Mission 6

Description: After the cutscene at the start of this mission, run over to the 
other side of the walkway around the shaft and grab this blue orb fragment.  It 
can be seen in the cutscene as the mission starts.

=====================
Blue Orb Fragment #11
=====================

Abilities Needed:  Nero -> Streak, Air Hike
                  Dante -> Stinger, Air Hike

Location: Foris Falls - Mission 6 (Nero) or Mission 16 (Dante)

Description: The blue orb fragment is across from the second floor door.  Face 
the blue orb fragment from the second floor of this area across from the 
portion without railing.  Perform a Streak or Stinger to long jump toward it 
then Air Hike to collect it.  Line up perfectly with it of your character will 
miss.  Use mid-air sword slashes with Nero to help carry him a little further.

=====================
Blue Orb Fragment #12
=====================

Abilities Needed: None

Location: Secret Mission 4 - Angel Creation - Mission 6 (Nero) or Mission 16 
          (Dante)

Description:  After fighting the first set of Bianco Angelos, run up the steps 
and the glyph for this secret mission is on the wall behind the left body 
containment unit.

                             Secret Mission 04
                          TRACKING TREASURE DOWN
                         Find all the hidden orbs!
                           Time Limit: 2 minutes
                                    =-=

This mission requires that Nero finds three hidden sets of orbs somewhere in 
the Grand Hall.  Watch for Nero's arms to glow as he gets close to a hidden orb 
location.  The orbs are hidden randomly but they are always hiding in one of 
the locations listed below:

- Stand in between the entrance doors and the small set of steps leading to it.
- On the west side, stand to the east of the third and fourth pillar (in 
  between them and across from them)
- Stand near the far northeast corner of the first floor.  Not quite in the 
  corner but a little bit to the side to where Nero doesn't touch a wall.
- Knock the Gyro Blade out of the way and stand where it was.
- Stand in front of the blue device near the northeast corner of the second 
  floor.
- Destroy the mirror on the east side of the second floor and stand in the 
  center of the alcove behind it.
- Facing the door on the west side of the second floor, stand in the middle of 
  the small ledge that extends out toward a pillar across from the door and 
  outside of the railing.  Kick Jump off the side of the ledge up above while 
  on the first floor if Nero falls from the second floor.
- Past the broken picture of Sanctus, move downstairs then stand in the middle 
  of the floor leading up to the basement.

=====================
Blue Orb Fragment #13
=====================

Abilities Needed: Air Hike

Location: Ruined Valley - Mission 7

Description: While out on the tiles that appear then disappear, when you reach 
the area underneath the mountain wall on the left side, look up to spot this 
blue orb fragment on the mountain ceiling up above.  Jump then Air Hike to it 
when a tile appears below it.

=====================
Blue Orb Fragment #14
=====================

Abilities Needed: None

Location: Secret Mission 5 - Lapis River - Mission 7

Description: Touch the glyph behind the tree in the southwest portion of Lapis 
River (across the bridge, turn left) to play this secret mission.

                             Secret Mission 05
                                SKY SCRAPER
                    Reach the goal by rising to the top!
                            Time Limit: 1 minute

a) Jump on the first red seal then hold RB and grapple to the Grim Grip at the 
top followed by the next Grim Grip.  The second Grim Grip must be grabbed 
immediately following the first or Nero will not hit the next red seal.

b) Bounce off the second red seal then grapple the Grim Grip across from Nero 
(behind him) as he reaches the peak of his bounce.  You'll have to move back a 
little in order to grapple this Grim Grip.  Quickly grapple to the next Grim 
Grip above the first - holding the RB button then prepare to tap B to make Nero 
grapple the second Grim Grip and land on the third red seal.  The timing for 
this second Grim Grip requires you to wait just a bit before grappling to it in 
order to land on the next red seal.

c) Bounce off the third red seal and Nero will bounce up to a red seal 
surrounded in bars.  Slash at the bars in front of Nero without moving too far 
to the side to destroy a small section of the bars.  Allow Nero to fall back 
onto the third seal then bounce upward again.  Move over the fourth red seal 
while in the air.

NOTE: Nero can also land on the nearby catwalk from the third red seal bounce 
and move to the raised portion of that catwalk then jump and perform a mid-air 
snatch to break a section of the gate.  If he has Air Hike then just double 
jump to the forth red seal.

d) Bounce off the fourth red seal and land on the catwalk up above.  The 
catwalk is very close, so just move a little bit ahead while bouncing and Nero 
will fall directly on it.  It kind of doesn't look like Nero could land on the 
catwalk be he can!  Run over to the side with the metal wall then stand and 
face outward.  Hold the RB button to make Nero lock-on to the Grim Grip above.  
Grapple to the Grim Grip (WITHOUT JUMPING!) and Nero will fall on the fifth and 
final seal.

e) Bounce to the top and collect your blue orb fragment.

=====================
Blue Orb Fragment #15
=====================

Abilities Needed: None

Location: Combat Adjudicator - Forgotten Ruins - Mission 7

Description: With Nero, attack the Combat Adjudicator until you get an A-rank 
to get this blue orb fragment.

=====================
Blue Orb Fragment #16
=====================

Abilities Needed: None

Location: Ancient Training Grounds - Mission 8 or Mission 13

Description: While in the tunnel up under the bridge, jump and destroy the 
Chimera Egg on the ceiling to reveal this blue orb fragment.  Jump then Air 
Hike or Kick Jump off one of the walls to collect it.

=====================
Blue Orb Fragment #17
=====================

Abilities Needed: Air Hike

Location: Hidden Pit (in the Lost Woods) - Mission 8 or Mission 13

Description: Purposely take the wrong path in the Lost Woods to wind up in the 
Hidden Pit.  There is a blue orb fragment high above this area in one of the 
corners.  Jump then Air Hike up to it.

=====================
Blue Orb Fragment #18
=====================

Abilities Needed: None

Location: Combat Adjudicator - Grand Hall - Mission 9

Description: When Nero first enters the grand hall, run up the stairs to his 
left and attack the Combat Adjudicator until an S-rank is achieved to get this 
blue orb fragment.

=====================
Blue Orb Fragment #19
=====================

Abilities Needed: None

Location: The Gauntlet - Mission 9

Description: While taking the elevator to the third floor (you'll fight Frosts 
on the way up), drop out from the opening in the elevator across from the 
doorway that leads to the middle area to fall on a platform next to the blue 
orb fragment that could be seen earlier.  Jump out to it to collect it - no Air 
Hike is needed, just make sure to aim for it.  Reactivate the elevator at the 
bottom to get back up to the third floor.

=====================
Blue Orb Fragment #20
=====================

Abilities Needed: Aegis Shield (Nero will have this by now0

Location: Secret Mission 6 - Security Corridor - Mission 10

Description: The glyph for this secret mission is on the right wall after 
maneuvering through the lasers.

                             Secret Mission 06
                                 VERMIFUGE
          Eliminate all the Chimera before the scarecrow is taken over!
                                    =-=

For this secret mission, your character must protect the single Scarecrow from 
all the Chimera Seeds in the area.  The Scarecrow will appear right next to 
your character and the Chimera Seeds will surround your character and the 
Scarecrow.

At the starting, grab the Scarecrow with a hold command (Aegis Shield) from the 
Buster (walk up to him and grab him with B then hold the button).  While 
holding the Scarecrow, run to the cliff with the low ledges then hop up the 
ledge.  Run to the very back of the cliff and throw the Scarecrow down - don't 
run too far back or you'll exit the mission.  Make sure that he is far away 
from the edge or he might drop back down the ledges.

With the Scarecrow on the cliff, drop back down the ledges then defeat the 
Chimera Seeds.  Use Busters on them to tear them apart with a single attack.  
Hitting them with the Red Queen will take multiple hits but boost your style 
gauge in return.  Once all the Chimera Seeds have been defeated the blue orb 
fragment will appear.  Grab it to exit the Secret Mission.

=====================
Blue Orb Fragment #21
=====================

Abilities Needed: Level 3 Exceed, Air Hike

Location: Experiment Disposal - Mission 10

Description: Before taking the elevator up, stand next to one of the ledges 
above the elevator then perform a level 3 EX High Roller then Air Hike up to 
the ledge.  Look for this blue orb fragment on the high ledge near the back of 
the room.  Jump toward it then Air Hike to collect it.  Nero may have to 
perform a few slashes to move just a bit further while jumping toward it.

=====================
Blue Orb Fragment #22
=====================

Abilities Needed:  Nero -> None
                  Dante -> None or Pandora w/Argument and half disaster gauge

Location: Secret Mission 7 - Meeting Room - Mission 10 or 12

Description: Find the glyph for this secret mission on the wall across from the 
Divinity Statue.

                             Secret Mission 07
                               FREE RUNNING
          Reach the goal without falling through the vanishing floor!
                             Time Limit: None
                                    =-=

In order to get to the blue orb fragment on the other side of this area, your 
character must strike the blue device next to him then move across the tiles 
that disappear and reappear in certain areas.  Mephistos will form the second 
that your characters steps out onto the tiles.  Kind of a bummer, huh?

Well, actually the fact that they appear when your characters first sets foot 
on the tiles is one major screwup on their part.  Step out onto the first set 
of tiles then hop back onto solid ground when they first appear.  Fight them 
while on the ledge by using Level 3 charge blasts along with Devil Busters to 
quickly defeat them.  There are about six of them total.

Once they have been defeated, wait for the tiles outside the ledge to finish 
their cycle then activate the blue device again.  Your character can now 
navigate his way toward the blue orb fragment without near as much problems.  
The tiles can get quite tricky.  They will forcibly lead your character back 
near the beginning ledge then quickly lead him back across, so prepare to Air 
Hike and run a bunch to keep up with them.

With Dante, have a full Disaster Gauge with Pandora then simply activate 
Argument and fly over to the blue orb fragment.

=====================
Blue Orb Fragment #23
=====================

Abilities Needed: None

Location: Combat Adjudicator - Advent Chamber - Mission 11

Description: Run up either staircase at the beginning (left is quicker) then 
attack this Combat Adjudicator until Nero achieves an SSS-rank to get this blue 
orb fragment.

=====================
Blue Orb Fragment #24
=====================

Abilities Needed: None

Location: Combat Adjudicator - The Gauntlet - Mission 12

Description: This particular Combat Adjudicator is easily missed.  From the 
Grand Hall, backtrack to the Gauntlet by moving back through the Key Chamber 
through the doorway on the right wall then enter The Gauntlet to find this on 
the back left wall.  Attack the Combat Adjudicator with Dante until a B-rank is 
achieved for this blue orb fragment.

=====================
Blue Orb Fragment #25
=====================

Abilities Needed: None

Location: Combat Adjudicator - Ruined Church - Mission 13

Description: Past the broken windows off to the right after entering, attack 
the Combat Adjudicator with Dante until an A-rank is achieved for this blue orb 
fragment.

=====================
Blue Orb Fragment #26
=====================

Abilities Needed: Royal Block with Royal Guard style

Location: Secret Mission 8 - Forest Entrance - Mission 14

Description: The glyph for this secret mission is on a pedestal up under the 
gazebo near the middle of the outside area.

============================ Secret Mission 08 ================================
                               ROYAL BLOCKER
                 Successfully execute a Royal Block 5 times!

Dante must deal with two Mephistos for this mission.  Kill off one of them at 
the beginning so you'll only have one to deal with.

In order to successfully complete this secret mission, switch to Royal Guard 
and prepare to perform a Royal Block, where you must press the B button the 
instant before an attack hits Dante.  Five of these Royal Blocks must be 
performed in a row in order to complete this secret mission.  Stand for a few 
minutes and get the timing down for the Mephisto's finger stab and foot blade.

Finger Stab - One of Mephisto's fingers glow as it points then it eventually 
stops as the glow brightens and stabs forward with its finger.

Foot Blade - Mephisto moves toward your character then leans around with its 
blade foot and then slices your character with it.

Once you know what to look out for, it's all about timing.  You have to press 
the B button the instant before the finger hits Dante or the instant before the 
blade foot hits Dante.  Many gamers believe that the finger stab is the easiest 
move to set up for a Royal Block, but it all depends on the individual.  Either 
way, you need to know about each attack since the Mephisto will perform both of 
them quite a bit.  Roll or jump away from it's other moves, the lunge (when it 
moves away and suddenly dashes toward Dante; jump from this one) and the blade 
spin (when it spins in place and moves toward Dante; run away!).

Perform five Royal Blocks in a row and Dante will be rewarded with a blue orb 
fragment.

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

=====================
Blue Orb Fragment #27
=====================

Abilities Needed: None

Location: Combat Adjudicator - Foris Falls - Mission 15

Description: Run up the left stairs and attack the Combat Adjudicator with 
Dante until an SS-rank is achieved to get this blue orb fragment.

=====================
Blue Orb Fragment #28
=====================

Abilities Needed: Pandora with Argument and (preferably) full disaster gauge

Location: Secret Mission 9 - Library - Mission 15

Description: The glyph for this secret mission is right across from the door at 
the bottom of the spiral staircase in the Library.

                             Secret Mission 09
                                UNBREAKABLE
           Eliminate all enemies without taking damage and without
                         being captured by a Fault.
                                    =-=

You'll have a very hard time with this mission if Dante attempts it without 
Pandora.  Pandora is highly recommended for the second group of enemies in this 
battle.

In order to pass this secret mission, all enemies must be defeated without 
taking any damage.  You'll face off against three Assaults and three Chimera 
Seeds at the beginning of this battle.

Start the mission by equipping Rebellion and Coyote-A.  Find each of the 
Chimera Seeds as they appear around the area - there are three of them and they 
will break out of an egg.  Run up to each of the Chimera Seeds then hit them 
with Rebellion Combo A then Stinger them to defeat them one by one.  Do not let 
them attach to any of the three Assaults or this next part will not work near 
as well.

Strafe the entire area and fire at the Assaults with the Coyote-A.  Do not 
lock-on to them - allow Dante to move around the area and auto-lock onto them 
normally to shoot them.  Keep firing until the orbs start flying toward Dante 
from their defeat.  There are three, so wait for three groups of orbs - be sure 
to count them.

Directly after the final Assault falls, the second group of enemies will enter 
- three Chimera Assaults.  Switch to Gunslinger Style and equip Pandora then 
jump into the air and perform the Argument attack in the air.  Fire missiles 
constantly down at the Chimera Assault and be sure to keep moving.  If 
Pandora's disaster gauge runs out and Dante falls then jump into the air keep 
performing Argument even if you can only shoot about two or three rockets - 
they all home in on the enemies so this will usually stop their attacks.

A blue orb fragment will appear once the Chimera Assaults are finished.

=====================
Blue Orb Fragment #29
=====================

Abilities Needed: None

Location: Combat Adjudicator - Underground Laboratory - Mission 16

Description: This Combat Adjudicator will be to Dante's right at the beginning 
of this mission.  Hit it with Dante and get an S-rank to receive a blue orb 
fragment.

=====================
Blue Orb Fragment #30
=====================

Abilities Needed: Sky Star and Air Hike (to reach it), Pandora with Revenge

Location: Secret Mission 11 - Fortuna Castle Gate - Mission 16

Description: While working your way back up the mountain there will be three 
orbs high up on the mountain wall in between the two long staircases - these 
lead up to the ledge on the right (camera's right).  Devil Trigger and perform 
a triple jump (with Air Hike) or walk up the second staircase and turn then 
jump and Kick Jump off the left wall (character's left) then Sky Star to the 
ledge on the right side of the screen (judging by the camera angle).

                             Secret Mission 11
                              POINT OF IMPACT
                   Use Pandora to destroy distant objects!
                          Time Limit: 30 seconds
                                    =-=

Two horse statues will be shown at the beginning of this secret mission.  Dante 
will start on the circular pedestal on the Gran Album Bridge that is in between 
the locations of the two horse statues and he has 30 seconds to destroy both 
horse statues.

Run down either staircase until the horse statues can just barely be made out 
in the distance, then line up Dante so that he faces the statue.  Take out 
Pandora and use Revenge to shoot the horse statue.  Quickly run back up 
whichever staircase Dante came down then run down the next staircase and fire 
off Pandora's Revenge at the other horse statue.

This secret mission is all about getting the precise aim (ie. making sure Dante 
faces the horse statue precisely).  A blue orb fragment will appear right after 
the two horse statues are shot.

=====================
Blue Orb Fragment #31
=====================

Abilities Needed: Sky Star

Location: Business District/Terrace - Mission 17

Description: On the left side of the street, look for a dark blue awning with a 
single small red orb up above it - it's the awning above the Restaurant Café.  
Leap on top of the awning to make the camera angle change to show a platform 
above with a blue orb fragment.  Jump then Kick Jump off the building then Sky 
Star right onto the platform.  An Air Hike won't send Dante up far enough, so 
use the Kick Jump to jump higher.

It has also been brought to my attention that you can perform a Rain Storm 
after a Kick Jump while pressing toward the wall to gain enough height to reach 
the high platform.  Rain Storm requires level 2 Gunslinger style while Sky Star 
requires level 3 Trickster style, so this may help out for some players.

=====================
Blue Orb Fragment #32
=====================

Abilities Needed: None or Pandora w/Argument and a full disaster gauge

Location: Secret Mission 12 - Opera House Plaza - Mission 17

Description: Destroy the trashcan near the gate on the right side of the street 
to reveal the glyph for this secret mission on the wall behind it.

                             Secret Mission 12
                                STEEPLECHASE
                    Reach the goal without taking damage!
                              Time Limit: none
                                     =-=

For this secret mission, Dante must get through the lasers in the Security 
Corridor while they move at their normal speed.  There is no time slowdown to 
help out this time.

There are two ways to go about completing this secret mission:

A) Follow the pattern below by jumping right when the first single bottom beam 
reaches Dante on his current side:

   1) Jump, Air Hike, Sky Star, fall
   2) Jump, Air Hike, Sky Star, fall
   3) Jump, Sky Star, fall
   4) Jump, Air Hike, Sky Star, fall
   5) Jump, Sky Star

Each jump must be performed while holding forward (toward the lasers) and Dante 
must fall straight down then pause for a second and then continue with the next 
set of maneuvers.

B) Enter this secret mission with a full Disaster gauge with Pandora.  Stand 
near the lasers then jump into the air and perform the Argument attack to make 
Dante get inside his missile pod, then fly to the end.  Make sure to jump then 
air hike and then fall just a bit so Dante's head doesn't hit the ceiling - 
this can slow down the missile pod.

A full disaster gauge is required to make it to the end of the lasers - don't 
accidentally shoot any missiles either since that will take away from the 
Disaster gauge.  Grab the --BLUE ORB FRAGMENT-- on the opposite side to finish 
the secret mission.


                                                                         [RE00]
===============================================================================
                 ____            _    ___         _          
                |  _ \  ___   __| |  / _ \  _ __ | |__   ___ 
                | |_) |/ _ \ / _` | | | | || '__|| '_ \ / __|
                |  _ <|  __/| (_| | | |_| || |   | |_) |\__ \
                |_| \_\\___| \__,_|  \___/ |__\  |_.__/ |___/
                          R E D  O R B  G U I D E
===============================================================================
-=-=-=-=- - 1 0 0 %  R E D  O R B  C O L L E C T I N G  G U I D E - -=-=-=-=-=-
                   This section written by: the_blood_wolf
                          http://tinyurl.com/4e4jz5

          This guide may also be found on the GameFAQs PS3 DMC4 board:
  http://boards.gamefaqs.com/gfaqs/genmessage.php?board=928376&topic=41737604
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Rules of Obtaining 100%
- You must break any and all objects that have ORBS in them. Proof? Do Mission 
19 on Heaven or Hell, break the Eggs in Echidna's room, Shoot Agnus, and JUST 
leave without breaking the cages, and break the four pillars at the end, you 
WILL get 99% in orbs.

- You must collect all Red Orbs in the stage, regardless of its size it will 
prevent you from getting 100% if you did not collect it.

- You must break all objects in any room you enter rather it be by accident or 
fell (Mission 7). Leaving without breaking these objects you will not get 100%

- You must collect all Red Orbs in any room you enter, this means in some 
missions three for example, you will have to go back up a little bit to get the 
Red Orbs leading to the Secret Mission in order to obtain the 100%

- Green or White Orbs do NOT count towards the total unless they were in an 
object.

- Combat Adjucators do NOT count towards the total.

- Red Orb Statues do NOT count towards the total.

If you have trouble with the eggs or finding the hidden spots copy and paste 
this link and go into my Album with pictures I've taken of all the Eggs and 
Hidden Red Orb locations so you can see where to go.
http://tinyurl.com/3gfflq

Finally here is the COMPLETE list of breakable objects to Obtain 100% to a 
Mission in Orbs.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

------------------------> S-RANK GUIDE TO ORBS, 100% <-------------------------


-------------------------------------------------------------------------------
                                  Mission 01
-------------------------------------------------------------------------------

Opera House
- Eight Benches

-------------------------------------------------------------------------------
                                  Mission 02
-------------------------------------------------------------------------------

Opera House Plaza 
- Six Benches, Four Trashcans, One Red Orb
Store House (Lower) 
- Two Wine Barrels
Store House (Upper) 
- Five Crates, Three Wine Barrels, Five Shelves
Cathedral 
- Two Red Orbs, Ten Chairs, Three Benches
Residential Distract
- Three Red Orbs (leading to the Blue Orb Fragment), One Barrel, Five Pots, 
Three Watermelon Crates, Two Peach Crates, One Dumpster, Two Hidden Red Orb 
Spots on the Tower.
Port Caerula 
- Two Red Orbs (The first one is directly outside the tunnel to your left in 
the Air.), Two Dumpsters.
Custom's House 
- Two Red Orbs
First Mining Area 
- Six Red Orbs (In the Sewer Drain)

-------------------------------------------------------------------------------
                                  Mission 03
-------------------------------------------------------------------------------

Second Mining Area
- Red Orb
Fortuna Castle Gate
- Four Red Orbs (Three of them are leading towards a Secret Mission on the Hill 
back up), Thirteen Pillars, Two Hidden Red Orbs (on top of the Pillars)
Grand Hall (Lower)
- Eight Benches, Thirty-Six Chairs
Large Hall
- Twelve Candle stands, Two Red Orbs, Five Chairs (Behind the fenced in area 
must use Blue Rose or Devil Bringer to break them.)
Dining Room
- Eight Chairs, Four Placemats
Grand Hall (Upper)
- Two Red Orbs, Hidden Red Orb
Gallery
- Three Suits of Armor, Six Chairs, Five Tables, Two Crates
Library
- Hidden Red Orb, Four Desks, Two Pots

-------------------------------------------------------------------------------
                                  Mission 04
-------------------------------------------------------------------------------

Library
- Hidden Red Orb, Four Desks, Two Pots
Gallery
- Three Suits of Armor, Six Chairs, Five Tables, Two Crates
Grand Hall
- Eight Benches, Thirty-Six Chairs, Two Red Orbs, Hidden Red Orb
Large Hall
- Twelve Candle stands, Two Red Orbs, Five Chairs
Dining Room
- Eight Chairs, Four Placemats

-------------------------------------------------------------------------------
                                  Mission 05
-------------------------------------------------------------------------------

Soldier Graveyard
- Red Orb (Must jump off the horse statue and Snatch it towards you), Eighteen 
Tombstones, Ten Statues, Two Hidden Red Orbs, Eight Ice Pillars
Master's Chamber
- Three Tables, Two Couches, Two Stands
Spiral Well
- Ten Red Orbs, Hidden Red Orb
Large Hall
- Twelve Candle stands, Two Red Orbs, Five Chairs
Grand Hall
- Eight Benches, Thirty-Six Chairs, Two Red Orbs, Hidden Red Orb

-------------------------------------------------------------------------------
                                  Mission 06
-------------------------------------------------------------------------------

Underground Laboratory
- Seven Barrels
R&D Access
- Three pieces of the Gate
Game Room
- Red Orb
Containment Room
- Two Chairs, Hidden Red Orb
Foris Falls
- Eight Barrels
Angel Creation
- Two Barrels, Hidden Red Orb
Grand Hall
- Eight Benches, Thirty-Six Chairs, Two Red Orbs, Hidden Red Orb

-------------------------------------------------------------------------------
                                  Mission 07
-------------------------------------------------------------------------------

Forest Entrance
- Twelve Eggs
Windswept Valley
- Nine Eggs
Ruined Church
- Nineteen Eggs
Lapis River
- Twelve Eggs
Ancient Plaza
- Nine Eggs
Windswept Valley
- Four Eggs
Ruined Valley
- Eighteen Eggs
Forgotten Ruins
- Six Eggs*
Den of the She-Viper
- Eight Eggs

* - Remember on Mission 8 you go across the platform and find two eggs up 
there? You must hit them on this Mission to get the 100%. Destroy the Combat 
Adjucators so you don't lock-on to it. Then stand by the plants in front of it, 
and do a Exceed 3 Highroller, Air Hike and begin shooting Blue Rose and/or 
Snatch to bust the eggs on the top walkway.


-------------------------------------------------------------------------------
                                  Mission 08
-------------------------------------------------------------------------------

Ancient Training Ground
- Six Eggs
Den of the She-Viper
- Eight Eggs
Forgotten Ruins
- Four Eggs
Lapis River
- Twelve Eggs
Ancient Plaza
- Nine Eggs
Windswept Valley
- Thirteen Eggs
Ruined Church
- Nineteen Eggs
Lost Woods
- Eight Eggs
Forgotten Ruins
- Two Eggs
Ancient Training Ground
- Two Eggs

-------------------------------------------------------------------------------
                                  Mission 09
-------------------------------------------------------------------------------

Gran Album Bridge
- Four Desks, Six Separators
Grand Hall
- Six Benches, Hidden Red Orb, Two Pots
Key Chamber
- Four Separators
The Gauntlet
- Hidden Red Orb
Agnus's Room
- Three Cages, Three Chairs, Desk, Candle Stand

-------------------------------------------------------------------------------
                                  Mission 10
-------------------------------------------------------------------------------

Agnus's Room
- Three Cages, Three Chairs, Desk, Candle Stand
The Gauntlet
- Hidden Red Orb
Key Chamber
- Four Separators
Grand Hall
- Six Benches, Hidden Red Orb, Two Pots
Security Corridor
- Two Benches, Fence, Three Boxes
Experiment Disposal (Lower)
- Four Statues
Experiment Disposal (Upper)
- Two Statues, Fence
Meeting Room
- Four Candle Stands
Ascension Chamber*
- Six Candle Stands, Two Desks, Four Pots

* - You fight with Dante in this part, so don't forgot to break the objects

-------------------------------------------------------------------------------
                                  Mission 11
-------------------------------------------------------------------------------

Advent Chamber (3rd Floor)
- Two Hidden Red Orbs, Fence, Six Red Orbs

-------------------------------------------------------------------------------
                                  Mission 12
-------------------------------------------------------------------------------

Ascension Chamber
- Six Candle Stands, Two Desks, Four Pots
Meeting Room
- Four Candle Stands
Experiment Disposal (Upper)
- Two Statues, Fence
Experiment Disposal (Lower)
- Four Statues
Security Corridor
- Two Benches, Fence, Three Boxes
Grand Hall
- Six Benches, Hidden Red Orb, Two Pots
Gran Album Bridge
- Four Desks, Six Separators

-------------------------------------------------------------------------------
                                  Mission 13
-------------------------------------------------------------------------------

Ancient Training Ground
- Eight Eggs
Forgotten Ruins
- Six Eggs
Windswept Valley
- Eleven Eggs
Ancient Plaza
- Nine Eggs
Lapis River
- Twelve Eggs
Windswept Valley
- Two Eggs
Ruined Church
- Nineteen Eggs
Lost Woods
- Eight Eggs
Forgotten Ruins
- Two Eggs
Den of the She-Viper
- Eight Eggs

-------------------------------------------------------------------------------
                                  Mission 14
-------------------------------------------------------------------------------

Ancient Training Ground
- Eight Eggs
Lapis River
- Twelve Eggs
Ancient Plaza
- Nine Eggs
Windswept Valley
- Thirteen Eggs
Forest Entrance
- Twelve Eggs

-------------------------------------------------------------------------------
                                  Mission 15
-------------------------------------------------------------------------------

Grand Hall
- Two Red Orbs, Hidden Red Orbs
Gallery
- Three Suits of Armor, Six Chairs, Five Tables, Two Crates
Library
- Hidden Red Orb, Four Desks, Two Pots
Large Hall
- Twelve Candle stands, Two Red Orbs, Five Chairs 
Dining Room
- Eight Chairs, Four Placemats
Spiral Well
- Ten Red Orbs, Hidden Red Orb
Master's Chamber
- Three Tables, Two Couches, Two Stands
Soldier Graveyard
- Red Orb (Must jump off the horse statue in Devil Trigger and Triple Jump and 
Sky Star twice towards it), Eighteen Tombstones, Ten Statues, Two Hidden Red 
Orbs, Eight Ice Pillars

-------------------------------------------------------------------------------
                                  Mission 16
-------------------------------------------------------------------------------

Game Room*
- Red Orb
Containment Room
- Two Chairs, Hidden Red Orb
Foris Falls
- Eight Barrels
Angel Creation
- Two Barrels, Hidden Red Orb
Underground Laboratory
- Seven Barrels
Grand Hall
- Eight Benches, Thirty-Six Chairs, Two Red Orbs, Hidden Red Orb
Fortuna Castle Gate
- Four Red Orbs (Three of them are leading towards a Secret Mission on the Hill 
back up), Thirteen Pillars, Two Hidden Red Orbs (on top of the Pillars)
Second Mining Area
- Red Orb

* - I only got 100% one time on this Mission, if you still get 99% repeated 
times after making sure you broke all objects then you must go back into the 
Game Room and kill all the Gladius in there again. All rooms with Poison gas in 
it shouldn't spawn any more enemies after you defeated them.

-------------------------------------------------------------------------------
                                  Mission 17
-------------------------------------------------------------------------------

First Mining Area 
- Six Red Orbs (In the Sewer Drain)
Port Caerula 
- Two Red Orbs, Two Dumpsters.
Residential Distract
- Three Red, One Barrel, Five Pots, Three Watermelon Crates, Two Peach Crates, 
One Dumpster, Two Hidden Red Orb Spots on the Tower.
Business Distract/Terrace
- Red Orb, Seven Benches, Nine Trashcans
Opera House Plaza
- Three Trashcans 

-------------------------------------------------------------------------------
                                  Mission 18
-------------------------------------------------------------------------------

- For Mission 18 I've tested this on Human twice and Dante Must Die Once, You 
simply just need to shoot down his Blue Orbs he throws at you. The ones that 
fill you Devil Trigger gauge. All three runs I never killed a single Angelo so, 
long as you shoot the Orbs down you'll S-rank the Mission for Orbs.

-------------------------------------------------------------------------------
                                  Mission 19
-------------------------------------------------------------------------------

Stairway to Heaven 
- Four Pillars

^pic - http://tinyurl.com/3on6fp

Den of the She-Viper (Heaven Draco) 
- Eight Eggs
Agnus's Room
- Three Cages

-------------------------------------------------------------------------------
                                  Mission 20
-------------------------------------------------------------------------------

- There are none.

-------------------------------------------------------------------------------
                        Forest Missions Extra Red Orbs
-------------------------------------------------------------------------------

Other Areas if you go off Course
Hidden Pit
- Four Eggs
Ruined Lowlands
- Four Eggs, Hidden Red Orb

-----

** PIC NOTE

If you have trouble with the eggs or finding the hidden spots copy and paste 
this link and go into my Album with pictures I've taken of all the Eggs and 
Hidden Red Orb locations so you can see where to go.
http://tinyurl.com/3gfflq


[EN00]
===============================================================================
                _____                          /\            
               | ____| _ __    ___  _ __ ___   \/  ___  ___ 
               |  _|  | '_ \  / _ \| '_ ` _ \ | | / _ \/ __|
               | |___ | | | ||  __/| | | | | || ||  __/\__ \
               |_____\|_| |_| \___||_| |_| |_||_| \___||___/
        L I S T  O F  N O R M A L  E N E M I E S  A N D  B O S S E S
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - E N E M I E S - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contain each normal enemy and boss enemy along with a description 
of each, all of their attacks, and some good ways to defeat each of them with 
both characters.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Important Notes Regarding Enemies

==> An off-screen enemy will attack less frequently

Any enemy that is not in view on the camera will attack less frequently that an 
enemy that is displayed on the immediate camera angle.  While fighting a group 
of enemies, such as Mega Scarecrows or Frost, separate one from the crowd by 
using a Streak or a Stinger then rotate the camera so that the other enemies 
are not in view.  This will allow your character to attack frequently without 
having to worry about most major attacks.  Most of the time off-screen enemies 
will only perform minor attacks such as short range attacks.

==> Some enemies become more aggressive when they are the last one standing

While fighting certain enemies, the last one standing will become more 
aggressive once his allies have been defeated.  To see this, fight a group of 
Mephistos with a Faust then defeat the two Mephistos first.  The Faust will 
begin to use a wider range of attacks that he will only use while by himself.

___________________________                                              [EN01]
N O R M A L  E N E M I E S \___________________________________________________

===============================================================================
                           SCARECROW (ARM) & (LEG)
===============================================================================

A demon born with sacks of Trypoxylus.  These insects are unintelligent; 
however, by moving as one, they bring life to their Scarecrow-like form.

Scarecrow (Arm)

Their bladed arms were once used as executioner's blades.

Scarecrow (Leg)

This Scarecrow's leg-fitted blade grants it the ability to unleash breath-
taking feats of acrobatic violence.

-- Overview of Scarecrow

Every Devil May Cry has to have some sort of grunt enemy that a player can slap 
around and practice combos on.  Much like the Blood Puppets in DMC and the Hell 
Prides in DMC3, the Scarecrow is an enemy that only has a few limited attacks 
and can be knocked around at basically any time.  Their attacks are slow and 
they don't attack that often.

The only time that they really put up a fight is when they are in groups.  It's 
hard to tell when a Scarecrow is about to attack because of its constant 
movement, so it's easy to accidentally get hit by one while fighting off a 
crowd.

They come in two different varieties known as arm and leg.  The arm Scarecrows 
have a blade on their arm and the leg Scarecrows have a blade on their leg.  
The leg Scarecrow attacks can cover a greater distance when compared to the arm 
Scarecrow.

-- Move Set

-> Scarecrow (Arm)

- Slash - Scarecrow holds its blade to the side then performs a side slash.

- Overhead Slash - Scarecrow steps forward while performing an Overhead Slash.

- Double Slash - Scarecrow spins forward twice while slashing and nearly loses 
  its balance before stopping.  This attack has some very delayed startup 
  animation.

- Trip Out - Scarecrow stands in place and laughs maniacally.

- Block - Scarecrow stand and blocks with its blades.  It will very rarely do 
  this - usually only on higher difficulties.

-> Scarecrow (Leg)

- Overhead Slash - Scarecrow leans its blade leg back then spins it back around 
  and slashes with the leg.

- Spinning Leg - Scarecrow leans its leg back then jumps and spins forward with 
  its blade leg stretched out.  Very quick and annoying move here.

-- Recommended Strategies

-> Nero

When they are in a group, take one of them to the air with a High Roller and 
deal with it separately with some slashes followed by a Buster.  Air Busters 
can help to damage Scarecrows below Nero.

Jump and use snatches to instantly bring one of them up to the air with Nero 
then slash at it in the air and perform a Buster.

Rev up the Red Queen blade to level 3 then perform a level 3 EX Streak right 
into a big group of Scarecrows to boost your style significantly!

Level 3 charge shots from Blue Rose annihilate single Scarecrows and the 
opening blast can damage full groups.

-> Dante

Like with Nero, single out one from a crowd with a High Time then slash at it 
in the air with an Aerial Rave followed by some sort of ender.

Lucifer's Climax and Dark Slayer's Slash Dimension work well for groups of 
Scarecrows.  Slash Dimension F is an excellent follow-up move for any of Dark 
Slayer's melee hits - Yamato Combo S and Aerial Rave V.

When Scarecrows are grouped together, perform a Drive followed by an Over Drive 
to increase the style gauge greatly!  Single Quick Drives work just as well - 
they actually serve as a good source of variety to keep the style gauge rising 
during Drive and Over Drives.

Any of Dante's guns work well for Scarecrows but Pandora kind of overdoes it.  
The Epidemic blast is good for crowds but there is really no need for Revenge 
unless you can fire at a crowd and hit multiple Scarecrows - even then, Drive 
and Over Drive are better.

Fireworks can be good for getting a group off of Dante and Backslide can help 
out for when Fireworks misses the Scarecrows behind Dante's back.

===============================================================================
                                MEGA SCARECROWS
===============================================================================

Filled to the brim with Trypoxylus, this Scarecrow has swollen dramatically in 
size, and possesses a power that clearly demarcates it from its other, less 
powerful, brethren.

-- Overview of Mega Scarecrow

Oh, a Mega Scarecrow is nothing - he's just an oversized punching bag that can 
be pummeled just as easily as his Scarecrow buddies.  There is nothing to fear 
here, so let's just move onto the next normal Scarecrow and beat the Trypo-
whatever-it-is out of them and deal with Mega Scarecrow later.  Amirite?  
Right...?

That is such a lie.  These enemies should never be taken for granted in such a 
way.  In fact, you should make it a priority to take out the Mega Scarecrow 
first when he is among a group of Scarecrows - knock him away with a Streak or 
Stinger the deal with him separately.

So what's so dangerous about them?  Well, from a distance, these enemies have 
some attacks that home in on your current location and these attacks are quite 
damaging.  The spin move will take about three bars on Son of Sparda if it 
rolls over your character.

While fighting multiple Mega Scarecrows it is best to turn the camera so that 
only one of them remains on the camera - your chosen victim.  Remember that 
enemies will not attack as often off-screen unless they have already begun the 
animation for an attack that was on-screen at one point in time.  If one of 
them has already started an attack animation then you'd best get ready to dodge 
it.

Other than their highly damaging attacks, they can indeed be shoved around like 
their other Scarecrow brethren, but just don't look at them long before taking 
action.  Oh, and don't forget to dodge that falling blade after finishing one - 
their arm blade will fall then stick into the ground and this can hit your 
character!

-- Move Set

-> Close - Mid Range

- Slash Combo - Mega Scarecrow crouches then slashes with its right arm 
  followed by its left arm.  Their blades cover a pretty long distance!

- Splash - Mega Scarecrows jumps into the air while spinning then attempts to 
  land on your character.

-> Long Range

- Spin Dash - Mega Scarecrow props itself up on its arm blades and targets your 
  character then hops slightly and lands on the ground while spinning.  It 
  spins in place for a brief second then charges toward your character.

- Blade Toss - Mega Scarecrow spins its arm blades then leans forward and 
  tosses several blades at your character.

-> After Dying

- Style Killer - Once a Scarecrow falls, one of its arm blades flies into the 
  air then falls and sticks into the ground.  This blade can hit your 
  character.  I like to refer to this final attack as the "Style Killer" 
  because if it hits, it will instantly drain some of your style gauge that you 
  worked so hard to build up along with the usual health damage.  One might 
  think that dodging this would come second nature, but directly after downing 
  a Mega Scarecrow it is so very easy to simply forget about this falling blade 
  in the midst of a hectic battle.  It will happen eventually and then you'll 
  think back on this explanation and hate me for jinxing you.

-- Recommended Strategies

-> Nero

Distance them from a group with a Streak then pummel them with whatever attacks 
of your choosing.

Perform Busters frequently on a Mega Scarecrow to wear it down.  The Buster 
animation leaves Nero wide open and still while on the ground for a while as he 
kicks one, so be careful that no other attack is coming from the sides or up 
ahead.

Snatches can be performed to bring them into the air or close much like a 
normal Scarecrow.

Use a Level 3 EX Streak on it for some big damage.

Level 3 charge shots can hit for big damage also.

-> Dante

Distance them from a group with a Stinger then pummel them with whatever 
attacks of your choosing.

Gilgamesh Real Impacts can make quick work of these enemies - use a Kick 13 to 
knock it up and set it up for a Real Impact.

Rebellion Drives followed by Over Drives work fairly well from a distance or 
while up close.

===============================================================================
                                     FROST
===============================================================================

An elite demon sired by the emperor of demon-kind, Frosts are all-purpose 
soldiers used in a variety of situations.  Frosts encase themselves in ice to 
recover their strength, but quickly destroying their icy cocoon will end this 
process.

-- Overview of Frost:

A Frost will always start each battle with an ice shield equipped to its right 
hand.  This ice shield will allow it to perform a variety of ice attacks.  
Watch for it to hold up its ice shield then listen for the chime of it charging 
an attack to know when to react in order to dodge the ice attacks.  All ice 
attacks have the same charging start-up animation but you can still have a good 
idea of what attack it will perform based on its distance from your character.  
All projectile attacks will be done from long or mid-range while its ice pillar 
attack is always done from close range.

A Frost has some slight super armor depending on what it is doing.  It can be 
knocked out of its attacks with a strong counterattack but when it moves around 
normally it will take a few slashes to stagger it.  It can't be instantly taken 
to the air most of the time and it sometimes can't be instantly knocked down.  
Hit them a few times with normal slashes then perform a more powerful attack.  
Nero's snatch comes in much handy for getting them into the air or canceling an 
attack of theirs.

Once a Frost has performed enough attacks or if is has been damaged enough then 
it will lose its ice shield.  A Frost without its ice shield will rely only on 
physical attacks.  These physical attacks are rather quick and instant so it is 
best to keep your distance.  They sometimes mix in these physical attacks even 
while they still have an ice shield.

Once a Frost is hurt enough or after its ice shield has been destroyed, it will 
stand still while breathing then suddenly wrap itself in an icy cocoon to 
recover its health and ice shield.  Whenever it does this, run up to it and 
destroy the ice cocoon.  This will greatly increase your style and also cause 
the Frosts to fall out of its cocoon so it can't recover.

Once a Frost has been extremely damaged, it will lose its right arm.  During 
this time, it cannot get its shield back and it cannot form an ice cocoon, so 
it will only attack with its left arm - ice shockwave and ice pellets.

-- Move Set

-> Melee Attacks

- Upward Slash - Frost quickly slashes upward with its left hand.

- Overhead Slash - Frost leans its right hand back then quickly performs an 
  overhead claw slice.  This is a close range attack.

- Lunging Slash - Frost quickly crouches then jumps forward and slashes with 
  its left hand.

- Crouch - Frost crouches down.  Sometimes the Frost will not attack from this 
  pose.

-> Long Distance

- Ice Shockwave - Frost holds up its left arm then slams the ground and sends 
  an ice shockwave directly toward your character.  Jump to avoid it easily.

- Freezing Teleport - Frost jumps into the air then phases in and out while 
  moving toward the character.

-> While Frost has an ice shield:

- Ice Pillars - Frost charges its ice shield then jumps into the air and lands 
  with a ground pound that makes ice pillars form around it.  This is its main 
  close range attack with its shield.

- Ice Pellet Wave - Frost charges its ice shield then shoots a row of ice 
  pellets in front of it.

- Ice Pellet Blast - Frost charges its ice shield then fires several ice 
  pellets straight at the character.  They fire three pellets in a row with the 
  left hand then three pellets in a row with their right hand.

- Freezing Ice Crystals - Frost leaps into the air then quickly shoots a few 
  ice shards toward the character.  When the ice shards hit the ground, they 
  form ice crystals.  Getting hit by the ice shards while they are shot will 
  freeze your character.  The ice crystal on the ground can damage your 
  character when the explode.  Jump to the side to avoid this move.

-> When Frost is damaged badly or without an ice shield:

- Icy Cocoon - Frost stands and breathes heavily then quickly wraps itself in a 
  cocoon to recover its ice shield and health.

-> With One Arm

- Ice Pellet Blast - Frost shoots three ice pellets from its left hand.

-- Recommended Strategies:

-> Nero

Take a Frost to the air with a High Roller.  In order to pop it up into the 
air, Nero must first hit the Frost a few times while it stands normally. If it 
happens to begin a new animation during the hits then it may not stagger with 
these few hits.  Once the Frost has been taken to the air then slash it a few 
times and then Buster it.

Buster the Frost often and try to aim for another enemy while tossing it.  It's 
a good idea to grab a Frost in the middle of an enemy crowd and that way Nero 
will wave the Frost around him and damage the crowd before tossing the Frost.

Streaks will sometimes knock down a Frost, but an EX Streak will almost always 
knock them down and level 3 EX Streaks will hurt them badly as it knocks them 
down.

Perform a snatch on a Frost while on the ground or in the air to instantly pull 
it toward Nero.  This will cancel any attack that it might be performing.

Whenever the Frost jumps into the air to perform its ice pillar attack, jump 
into the air with it and slash it and/or Buster it.

Devil Triggered slashes will make quick work of any Frost enemy.

Devil Trigger if the Frost ever freezes Nero with ice to break out of the ice.

To break a Frost out of its cocoon, jump and perform Aerial Combos then Buster 
the cocoon after the sides have been shaved off to instantly knock it out of 
hiding.  A Buster does quite a bit of damage to the cocoon.

A charge shot level 3 from Blue Rose will help to damage a Frost as Nero 
attacks it through the second explosion from the blast.

-> Dante

Like with Nero, Dante can take a Frost to the air with a High Time after the 
Frost has been slashed a few times with Rebellion.  Use an Aerial Rave then 
stop it before the last slash and perform a Helmet Breaker or Shotgun blast to 
finish off the air combo.  You could also finish up the combo with an Aerial 
Rave V then a Slash Dimension F from Dark Slayer style.

For an even quicker disposal, a Frost can also be knocked to the air with a 
Kick 13 then Dante can perform a Real Impact as it hits the ground.

Gun Stingers will always instantly knock them down.

Props followed by Shredders work well for constant damage on any single or 
small group of Frosts.  The Frosts fall through a Shredder instead of bouncing 
off the spinning the blade, which makes it to where the Shredder will hit them 
even more than other enemies!

Whenever a Frost jumps into the air to perform its ice pillar attack, jump up 
after it and perform an Aerial Rave to cancel the attack.

Devil Trigger if the Frost ever freezes Dante to instantly break out of the 
ice.

Constant Devil Triggered Stingers is a good way to spam damage on a group of 
Frosts or any single Frost.

Normal Stingers are a good way to knock the Frost down immediately or knock it 
out of an attack.  A Stinger is not always a guaranteed knockdown.

Royal Guard is a good way to block or royal block all of Frost's ice 
projectiles that it shoots.  When it shoots them in a row, all of the ice 
pellets can be royal blocked with the proper timing.

For a gun, use the Coyote-A or ground Pandora Epidemics to shoot Frosts.

To break it out of its icy cocoon, perform Aerial Raves, Helmet Breakers, 
Shredders, or change to Dark Slayer style and perform constant Aerial Rave V's.

===============================================================================
                                   ASSAULT
===============================================================================

An elite demon sired by the emperor of demon-kind.  Able to burrow through the 
ground with its shard claws, Assaults have varied attack techniques.  They use 
their shield to ward off blows, but destroying it will render them defenseless.

-- Overview of Assault

An Assault is an agile lizard-type demon that will usually hop around the 
battlefield then suddenly attack with a claw slash.  Like an Angelo enemy, 
Assaults can stand and block, but they cannot counter and their block can be 
broken with enough hits to their small shield.  It is best to jump behind a 
blocking Assault and attack it from behind - they are wide open from their 
backside while blocking, much like an Angelo.

These enemies can be taken to the air with a single hit and they can be knocked 
down easily.  Once an Assault is grounded, unless Nero's snatch is used, it 
cannot be taken to the air until it recovers, so perform ground combos at that 
time to damage it while it is down.  It is really best to take these enemies to 
the air while fighting them in groups since their attacks are so sudden in some 
cases.  They give very little warning before an attack and they constantly hop 
so the beginning animation for an attack can be hard to notice at times.

Both of their long-distance attacks can be hard to avoid.  The seed shot can 
become very annoying while fighting a group of them since your character will 
have to move out of the way of the attack as one of them begins to aim or else 
get hit by the seeds.  Their burrow attack is one of their greatest moves that 
will cause your character to react quickly or suffer damage.  As soon as one 
burrows into the ground, run to the side of the way it is burrowing then jump 
to avoid getting hit by the uppercut attack that it will perform upon popping 
out of the ground.

-- Move Set

-> Close and Mid-Range

- Uppercut Slash - Assault runs toward your character then slashes upward with 
  its claw.

- Uppercut Slash 2 - Assault swings its arms to its front side then performs an 
  uppercut slash forward.  If this uppercut hits your character then the 
  Assault will jump into the air and then fall down on your character with its 
  foot claws.

- Lunge - Assault leans its left arm to the side then jumps and slice with its 
  claw.

- Shield Block - Assault holds up its shield and blocks your character's 
  attack.  Break its shield through constant attacks while it guards and it 
  will not be able to guard again.

- Piercing Yell - Assault stands still then shrieks loudly.  This will stagger 
  your character when you are close but no damage will be sustained.

- Dark Force Field - Assault stand still then begins to charge as a transparent 
  black energy shield appears around it while it yells.  Stay away from it.

-> Long Distance

- Spin Attack - Assault jumps into the air then spins in place for a few 
  seconds then dashes straight toward your character while spinning.

- Seed Shoot - Assault stands and holds its arm in front of it while aiming 
  then fires some seeds at your character.

- Dive Attack - Assault dives into the ground then burrows toward your 
  character and surfaces with an uppercut attack.  Jump to the side to avoid 
  this.

-- Recommended Strategies

-> Nero

Perform a few slashes then take the Assault to the air with a High Roller and 
slash it a few more times then Buster it.  A Buster can grab an Assault at any 
time.

If it ever guards then simply get behind it by jumping then attack it from 
behind.

Use Streaks to knock these enemies down then attack them while they are down 
with a series of ground combos or perform a Buster.

A Buster attack will cause Nero to beat the Assault against the ground from 
side to side and this can hit nearby enemies but Nero doesn't move that much or 
swing the Assault as wildly as a Frost.

Whenever an Assault performs a spin dash from the air, it can be Bustered right 
before it hits Nero.  Nero will grab the Assault out of the air then jump with 
it and slam it into the ground.

A Snatch can be performed at any time to pull an Assault close to Nero - in the 
air or on the ground.  This is especially useful for pulling a knocked down 
Assault off the ground.

Level 3 Streaks can be good to use against a group of these enemies since it 
will poor constant damage on the whole crowd.

As always, a level 3 charge shot will badly damage these foes.

-> Dante

Take this enemy to the air with a High Time after a few slashes then perform an 
Aerial Rave or Aerial Rave V followed by some type of finisher - Helmet 
Breaker, Coyote-A blast, Slash Dimension.

Use a Kick 13 to launch an Assault then perform a Real Impact for some extreme 
damage.

A Dance Macabre is a good to pummel any single Assault to death, but don't 
perform this while surrounded that often or at least be aware of what the other 
enemies are doing.

When an Assault first appears from the ground, perform a Drive followed by an 
Over Drive to it when it lands - sometimes this doesn't work well but if it 
does connect then it takes some very good damage and raises the style gauge 
quite a bit.  This is best performed for expected Assault encounters - like in 
Bloody Palace.  A Drive and Over Drive can be performed to a group of Assaults 
as well but they easily hop out of the way, so it's risky - a Quick Drive works 
better really.

Use Stingers to instantly knock down an Assault.

Devil Triggered Stingers are a good way to quickly dispose of multiple 
Assaults, just perform it back and forth to constantly stun and damage them.

When an Assault guards, get behind it then combo it from its backside.

While an Assault is grounded, perform a Prop then a Shredder to spam damage on 
it while it recovers.

===============================================================================
                                    BLITZ
===============================================================================

An elite demon sired by the emperor of demon-kind.  Unable to see, it relies on 
its other senses to track a prey's movements, and then attacks with ferocity.  
However, this occasionally leads it to attack other demons.  One should take 
caution to not fall victim to its violent blows.

-- Overview of Blitz

Say hello to the new asshole enemy of the Devil May Cry series.  These enemies 
require special attention and are quite deadly if you don't know how to handle 
them and they can still be deadly even if you do know how to deal with them.

A Blitz starts the battle by teleporting around the area.  He will appear when 
he is about to attack or he will sometimes simply appear and stand.  His yellow 
electric shield can only be damaged through weapon fire (with Nero).  Once his 
shield falls, he is open to physical attacks, but he will still attack - though 
he will not be as aggressive.  If he is not damaged enough, then he will charge 
back up his yellow electric shield then go back to attacking normally.

If he is damaged quite a bit then he charges and then forms a red electric 
shield around his body.  He is slowly dying during this phase but his attacks 
become incredibly aggressive!  He wants to take your character down with him at 
this point so stand still on the ground and allow him to grab your character 
then explode with him for a whopping 10 bars worth of damage - depending on the 
difficulty.  No, don't do that - I was joking.

Blitz has two grapple attacks during his raging phase where he will explode 
with your character once he has grabbed ahold of you and he will teleport to 
the back of the battleground and unleash electric beams with extreme 
aggression.  Blitz will eventually start to explode then die during this phase 
if he can't catch your character within a certain amount of time.  His dying 
explosion will damage your character so keep your distance.

A Blitz can be finished off right as he turns red if you can damage him enough 
then hit him with one final attack when he charges his red shield.  The hard 
part about doing this is that he has to be weakened to a certain point then one 
final attack must damage him enough to where he will die instantly when he is 
attacked as he turns red.  In other words, he must be damaged just enough to 
the point where one more attack will turn him red and at that time, you must 
perform a very powerful attack then shoot him one final time as he turns red to 
finish off - but the final shot will only work if he has sustained enough 
damage prior to turning red.  Nero has a much easier time with this enemy when 
compared to Dante thanks to Nero's extremely damaging Busters.

-- Move Set

-> While electrified (yellow electricity):

- Electric Beam - Blitz appears in the back of the battleground while charging 
  a beam then shoots it out in front of him.  This move will only hit the area 
  in front of him but he will appear in the background in front of your 
  character so be ready to move away from it.

- Moving Electric Beam - After performing a normal electric beam attack, Blitz 
  may hold his arms to the side then wave the electric beam around his front 
  portion and to his other side then repeat.

- Dashing Lunge - Blitz appears in the back of the arena then somersaults 
  backwards shortly before lunging straight at your character.  This move can 
  easily catch your character off guard, so always watch for him to somersault 
  when he is in the background then jump or roll to avoid the forthcoming 
  lunge.

- Uppercut - Blitz appears right next to your character then slides forward 
  with an uppercut.

- Claw Slashes - Blitz teleports right next to your character and slashes 
  almost instantly.  He will sometimes follow this slash up with another slash.

- Short Dashing Lunge - Blitz appears right next to the your character then 
  jumps and slashes at him.

- Falling Stab - Blitz appears above your character then falls with his claw 
  stretched out.

- Shocking Teleport - The Blitz seems to disappear but then electricity 
  starts to form on the ground below your character then the Blitz reappears 
  with a blast of electricity around him.  He has to recover quite a while from 
  this move.

-> From Rage Mode (red electricity):

- Lunging Grab - Blitz appears near your character then dashes toward him in an 
  attempt to grab him as the Blitz explodes.

- Close Grab - Blitz appears right next to your character then grabs him and 
  explodes with him.

* He also still uses both electric beams while in Rage Mode.  The Blitz will 
become much faster at swinging the beam back and forth and swing it more than 
usual.

-- Recommended Strategies

-> Nero

Charge a level 3 charge blast with Blue Rose then fire at Blitz when he appears 
to attack - be up in the air while firing the charge shot.  Blitz will lose his 
electric shield within about two level 3 charge blasts.  While Blitz's shield 
is down, run up to him and Buster him - there is no need to Devil Trigger.  
Just run up to him and keep grabbing him with a Buster while you charge a level 
3 charge blast with Blue Rose.  When he charges his red electric shield, shoot 
him with a level 3 charge blast from Blue Rose to finish him off.

-> Dante

There are four ways to take down his electric shield quickly:

1) Jump around the area and fire at him with either normal shots or charged 
shots from Coyote-A.  The closer the shot, the faster his armor will fall.  
Don't fire on the ground - ground shots are too slow and leave Dante open.

2) Equip Pandora and perform an Omen attack to instantly get rid of his 
electric shield.  With the charge time of this attack it obviously has to be 
planned out.  Sometimes a Blitz will stand still at the beginning of a battle 
allowing Dante to perform an Omen right then.  One other good times to perform 
an Omen is right after moving out of the way of his electric beam (when he 
teleports to the back), move to the side to dodge the beam then perform an 
Omen.  Another excellent time is right after dodging his shocking teleport - 
move out of the way of the electricity when it forms on the ground under Dante 
then perform an Omen as he appears.  The Blitz recovers from this move for 
quite a while, so you can wait a bit longer.

3) Hit the Blitz up close with a melee attack from any weapon then Royal Block 
his electric field.  Basically you are hitting him then tapping the B button 
very quickly to royal block the electricity that would have hit Dante.  This is 
not near as hard as it seems.  Use the normal punch of Gilgamesh to very easily 
have time to royal block the shock afterward.

4) Utilize Lucifer's Pin-Up and place constant energy swords all over the 
current area while dodging a Blitz's attacks.  He will eventually get them all 
over his body and this will damage his electric shield and give you a good 
style boost in the process.  You may also want use style attacks to place 
swords since you can place them while running - you're choice.

Now that his electric shield is down, Dante has to perform some very strong 
attacks in order to weaken him but these attacks should be well planned out so 
that you KNOW they will hit him.  Hit him with a Real Impact, two Kick 13's, 
and one Devil Triggered Real Impact then shoot him with a Revenge from Pandora 
when he turns red.  This will immediately defeat him on Son of Sparda mode.

He is not always going to stand there and allow Dante to hit him with these 
attacks however.  Wait for him to growl or stand still then run up to him and 
perform a Real Impact to him.  Hit him with two Kick 13's as he recovers from 
the Real Impact.  Wait until he growls again before Dante performs the final 
Devil Triggered Real Impact.  He will likely try to reform his yellow electric 
shield, so quickly switch to Gunslinger style and Pandora then perform an Omen 
as he tries to charge his shield to immediately get rid of it again - make sure 
that you jump away from him before attempting the Omen or he might knock Dante 
away with the blast from his shield.

Once his shield is gone again, plan out another Real Impact (Devil Triggered 
this time) as he growls or stands still.  Once it hits him, jump away and ready 
a Revenge attack with Pandora and shoot him when he gets up and tries to charge 
his red shield.

The only bad part about performing Omens to him with Pandora is that Dante has 
some long recovery animation afterward and will be left wide open to attacks.  
Devil Trigger if you suspect an attack is coming to decrease the damage.  While 
his shield is down, Dante can keep the Blitz from recharging his shield every 
time by performing an Omen.  Even if the Blitz fully forms his shield and the 
Omen hits him just before he teleports away, the Blitz's shield will fall 
within one extra attack from any weapon (if the Omen hit him slightly before he 
teleported away).

Here's a list of attacks that always seem to damage him enough to where he dies 
with one hit from a gun blast when he turns red:

Devil Hunter

a) Real Impact, 2 Kick 13's, Devil Triggered Real Impact, Coyote-A blasts or 
Pandora Revenge

Son of Sparda

a) Real Impact, 2 Kick 13's, Devil Triggered Real Impact, Pandora Revenge
b) Real Impact, Devil Triggered Real Impact, Pandora Revenge
c) Real Impact, Real Impact (while Blitz is grounded from first RI - only two 
hits connect), Kick 13, Devil Triggered Real Impact, Pandora Revenge
d) Prop + Shredder, Prop + Shredder, Prop + Shredder, Devil Triggered Real 
Impact, Pandora Revenge
e) Devil Triggered Real Impact, Devil Triggered Real Impact, Pandora Revenge or 
Shotgun blast or Lucifer's Ecstasy (2 Devil Triggered Real Impacts weaken him 
enough to where ANYTHING will kill him when he turns red)

(NOTE: When performing Real Impacts, make sure that the Blitz is standing and 
not on the ground or recovering unless noted otherwise.  Also, DO NOT distort 
the Real Impact or this will not hit the Blitz properly - he will actually fall 
as the first hit distorts, thereby screwing Dante out of hitting him with the 
full move.)

===============================================================================
                                   GLADIUS
===============================================================================

A man-made demon crafted by the hand of Agnus.  Magically cross-bred between a 
sword and a reptile, Gladius is capable of transforming entire body into a 
bladed weapon.  But one can cause great damage to other enemies by throwing 
Gladius in this form.

-- Overview of Gladius

Gladius enemies always appear in groups and sometimes appear among other 
enemies.  They fly throughout the area then eventually change to their sword 
form and start to spin while hovering in the air shortly before an attack.  
They home in on your character's current location then fly toward him.

Gladius enemies can be more annoying than they are difficult.  A single shot 
from a powerful weapon will knock them to the ground.  With Nero they can be 
thrown with a Buster - perform a snatch then Buster them.  Target other enemies 
while throwing them for some good damage.  Gladius enemies will stick into the 
ground when shot down allowing your character to move toward them and finish 
them off.

-- Move Set

- Sword Stab - Gladius blade spins in place (horizontally) then darts toward 
  your character and attempts to impale him.

- Upward Slash - Gladius blade spins in place (vertically) then perform a slice 
  toward your character while moving toward him then upwards.

-- Recommended Strategies

-> Nero

Snatch one out of the air with the Devil Bringer then Buster it or slash at it.

Use charge shots (any level) to instantly knock a Gladius out of the air.

A high level charge shot can instantly defeat a Gladius in the air.

Aerial Combos in a small room can sometimes be a good offense against a group 
of Gladius enemies.  The hits will stun them in the air then allow your 
character to continue slashing.

While they are stuck in the ground, perform Streaks toward them then hit them 
with slashes to finish them off or Buster them.

-> Dante

Knock them out of the air with a Coyote-A blast - doesn't have to be close - or 
perform a Pandora Epidemic blast to instantly knock down a whole group.

Air Fireworks can sometimes take down multiple Gladius enemies when used in the 
middle of a big group.

Jump into the air and use an Aerial Rave while in a small room to slash at a 
group of Gladius enemies.

Dark Slayer style's Slash Dimension can be excellent for taking down multiple 
Gladius enemies at one time.  This can really work out well when they are 
grouped with other enemies since it will hit everything within the vortex - I'd 
recommend using this on Bloody Palace mode.

Drive followed by Over Drive is sometimes useful for knocking down a big group 
- your mile may vary here though.  The aim has to be good.

A Shredder will usually stop a Gladius from hitting Dante when it spins toward 
him.

When a Gladius falls, Stinger toward it then combo it with Rebellion or 
Gilgamesh to finish it off.

===============================================================================
                                   CUTLASS
===============================================================================

-- Overview of Cutlass

Cutlass enemies appear very rarely in the game and they don't show up in Bloody 
Palace until the later levels and even then they don't show up that often.  
Cutlass enemies spend most of their time in the ground where only their fin is 
visible as they swim through the ground like water.  While they are all still 
in the ground, they will usually attack in a sequences - for instance, they may 
all suddenly have the startup animation for an attack then they will all 
perform it at the same time to overwhelm their foe.

These enemies can be damaged while they are in the ground but it is hard to 
catch up with their swimming fin.  If their fin can be hit while they swim then 
the fin will slow down and allow your character to follow up with an attack.  
Slash them enough times and they will surface.  Certain powerful attacks 
(Streak, Charge Shot, or Stinger) can instantly stun them while they are in the 
ground and make them surface a bit - once they have surface enough, use a 
powerful attack (Streak or Stinger) to knock them out of the ground.  I 
wouldn't advise chasing down their fins with Streaks or Stingers though.

The best way to get them out of the ground is to attack them when they surface 
to hit your character.  Their fin will eventually glow then they will surface 
for an attack.  At that time, hit them with a powerful attack (charge shot 
level 2 or another big blast) and they will fall to the ground and limp like a 
fish out of water.  During that time, run up to them and combo them freely.  
They can be taken to the air at that time as well and slashed without any 
problem.  While they limp on the ground, they will eventually start to 
resurface and be half visible - they can still be hit at that time, but they 
can't be taken to the air.  You need to hit them at that time with a powerful 
attack - Streak or Stinger - to knock them back out of the ground.

-- Move Set

- Splash - While swimming underneath the ground, the Cutlass's fin glows red as 
  it speeds up then disappears up under the ground when it notices your 
  character.  Eventually an orange glow appears near your character then 
  Cutlass jumps out of the ground and falls back into the ground.

- Fin Slash - While swimming underneath the ground, the Cutlass's fin quickly 
  glows red then it instantly dives under the floor.  After a few seconds an 
  orange glow appears below your character then the Cutlass jumps from the 
  ground and performs a somersault while slashing with its fin.

- Fin Charge - The Cutlass' fin glows red as it slows down and faces your 
  character then the fin suddenly dashes toward your character.

-- Recommended Strategies

-> Nero

Perform a charge shot on their fin to stun them while they are in the ground - 
level 1 will stop them long enough for Nero to Streak toward them to knock them 
out of the ground, level 2 will knock them out of the ground and onto the floor 
instantly, level 3 will knock them out of the ground then the usual follow-up 
explosion will occur.

Grab them out of the air as they surface to attack by performing a quick snatch 
with the Devil Bringer.  A charge shot level 2 can be used at that time as well 
to stun them.  A High Roller can work but it's not that safe.  This will make 
them limp on the ground.

Attack them like a normal Scarecrow enemy while they limp on the ground.  Take 
them to the air then Buster them or Buster them while they are on the ground. 
Be careful while Bustering when other Cutlasses are in the area since the 
others can easily hit Nero at that time.  If they try to resurface then perform 
a Streak to knock them back out of the ground.

-> Dante

Blasting their fin with a Pandora Epidemic blast, a very close Coyote-A blast, 
or hitting them with a well-aimed Stinger from Rebellion will instantly stun 
them while they are in the ground.

When they surface, shoot at them with a Pandora Epidemic or hit them with a 
very close Coyote-A blast to make them fall - if you use the Coyote-A blast 
then jump with the surfacing Cutlass and fire at him.  A High Time will knock 
them out of the air as well, but this isn't that safe all the time. They will 
fall to the ground after being hit with any of these attacks.

While they are on the ground, combo them like you would a Scarecrow or just 
perform a Real Impact to end it all right then.  If the Cutlass tries to escape 
back into the ground, Stinger that bastard.

===============================================================================
                                 CHIMERA SEED
===============================================================================

A seed of a demonic tree, Chimera Seeds are both sentient and intelligent.  
After their creation, Chimera Seeds seek out hosts to fulfill their parasitic 
desires.

-- Overview of Chimera Seed

Chimera Seeds are either automatically crawling around on the battlefield or 
they spawn from Chimera Eggs - not the breakable Chimera Eggs, these particular 
Chimera Eggs lie in the middle of the battlefield.  Sometimes the eggs 
instantly bust open with a flash of light and sometimes they won't bust until 
your character gets next to them.

A Chimera Seeds main mission is to seek out a host, so they remain stationary 
until any living thing gets next to them.  They can attach themselves to 
Scarecrows (both arm and leg) and Assaults.  The Chimera Seed overtakes the 
body of the occupant and makes that enemy much more aggressive.

Chimera Seeds rush toward their victim once it is in range then they lean back 
and lunge forward with a bite.  Chimera Seeds fall within a few hits and they 
always carry green orbs inside of them to replenish your character's life.  
These enemies are one of the main sources of sustaining health in Bloody Palace 
mode.

-- Move Set

- Chimera Bite - Chimera Seed leans back then jumps forward with its mouth 
  open.  They always begin to run toward your character shortly before this 
  attack.

-- Recommended Strategies

-> Nero

A Buster will instantly defeat a Chimera Seed.

Jump into the air then snatch one and Buster it to instantly defeat it.  Stay 
up in the air and snatch at a crowd of these enemies then Buster to your 
heart's content.  This is the best tactic to use in Bloody Palace mode to avoid 
damage.

Level 3 EX Streaks can help the style meter to rise if your character dashes 
right through the middle of a group of Chimera Seeds with one.

-> Dante

A full Rebellion Combo A followed by a Stinger will always defeat these 
enemies.  This combo keeps Dante moving so that surrounding Chimera Seeds 
cannot sneak up to him and perform a bite attack very easily.

Constant Stingers are also effective to use.  A Chimera Seed will be defeated 
within three Stingers, allowing your character to stay on the constant move 
while hitting one.

While fighting a group of these enemies, stand back and perform a Drive 
followed by an Over Drive to raise the style meter a bunch, much like with 
Scarecrow crowds.

===============================================================================
                          CHIMERA (CHIMERA SCARECROW)
===============================================================================

A demon sporting a sprouted Chimera Seed.  It moves unaware that it has become 
host to a parasite, and attacks alongside the Chimera Seed.  Thus it is 
advisable to weaken the Chimera Seed with small arms fire and then take down 
its host.

-- Overview of Chimera

This is the enemy that your character will have to fight if a Chimera Seed 
attaches itself to a Scarecrow (leg or arm) during the middle of a fight.  
Sometimes they simply spawn, so a Scarecrow can arrive on the battlefield 
overtaken by a Chimera Seed.

The Chimera Seed causes the Scarecrow to be much more aggressive than it 
usually is.  These enemies also have the annoying habit of swinging wildly with 
their blade appendages.  The blade appendages can swing at any time, even 
during the middle of an air combo or Buster.  There is a slight pattern in 
which the blades will spin - a set time pattern, like a few seconds apart.

The best way to deal with this type of enemy is to stun the Chimera Seed that 
is attached to them.  Stun the Chimera Seed with a powerful blast from a 
firearm and it will turn black then the Chimera will not use any more blade 
attacks for a few seconds allowing you to easily take it down.

-- Move Set

- Blade Swing - The Chimera Seed on the Chimera swings its blade appendages at 
  anything that is currently around it.  It can do this at anytime and there is 
  a slight time pattern to when it will perform this move - every few seconds.

- This enemy also has the same attacks as a Scarecrow (leg or arm).

-- Recommended Strategies

-> Nero

Use Streaks to push these enemies away from your character until you have a 
chance to stun the Chimera Seed.

Disable the Chimera Seed on the Chimera with a level 3 charge blast.  Enough 
shots from any of charge shots will eventually stun the Chimera Seed.

Defeat the Chimera once the attached Chimera Seed is stunned much like you 
would a standard Scarecrow.

-> Dante

Use Stingers to push these enemies away from your character until you have a 
chance to stun the Chimera Seed.

Perform a Gun Stinger, very close Coyote-A blast (might take a few), or Pandora 
Hatred blast to instantly stun the Chimera Seed on the Chimera.  A Pandora 
Epidemic will stun a Chimera Seed after two shots.

Defeat the Chimera once the attached Chimera Seed is stunned much like you 
would a standard Scarecrow.

===============================================================================
                                CHIMERA ASSAULT
===============================================================================

A demon sporting a sprouted Chimera Seed.  It moves unaware that it has become 
host to a parasite, and attacks alongside the Chimera Seed.  Thus it is 
advisable to weaken the Chimera Seed with small arms fire and then take down 
its host.

-- Overview of Chimera Assault

When a Chimera Seed attaches to an Assault it becomes... an enemy that is not 
listed in the Library or is understood to be another "Chimera"!  The more 
popular name for this creation is a "Chimera Assault" to differentiate it from 
a standard Chimera.

A Chimera Assault attacks much like an ordinary Assault but it is now more 
aggressive - whoo, boy, is it aggressive!  These enemies will run rampant on 
the battlefield and strike with very little warning while the Chimera Seed's 
blade appendages flap wildly every few seconds.  They like to stay together 
when there is more than one and overwhelm your character with attacks and 
flapping blades.  They sometimes back off but they almost always stay in a 
pack.

A Chimera Assault's Chimera Seed can be stunned much like a normal Chimera's 
Chimera Seed but the Seed takes more hits to stun this time.  Use more powerful 
shots or multiple powerful shots while your character stays up in the air or 
very cautiously fights this enemy on the ground.

-- Move Set

- Blade Swing - The Chimera Seed on the Chimera swings its blade appendages at 
  anything that is currently around it.  It can do this at anytime and there is 
  a slight time pattern to when it will perform this move - every few seconds.

- This enemy also has the same attacks as an Assault.

-- Recommended Strategies

-> Nero

Use Streaks to push these enemies away from your character until you have a 
chance to stun the Chimera Seed.

A level 3 charge blast will stun the Chimera instantly.

Defeat the Chimera Assault once the attached Chimera Seed is stunned much like 
you would a standard Assault.

-> Dante

Use Stingers to push these enemies away from your character until you have a 
chance to stun the Chimera Seed.

With the way these enemies run around the battlefield like maniacs, they can 
fall victims to a Drive followed by an Over Drive at times since they like to 
stay together or this could backfire on your character as they rush up to hit 
you - your miles may vary here, just a mention.  If they all fall from this 
combination then they will be wide open to another Drive/Over Drive combination 
as they attempt to recover - basically they are your bitches once the first 
Drive/Over Drive combination hits and knocks them to the ground.

Three Coyote-A blasts, one Gun Stinger and one Coyote-A blast, or two Epidemic 
blasts will stun the Chimera Seed on the Chimera Assaults back.

Defeat the Chimera Assault once the attached Chimera Seed is stunned much like 
you would a standard Assault.

===============================================================================
                                   MEPHISTO
===============================================================================

A floating demon wrapped in a black cape of special gas that allows it to pass 
through objects.  Mephisto appears to its foes as a black demon of death; 
however, in truth it's physical form is nothing but a tiny coward.

-- Overview of Mephisto

Mephistos use a flowing bluish-black cloak to hover in the air and pass through 
obstacles such as walls while they ready an attack.  There most used attack is 
their finger stab, which must be avoided with careful timing.  These enemies 
are usually found in groups and they sometimes appear with the more lethal 
Fausts.

Their main weakness is realized once their cloak falls.  Use firearms or the 
Devil Bringer with Nero to damage their cloak and make them fall to the ground. 
Their cloak will start to show signs of damage when it has almost been 
destroyed.  A cloakless Mephisto is nothing more than a bug that requires 
stomping.  The Mephisto is completely helpless without its cloak, so it will 
try as much as it can to run from your character.

While a Mephisto is cloakless, run up to its bug-like form and perform some 
powerful attacks to get rid of it before it has a chance to reform its cloak.  
It will always remained stunned a few seconds after its cloak falls and this is 
an excellent time to charge up or prepare any move that will help your 
character to defeat it.  A Mephisto can be easily knocked back down to the 
ground if it tries to escape by performing a powerful attack that knocks it off 
balance.

After a few seconds have passed while it is cloakless, a Mephisto will slash 
the area around it while it is on the ground as it reforms its cloak then takes 
to the air once again.  Damage its cloak once again to be able to cause massive 
damage to it.  A Mephisto with a cloak is still damaged every time that it is 
hit, so it might just fall while its cloak is around it.

-- Move Set

-> Close Range

- Finger Stab - Mephisto quickly dashes to the side and his finger begins to 
  glow as he slows down.  He points at your character while his finger glows 
  then his finger suddenly extends during a burst of light from his hand as it 
  attempts to impale your character.

- Foot Slice - Mephisto suddenly moans then spins and tries to slice your 
  character with its foot blade.

- Blade Dash - Mephisto moans then dashes into the background and lunges 
  forward with an downward slice from its blade feet.

-> Long Range

- Blade Spin - Mephisto begins to spin in place then eventually dashes toward 
  your character while it spins in a mini-tornado type of spin.

-> While Cloakless (after a few seconds on the ground)

- Blade Spin Escape - Mephisto begins to reform its cape as it slashes the area 
  around it then flies into the air once again.

-- Recommended Strategies

-> Nero

Buster and snatch will both weaken a Mephisto's cloak very quickly.  Jump and 
Buster a Mephisto then perform a snatch while falling for the best results.

A level 3 charge blast will cause massive damage to a Mephisto's cloak.  Use 
this along with Buster and snatch to take down his cloak extremely quick.

Use a mix of slashes, Busters, along with possible level 3 charge blasts (the 
explosion can do massive damage while you attack it) to get rid of a cloakless 
Mephisto.

Chase after a running cloakless Mephisto with a Streak to knock it back to the 
ground and stun it for a few seconds.

-> Dante

Pandora's Omen will instantly take the cloak off of multiple Mephistos.

Jumping close to a Mephisto (basically in the middle) then using Fireworks with 
Coyote-A will instantly destroy its cloak if you're close enough.

The Coyote-A by itself does some good damage from close range, even more so 
when charged or Devil Triggered.

Pandora's Epidemic, Hatred or Argument (the missile blasts) do some good damage 
as well, but these leave your character on the ground and have some slight 
recovery time.

One single Real Impact will instantly defeat a Mephisto without a cloak.  If it 
tries to run then hit it with a Kick 13 then Real Impact it as it falls.

Chase after a running cloakless Mephisto with a Stinger or the already 
mentioned Kick 13 while still close to knock it back to the ground and stun it 
for a few seconds.

===============================================================================
                                    FAUST
===============================================================================

While closely related to Mephisto, Faust is leagues more intelligent and cruel. 
While its tiny, cowardly physical form is unchanged, Faust's capacity for 
violence makes Mephisto seem like a mere infant.  Gunfire can be effective in 
disrupting the effects of his magical black cloak.

-- Overview of Faust

A Faust begins each battle wrapped in a blackish-purple cloak much like the 
Mephisto's bluish-black gas cloak.  These enemies are much more aggressive than 
a Mephisto especially when fought alone.  Their claw attacks cover a wide area 
in front of them and they have one attack that requires precise rolling and 
jumping to avoid.

Destroy their cloak with firearms or Nero's Devil Bringer much like a Mephisto 
then damage their bug-like form that is revealed.  Be aggressive in both 
destroying their cloak and especially when their weak form is revealed.  The 
longer these enemies linger, the more dangerous they become.  A Faust that is 
near death is more dangerous than a full health Faust since the weaker Faust 
will start a new, more deadly attack at that point that is hard to dodge and 
also makes him invincible for a few frames.

-- Move Set

-> Close Range

- Nail Slash - Faust quickly holds up his hands to reveal red glowing nails 
  then slashes twice with his nails.

- Nail Dive - Faust dashes forward as it shows its red nails then performs an 
  upward slash with both hands.

- Nail Stab - Faust dashes behind your character then shows its nails as it 
  holds both hands to the side shortly before it stabs forward with each hand 
  one after the other while making its nails extend to impale its foe.

- Foot Blade - Faust moans as it spins and swipes forward with its blades on 
  its lower half.

-> While he is low in life

- Dark Aura - Faust forms a purple shield in front of him and keeps it around 
  him to avoid all attacks (even a follow-up explosion from Blue Rose level 3 
  charge shot).  He will make many red spikes appear near your character in a 
  certain sequence then they will fly toward your character then extend much 
  like Faust's nails.  Sometimes the spikes will appear in front of your 
  character and sometimes they will appear in front of him, then up above him, 
  then in front of him again.  If they appear in the latter sequence then they 
  will all dive toward your character instead of extending - to avoid the 
  second sequence jump, roll, then jump again in that order to dodge the 
  spikes.  After he does this, a red spike will also appear during each of his 
  follow-up attacks to stab at your character afterwards.

-- Recommended Strategies

-> Nero

Buster, snatch and fire level 3 charge blasts at a Faust's cloak to wear it 
down quickly.

Use a mix of slashes, Busters, along with possible level 3 charge blasts (the 
explosion can do massive damage while you attack it) to get rid of a cloakless 
Faust.  Try to use instant revs during a slash to possibly receive a MAX-Act 
then unleash a level 3 Streak on the Faust.

Chase after a running cloakless Faust with a Streak to knock it back to the 
ground and stun it for a few seconds.

-> Dante

Pandora's Omen will instantly take the cloak off of a Faust.  This can be very 
useful when they are grouped with Mephistos.

Jumping close to a Faust (basically in the middle) then using Fireworks with 
Coyote-A will destroy the cloak quickly if you're close enough.  It takes about 
three.

The Coyote-A by itself does some good damage from close range, even more so 
when charged or Devil Triggered.

Pandora's Epidemic, Hatred or Argument (the missile blasts) do some good damage 
as well, but these leave your character on the ground and have some slight 
recovery time.

One single Distorted Real Impact will instantly defeat a Faust without a cloak. 
A Devil Triggered Real Impact will take massive damage from it.  If it tries to 
run then hit it with a Kick 13 then Real Impact it as it falls.

Chase after a running cloakless Faust with a Stinger or the already mentioned 
Kick 13 while still close to knock it back to the ground and stun it for a few 
seconds.

===============================================================================
                                   BASILISK
===============================================================================

A horrid demon-hunting dog abomination with gun-like attributes crafted by the 
hands of Agnus.  Its fiery skull can be shot out from its body like a bullet.  
Possesses the ability to regenerate a new skull out of flame.

-- Overview of Basilisk

These enemies always appear in packs - at least three or more.  They like to 
keep a distance in between them and your character so they can stand back and 
shoot fire skulls during a fight.  You have to be careful while attacking other 
enemies while Basilisks are in the area since they will be constantly shooting 
flame skulls at your character.

The best approach to take while fighting these enemies is to find a move that 
will hit a bunch of them at once.  Dante's Slash Dimension with Dark Slayer 
works perfectly for doing this.  With Nero, he can easily snatch one to bring 
it to him.  Snatch one up in the air then Buster it - the slamdown that Nero 
performs can really hurt any enemy below him.

Another way to reach them is to chase them down and stun them with a quick and 
powerful attack.  A Stinger and Streak work great for catching up with them and 
then hitting them.  It's good to follow this powerful attack up with some sort 
of quick hit such as a charge shot or Quick Drive.

-- Move Set

- Fire Skull - Basilisk's head glows as it homes in on your character then its 
  tail flames up and it shoots its flaming skull at your character.  The 
  Basilisk's skull reform as it rises up on its hind legs.

- Jumping Fire Skull - Basilisk's head quickly lights up then it dashes toward 
  your character and jumps to shoot its flaming skull at him.

-- Recommended Strategies

-> Nero

Jump into the air then snatch a Basilisk with the Devil Bringer and perform a 
Buster to have Nero fire down a flame skull from the Basilisk then slam into 
the ground below him - this slam animation can hurt other Basilisk or enemies 
severely.

Perform a Streak toward one to stun it then follow this up with a charge shot 
from Blue Rose.

A charge shot at any time works just as well as a Streak really.  Level 3 
charge shot explosion can hit a whole crowd of Basilisk during either of the 
blasts - first shot or delayed explosion.

-> Dante

Perform a Slash Dimension at a group of Basilisks to hit the whole crowd.  Keep 
performing this move to defeat them many of them quickly then chase down the 
survivors.

Perform a Stinger toward one to stun it then follow this up with a Quick Drive 
- make sure to stay locked on the entire time and Dante will have more of a 
change to hit the Basilisk with the Quick Drive.  The Quick Drive beginning 
slash will hit it if it is close along with the energy wave.  The Quick Drive 
has the potential to hit any Basilisk behind the current one.

Rebellion's Million Stab during a Stinger helps Dante to easily catch up with a 
Basilisk and hit him multiple times before stunning him.

Dance Macabre is good for hitting a close single Basilisk and it can hit any 
others that try to interfere from the sides early on in the attack.

Gun Stinger works well against Basilisks also.  This move has the potential to 
hit more of them during the shot with its wide blast, but Dante will have to 
recover from the Gun Stinger a bit not allowing you too much time to follow 
this up with another attack.

Trickster's Air Trick can help Dante to catch up with a Basilisk instantly.  
Both Helmet Breaker and Full House can work well after this.

===============================================================================
                                 BIANCO ANGELO
===============================================================================

A man-made soldier made from the fragment of a demon known as the "dark angel". 
Filled with either a human or demonic soul, it carries out its master's orders 
with mechanical precision.

-- Overview of Bianco Angelo

This heavily armored blue knight equipped with a lance will block and deflect 
most attacks with its shield then counter with its own attack while its foe 
staggers from a deflection.  It sometimes hovers in the air to avoid being hit 
- it's actually more open to attacks at that time.  Whether in the air or on 
the ground, the Bianco will attack with a dashing thrust while at a distance.

As long as a Bianco is facing your character while on the ground, it has the 
advantage for the most part.  Interrupt one of its attacks with an attack of 
your own then enter a combination of attacks and it will stagger throughout the 
entire combo. A dash attack is rather easy to interrupt while the Bianco 
charges but I recommend rolling from its other attacks.  Its shield can be 
broken within a few attacks but be ready to dodge its counter attack with a 
roll to the side or jump.  Once a Binaco's shield is broken, it is left wide 
open to attacks and will not reform its shield.

Get in the back of a Bianco by rolling, jumping or moving to its backside and 
it will be completely open to any attack.  A Bianco will try to turn slowly or 
it will perform an attack that will turn it around, but it is not near as 
aggressive once your character moves behind it.  Use ground combos or take it 
to the air while behind it.  It's best to use air combos while other Biancos 
are in the area.

-- Move Set

-> Close Range

- Lance Thrust - Bianco's lance glows blue then he quickly thrusts it forward.

- Shield Combo - Bianco swipes its shield in front of it then stabs forward 
  with its lance.

-> Mid-distance

- Dash - Bianco suddenly performs a small dash forward.  It doesn't attack 
  during this dash.

-> Long Range

- Dash Attack - While standing or hovering, blue fire shoots out of the back of 
  Bianco's lance then blue fire shoots out from its back shortly before it 
  dashes forward with a thrust.  The air dash will home in on your character 
  while the ground dash will only move the Bianco straight ahead.

-> While Behind Bianco

- Shield/Fist Attack - While a character is behind the Bianco it will hold its 
  shield sideways then slap the shield against its foe as it turns.  The Bianco 
  will attack with its left fist while turning if its shield is destroyed.

-- Recommended Strategies

-> Nero

Nero can break a Bianco's shield rather quickly through the use of constant 
Busters on the shield as the Bianco blocks.

While a Bianco fights with its shield, get behind it by rolling, jumping, or 
moving to its backside then take it to the air with a High Roller.  While it 
remains helpless in the air, attack it then eventually perform a Buster.

If a Bianco begins to hover, jump into the air and hit it with an Aerial Combo 
and/or a Buster.

A level 3 charge shot with Blue Rose will hit a Bianco at any time and the 
second explosion will stagger it to where it can be hit for a few seconds.

Any time that a Bianco has been grounded it can be taken to the air with a High 
Roller from any side.

-> Dante

Dante can instantly destroy a Bianco's shield through the use of Pandora's Omen 
attack.

Use Gilgamesh while fighting a Bianco and stun it with a Kick 13 by countering 
its attack or by getting behind it.  As the Bianco falls, ready a Real Impact 
to hit it and finish it off as it hits the ground.

While dealing with a group of these enemies, you may want to use Rebellion then 
take it to the air with a High Time once Dante gets behind it.  Follow it into 
the air then perform an Aerial Combo.  End the combination early with a Helmet 
Breaker or a Coyote-A blast.

A Drive followed by an Overdrive is good to use on a distant Bianco or a Bianco 
that is close - the Drive slashes will damage it badly.

The Coyote-A is the better weapon to use against a Bianco since the shotgun 
blast will stun it from up close and knock it out of the air.  Pandora's 
Epidemic can be used as a substitute but Dante will be left open to the ground 
recovery time.

If a Bianco begins to hover, jump into the air and hit it with an Aerial Rave 
and/or a Coyote-A blast.

Any time that a Bianco has been grounded it can be taken to the air with a High 
Time from any side.

===============================================================================
                               ALTO ANGELO
===============================================================================

A knight turned demon via the Ascension ceremony, the Alto Angelo has donned 
armor of a Bianco Angel to lead them into battle.  It is said that an Alto 
Angelo can raise the abilities of the Bianco Angelos around it.

-- Overview of Alto Angelo

These heavily armored golden knights fight much more aggressively than their 
fellow brethren, the Biancos.  The Alto is much more aggressive with its 
attacks and will not be easily hit out of its moves like a Bianco Angelo.  
While being attacked on the ground, it will quickly throw up its shield to 
block after receiving a few attacks on the ground - while in the air, it will 
suddenly hover away from a combination of attacks.

The Alto has a charge attack that can only be cancelled by hitting it multiple 
times.  While it is hovering in the air, it must be hit multiple times in order 
to bring it down as well.  The best way to attack an Alto is to counter one of 
its normal uncharged ground hits or get behind it and attack.  To easily get 
behind it, attack it from the front so that it raises its shield then jump or 
roll behind it.  The single best attack to attack it with from the backside or 
during a counter is a pop up attack such as a High Roller or High Time.  
Directly after the pop up, perform the single best powerful attack that your 
character has.  Right after the powerful attack, the Alto will be grounded, and 
at that time, it is completely open to another pop up followed by a powerful 
attack, so the above combination can be continued until it dies!

Much like the Bianco, the Alto's shield can be broken, but a shieldless Alto is 
still just as aggressive as an Alto with a shield.  It is wide open to attacks 
without its shield, but it will still maneuver around the arena just as fast.

-- Move Set

-> While Alto is on the ground:

- Charge Slice - Alto glows an orange color as he charges his sword then 
  suddenly dashes forward and slashes.

- Normal Slice/Charge Slice Combination - Alto performs one, two, or three 
  normal slices then he glows an orange color as he charges his blade.  This 
  move is random and there are many ways that he will perform it.  He can 
  perform a total of four slices altogether and some of them may be charged.  
  For instance, he may perform a slice then three charge slices, or he may just 
  perform four charge slices without any normal slices.  He will sometimes not 
  perform all four slices.

-> While Alto is hovering:

- Air Charge Slice - While hovering, Alto will hold up his blade as he glows an 
  orange color.  He will charge toward your character and perform an upward 
  slice.  This move will follow your character no matter where your character 
  is on the screen.  While the Alto is still slightly hovering (even if he is 
  nearly touching the ground) this move can still be performed.  It can be 
  mistaken for a ground charge slice very easily, so pay attention if you jump 
  to avoid.

-- Recommended Stategies

-> Nero

Perform an attack to make it raise its shield then jump or roll behind it to 
get in the back of it.  Use a High Roller from behind an Alto or during a 
counter attack to pop the Alto into the air then follow it into the air (hold 
down the button).

While the Alto is in the air, grab it with a Buster.

Right after any Buster, run up to the Alto and perform another High Roller 
followed by another Buster then repeat this combination until it dies!

Jump behind an Alto and Devil Trigger to send the Alto into the air with Nero's 
Devil Trigger animation blast.  A Buster with Summoned Swords can be used 
afterward.

A level 3 charge blast with Blue Rose will usually interrupt an Alto attack.

Constant slashes or a few Devil Triggered slashes will knock an Alto out of its 
charge or hovering state.

Devil Triggered hits will usually hit an Alto at any time - it can be Bustered 
while on the ground after a few Devil Triggered attacks.

-> Dante

Perform an attack to make it raise its shield then jump or roll behind it to 
get in the back of it.  Use a High Time or Kick 13 from behind an Alto or 
during a counter attack to knock it into the air.

While an Alto falls from a High Time or Kick 13, perform a Real Impact as it 
falls in order to hit it when it falls to the ground.

After a Real Impact, knock an Alto back into the air with a High Time or Kick 
13 then follow up that attack with another Real Impact.  This combination can 
continued until the Alto's death!

Several slashes from Rebellion or one Kick 13 will knock an Alto out of its 
ground charge attack.  A few air slashes from an Aerial Rave will knock an Alto 
out of its hovering state.

Very close Coyote-A blast will knock an Alto out of its hovering state.

Gun Stingers can be repeated on a blocking Alto to ultimately destroy its 
shield.  It will usually not try to counterattack while performing a Gun 
Stinger.

===============================================================================
                       ALTO AND BIANCO ANGELO FORMATION
===============================================================================

-- Overview of Alto and Bianco Angelo Formation

When an Alto is on the field with a fellow Bianco, the knights will all fight 
together and the Biancos will fight much more aggressively than usual.  Biancos 
will perform commands issued by the Alto and the whole group will fight 
together.

The most noted attack during this formation is the group's Dark Shot where they 
will all come together in order to channel energy into a blackish energy sphere 
then fire it at your character.  This move can be reflected with many attacks 
if the dark shot is hit with precise timing.  Reflecting this attack will 
instantly defeat the current formation and yield an instant SSS-rank!

Other than reflecting their Dark Shot, the best way to defeat this formation is 
to defeat either the Alto first, so that the Biancos return to their normal 
fighting state, or defeat the Biancos first so your character can focus on the 
Alto.  Even though the Biancos are more aggressive during the formation, they 
still fall victim to a series of attacks once they are hit one time.

The knights can be knocked out of a formation attack but be forewarned that 
stopping one knight will only halt that one knight.  The rest of the formation 
will continue with their attacks like normal.

-- Move Set

- Dash Formation - The Alto and Biancos dash backward then line up in their 
  charge poses.  They fly at your character one a time, stating with the Alto.

- Dark Shot - The formation of knights dashes backward and the Biancos stay on 
  the ground while the Alto hovers in the air.  They place their weapons 
  together and form an energy sphere then the Alto knocks the sphere toward 
  your character.

- Shield Formation 1 - Alto calls the Biancos in front of him.  The Biancos 
  raise their shields then step forward with a shield swipe followed by a 
  thrust of their lance.

- Shield Formation 2 - Alto calls the Biancos to the sides of him.  The Biancos 
  stand and guard while the Alto charges then rushes forward with a sword 
  slice.

-- Recommended Strategies

-> Nero

Use a level 3 charge blast with Blue Rose or a level 3 EX Streak to knock back 
a Dark Shot.  Perform the level 3 charge blast as the Dark Shot flies toward 
Nero and perform the level 3 EX Streak as the Dark Shot is about to leave the 
formation's center.  A different leveled EX Streak may be used but the timing 
for when you must perform it will change slightly.  The fire aura in front of 
Nero is what reflects the attack.

A level 3 charge blast from Blue Rose will knock any of the knights out of just 
about any attack.  This can be used to knock one of them out of a formation 
attack.  While they are grouped, the fire from the blast will hit them all.

-> Dante

Use a well-timed Prop to knock back a Dark Shot.  A Coyote-A or Pandora 
Epidemic blast will work but the shot takes some precise timing.

===============================================================================
                                   FAULT
===============================================================================

Faults are subterranean creatures that dwell in the demonic underworld.  They 
can seek out the magical power of their prey, and once found, they appear 
suddenly from below wrapping their victims in darkness.  The darkness within 
the Fault's body is often habitat to demonic denizens.

-- Overview of Fault

A Fault hides in the ground then surfaces to enclose your character in its 
mouth.  Watch for the blue circular glow to appear under your character then 
quickly jump out of the way as the Fault surfaces and tries to catch your 
character in its mouth.  Getting caught in its mouth will warp your character 
to another area (sometimes an area in that level and sometimes a dark realm) 
where you are forced to fight enemies in order to leave.

A Fault will be open to attack right after it surfaces and closes its mouth.  
Use a powerful attack at that time to defeat it instantly.  These enemies do 
not have to be defeated in an area to move on, they are simply there to keep 
your character on his toes and annoy you.  Once defeated, they will release a 
few red orbs and green orbs, so they can be defeated for extra health or orbs 
if nothing else.

-- Move Set

- Mouth Trap - A blue glow appears below your character then the Fault surfaces 
and wraps its mouth around your character.  It if catches your character then 
he will be sent to a new area and will have to fight the enemies present there 
in order to teleport back to the previous location - sometimes you must 
backtrack a bit.

-- Recommended Strategies

-> Nero

Nero doesn't run into these enemies.

-> Dante

After jumping away from them, use a Pandora Epidemic or Gilgamesh Full House to 
defeat them in one hit.  The first two hits of Gilgamesh's normal combo and a 
Prop followed by the first few hits of a Shredder with Rebellion will finish 
them quickly also.

_______________________                                                  [EN02]
B O S S  E N E M I E S \_______________________________________________________

===============================================================================
                                   BERIAL
===============================================================================

A demon hailing from a cruel circle of the underworld known as the Fire Hell.  
The otherworldly flames that wrap Berial's body prevent him from falling victim 
to magical machinations of others.  However, when those flames are 
extinguished, Berial is at a great deal of risk.

-- Overview of Berial

Berial can be quite the intimidating boss when his massive form first appears 
in front of your character.  His close attacks can be quite tricky to dodge at 
times since the majority of them are slashes.  The best way to dodge Berial's 
attacks is to stand at one side of him and wait for him to perform his turning 
slash.  The turning slash can be dodged by performing a simple roll in the 
direction of the slash.  Make sure not to get too close to his body as he slams 
the ground with his feet however since the fire underneath him can hit your 
character.  It is easy to get him in a pattern of where he will only perform a 
turning slash if you remain at one of his sides and attack him.

Berial's flames must be extinguished through constant attacks in order to 
damage him.  The best way to extinguish him quickly is through an extremely 
powerful attack (Distorted Real Impact or Level 3 Blue Rose charge blasts) or 
constant air slashes (Air Combo or Aerial Rave).  Performing constant air 
attacks can be dangerous however since you will need to watch for his close 
slashes.  All of his slashes can be dodged with a jump or by staying in the air 
next to him but you are constantly falling so that is easier said than done.

Both Nero and Dante can perform an Enemy Step right off his back.  While Enemy 
Stepping, you can hit him in the back with constant air slashes during the 
steps and if you move around as he moves, he will have quite a time reaching 
your character.  Nero can also take advantage of his Hellbound grapple move in 
order to stay in the air constantly while locked on and attacking Berial.

-- Move Set

Horizontal Slash 1 - Berial leans his sword to his right with both hands then 
swings to the left.
Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll.

Horizontal Slash 2 - Berial moves his sword upward then behind him and then 
swings to his right.  There is a slight delay right before this swing.
Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll.

Horizontal Slash 3 - Berial holds his sword with both hand then swings it to 
his right then pauses and swings it back to his left.
Avoidance: For both swings, jump to avoid them or you can dodge it with a well-
timed roll for each swing.  He usually starts performing this toward the end of 
the battle.

One Hand Horizontal Slash - Berial quickly slashes starting from his left.  
This is his quickest slash.
Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll.

Turning Slash - While on either side of Berial, he begins to turn then slashes 
horizontally shortly before moving his blade upward while turning his lower 
half then stomps the ground making flames rise below him on all sides.
Avoidance: Dodge this with a well-timed roll as he slashes or jump to avoid 
this move (only while close to the side he starts from).  It is best to roll 
from this one because jumping can get you hit.  Stay away from his lower body 
also since he stomps the ground and flames appear around his feet.

Flame Summon - Berial growls then surrounds his body with flames once again.  
He will do this after his flames have been extinguished and sometimes when his 
flames have been weakened.
Avoidance: Stay away from him.  His flames surrounding his body can hit for a 
few brief seconds when he ignites.

Flame Eruption - Berial's midsection begins to glow as he charges then 
unleashes a fire explosion everywhere around him.
Avoidance: Run away from him and keep your distance.

Lava Pillars - Berial charges his right hand and sends fire into the ground 
then four lava pillars rise in sequence below your character.
Avoidance: Run and maybe roll or jump from the last one or two to escape any 
move he may perform during this attack.

Beast Uppercut - Berial uppercuts with his right hand.
Avoidance: Don't jump near his right side (your left) toward the end of the 
battle.  He only performs this attack when your character jumps toward his 
right side.

Long Distance Attacks:

Jumping Overhead - Berial crouches and leans his sword to his right for a 
second then lunges forward with an overhead strike.
Avoidance: Roll to the side.  It is possible to escape this by running but make 
sure that you are not directly in front of him, otherwise roll.

Burning Ram - Berial's horns light up as he surrounds his body with attacks. 
Berial quickly lunges in his burning state.
Avoidance: Perform a well-timed roll as he lunges or run to the side.  This 
move can be dodged by jumping and air hiking as well.

-- Recommended Strategies

-> Nero

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Head Smash      | Jump and grab Berial's head with a Buster after his       |
|                 | flames extinguish to drive his head into the ground.      |
|-----------------------------------------------------------------------------|
| Air Punch       | Grab Berial's front half with a Buster when his flames    |
|                 | extinguish.  This can be done right after the Head Smash. |
|-----------------------------------------------------------------------------|
| Interrupt/Block | Berial's sword attacks can be interrupted at any time     |
|                 | by performing a Buster anywhere on his body.  He will     |
|                 | counter the grab with a stomp, so be ready to roll out of |
|                 | the way of this follow-up attack.  His burning ram can be |
|                 | interrupted if timed correctly and you won't even have to |
|                 | dodge since he will be so far from your character when he |
|                 | counters.                                                 |
+-----------------------------------------------------------------------------+

A level 3 charge blast can be used from a distance to wear him down without the 
need of getting close to him.

Use constant Devil Triggered slashes from up close to extinguish his flame 
shield.  Use air slashes or ground slashes.  Make sure that you have practices 
rolling through his attacks if you choose to attack with ground slashes.

When his flames are extinguished, jump and Buster his head then Buster his head 
while on the ground after the first Buster grab.  Devil Trigger before both 
Busters and fill him full of Summoned Swords by tapping X.

Use Hellbounds (grapples) to get in the back of his torso then slash at him.
His Turning Slash is one of the most predictable and easy to dodge attacks in 
his arsenal, so watch for it and roll when he does it - he will always use this 
to turn.

Perform Enemy Steps off his back and hit him from behind with air slashes.

If you have Showdown, extinguish his flames through constant Roulette Spins 
then Devil Trigger and jump into the air then perform a Buster on him while 
pumping him full of Summoned Swords.  Right after the Buster, jump toward him 
then charge a Showdown and unleash it on him while you begin to charge a charge 
shot with Blue Rose.  After the Showdown, while still Devil Triggered, Buster 
him on the ground then shoot a level 3 charge blast at him when he lands in the 
background.

-> Dante

Distorted Real Impacts will extinguish his flames extremely quickly if you can 
get them off without him interrupting them with an attack.  The best time to 
get off a Real Impact is at the beginning of the battle.  Run directly up to 
his front side then perform the Real Impact while he walks.

Use Lucifer's Pin-Up from the side of Berial to inflict some major damage.  
Devil Trigger and use Pin-Up for the best results.

His turning slash is the easiest close attack to roll through so stay close to 
either of his sides while hitting him with melee attacks and prepare to dodge 
his blade as he turns around.  It is risky to perform a Real Impact from his 
side since he might step away so stick with Pin-Up from the side.

Besides the other melee attacks, you can perform Enemy Steps off his back and 
hit him from behind with air slashes from Rebellion.  Jumping Aerial Raves 
mixed with Aerial Rave V's (Dark Slayer) can extinguish his flames rather 
quickly.  Jump next to him and perform an Aerial Rave then quickly switch to 
Dark Slayer and perform the Aerial Rave V.  Try to switch back to Swordmaster 
to perform another Aerial Rave while falling.

Pandora's Revenge can be used from a distance to take off some fair damage.  
This will also knock him out of most moves that he tries to perform.  It is 
easier to hit him with Pandora's Revenge at the beginning of the battle since 
he is less enraged.

Once the Disaster Gauge of Pandora is filled enough, jump into the air and 
perform an Argument then launch several missiles at Berial to damage him badly.

===============================================================================
                                    BAEL
===============================================================================

A family of demons that resemble toads.  They use a gas to conceal their bodies 
and sensual bait to lure prey which they swallow up.

These demons are not used to direct combat, and their huge tongues are a 
particularly weak spot.

-- Overview of Bael

There are two phases of the Bael battle.  You will need to fight him at times 
and then your character will be forced to fight his Rusalka lures.  When 
fighting Bael, focus on slashing his back ice pillars on his back and this will 
eventually stun him.  With Nero, you will want to Devil Trigger often while 
slashing the ice pillars and with Dante, you will not really want to focus on 
the ice pillars since his ground attacks can take off some tremendous damage.

Once he sends his Rusalkas out to attack, wait for them to perform an attack 
then get far away and perform an attack of your own to counter this.  Nero can 
easily snatch and Buster a Rusalka that performs a lunging grab and Dante can 
simply stand back and perform constant Drives followed by Over Drives to both 
Rusalka at nearly any time.  Damage his Rusalkas enough and Bael will 
eventually come back out of hiding.

-- Move Set

Lunging Bite - Bael lunges forward with his mouth open in an attempt to swallow 
your character.
Avoidance: Roll to the side or jump.

Ice Shockwave - Bael's stomach expands then he breathes out a shockwave of ice 
directly in front of him.
Avoidance: Roll to the side, jump, or run.

Ice Shower - Bael shakes his back and fires ice pellets up into the air that 
rain down near your character.
Avoidance: Run to the side or roll to the side.

Blend - Bael's stomach expands then he breathes out a gas that allows him to 
blend into the environment.  The Rusalkas will attack after he blends.
Avoidance: N/A

Crush - Bael leaps into the air and attempts to land on your character.  His 
shadow will appear over the character.
Avoidance: Roll or run out of his falling path.

Bael's Move List (red)

Full Body Freeze - Bael freezes himself and waits for your character to get in 
front of him so he can quickly lunge and swallow the character.
Avoidance: Don't stand in front of him.

Feeler Slap - Bael's feelers glow as he moves them to his right then slaps them 
in front of him.
Avoidance: Roll the split second he slaps, jump, or stay away from him.

Feeler Smash - Bael's feelers quickly glow then he smashes them against the 
ground in front of him.
Avoidance: Roll the split second he smashes or stay away from him.

Rusalkas' Move List:

Freeze - A Rusalka hovers forward with her tentacles outward.  She freezes your 
character and Bael jumps out to swallow him if the attack connects.
Avoidance: Jump, roll, or run away from it.

Tentacle Blade - A Rusalka forms a blade with one of her tentacles then 
performs an upward slash.
Avoidance: Jump, roll, or move away.

Blade Spin - A Rusalka turns two tentacles to blades then spins with the blades 
outstretched towards your character.
Avoidance: Jump, roll, or move away.

Upward Blade Spin - A Rusalka spins two tentacle blades then moves upwards into 
the air and comes down again while still spinning.
Avoidance: Move away from it.

Ice Pellets - While remaining invisible, Bael fires down a group of ice pellets 
near a Rusalka.
Avoidance: Roll or move away from the Rusalka as the ice pellets begin to fall.

-- Recommended Strategies

-> Nero

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Inside Slashes  | When Bael is stunned with his tongue hanging out, Buster  |
|                 | his tongue and Nero will jump into his mouth and slash at |
|                 | him from inside.  Slash at his back icicles to stun him.  |
|-----------------------------------------------------------------------------|
| Rusalka Tug     | When a Rusalka is lying on the ground stunned (while      |
|                 | fighting both of them), grab her with a Buster and Nero   |
|                 | will pull Bael out of hiding.                             |
+-----------------------------------------------------------------------------+

Slash at the icicles on his back to stun him.  Slash at him while Devil 
Triggered to stun him quicker.

Buster his tongue while he is stunned - Devil Trigger then use Summoned Swords 
during the Buster.

Blast Dagon with a level 3 charge blast as he blends into the background.

Slash at the Rusalka then Buster one when it is stunned to pull Dagon out of 
hiding.

Fire a level 3 charge blast at a Rusalka that tries to lunge at Nero with a 
freeze lunge or snatch it at that time and perform a Buster.

If he freezes, don't stand in front of him since he will lunge at Nero with his 
mouth open.

Use the Rusalka trap method:

Snatch a Rusalka when it performs a freezing lunge, Buster it, shoot it with a 
level 3 charge blast, hit it with one single slash to stun it.  While it is 
stunned, don't Buster it on the ground to pull Bael out of hiding, instead jump 
in the air and perform another snatch followed by an air Buster then shoot it 
with a level 3 charge blast again followed by a slash.  Nero can continue this 
trap until Bael eventually appears again.

-> Dante

Both Lucifer's Pin-Up and Real Impact will completely annihilate Bael from up 
close.  Devil Trigger or Distort the move for some incredible damage.

Jumping Aerial Raves mixed with Aerial Rave V's (Dark Slayer) can destroy his 
ice pillars rather quickly.  Jump next to him and perform an Aerial Rave then 
quickly switch to  while falling.

Since Bael is so big, Coyote-A blasts damage him more than normal since the 
entire spread of gunfire hits him.

When Bael is stunned (with his tongue hanging out), stand in front of him 
(facing his tongue) and perform three Pin-Ups with Lucifer then quickly switch 
to Gilgamesh and perform a Distorted Real Impact - don't perform an Ecstasy.  
Shortly following the Distorted Real Impact, Bael will get up and still have 
the swords stuck in him but when they detonate, he should get stunned once 
again.  Rinse and repeat to trap him if he can actually be stunned multiple 
times without defeating him first.

===============================================================================
                                    DAGON
===============================================================================

A demon much like a Bael, adaptation has caused it (to) evolve a different body 
color.  This proves to be the only difference between the two, including the 
particularly weak tongue.

-- Overview of Dagon

See Bael.

-- Move Set

See Bael.

-- Recommended Strategies

-> Nero

See Bael.

-> Dante

See Bael.

===============================================================================
                                   ECHIDNA
===============================================================================

Master of a forest home to many demonic mysteries, Echidna scatters its seeds 
to act as hosts for further demons.  She aims to create a world where demons 
prosper through her plant-like progeny.  Appearing to be a dragon, Echidna 
takes the shape of a woman wrapped in petals.

-- Overview of Echidna

Echidna has many different positions that she will attack from and just about 
each one requires a different strategy to hit her.  She will dive at your 
character from the background, stand propped up on her tail, burrow into the 
ground, and spread her tentacles over the area and expose her egg sac.

Aerial slashes are the best way to hit her while she is standing over your 
character.  While she is burrowed in the ground, ground attacks will work fine 
but you will need to watch for her attacks and tentacle attacks from around 
her.  While she dives toward your character in the background she can be hit 
with any type of gun blast.  A heavy blast will sometimes knock her right out 
of a dive and cause her to land.

-- Move Set

While propped up on her tail:

Tail Slap - Echidna quickly slaps her tail across the area in front of her 
starting from her right.  Watch for her tail to move in the back of her as she 
whips her tail around to her front.
Avoidance: Roll toward her tail (to the left) or jump.

Hair Slap - Echidna starts from her left then slaps her hair tentacles to the 
right then to the left while looking down.
Avoidance: Roll toward each appendage slap (right then left), Air Hike above 
her and fire Blue Rose or Air Hike backwards then fire Blue Rose.

Burrowing Stance:

Burrow - Echidna stands straight up on her tail and burrows into the ground 
then opens her snake mouth to reveal her body.  The petal-like side of the 
viper mouth can hit your character when she falls into the ground from above.
Avoidance: Back up and stay away from her snake body.

Ground Tentacles - While burrowed, Echidna sends tentacles through the ground 
and makes them surface and smash whatever is front of them.
Avoidance: Roll or run.

Tentacle Stab - Echidna waves her arms and tentacles shoot out of the ground 
below your character.  Watch for the holes to appear below your character.
Avoidance: Roll or run.

Force Blast - Echidna holds up both arms and sends out a small force blast all 
around her.  This doesn't damage but it will stun your character if it hits.
Avoidance: Jump.

Hair Slap - Echidna leans her head back then slaps to her right then to her 
left with her hair appendages.
Avoidance: Roll toward each appendage slap (right then left) or jump and fire 
Blue Rose.

Burrow Escape - Echidna's petal-like appendages (viper head) begin to shake as 
she quickly unearths her entire body.  The petal pieces will hit if your 
character is anywhere near them.
Avoidance: Target her when her petal-like appendages shake then jump directly 
backwards.

Various Other Attacks from her flying state:

Egg Laying Stance - Echidna opens her snake body up around the area to stand on 
her appendages.  She begins to lay Chimera Eggs from her egg sac below the 
bottom section of her body.  The eggs will hatch into Chimera Seeds.
Avoidance: Roll to avoid the appendages or move in between them.

Biting Lunge - Echidna quickly lunges toward your character and tries to bite 
him with her viper head.
Avoidance: Perform a well-timed roll to either side as the viper head 
approaches.  A level 3 charge blast or Epidemic shot will cancel this move.

Ram - While retreating from her propped up position, her snake body coils to 
the side and the viper head closes and remains still for a brief second then 
suddenly darts straight ahead.  While she is glowing, she locks on to your 
character's current location.
Avoidance: Move away from her viper head or roll as she begins to move.  While 
she is glowing, your character will have to roll.

Seed Shots - While her body glows, seeds form on her snake body throughout the 
rest of the battle.  Echidna shoots these seeds in waves whenever she attacks 
or moves by your character.  Watch for her body to glow then watch for the 
seeds on her snake body then prepare to dodge as the seeds shoot toward your 
character.
Avoidance: Move, roll, or jump away from the seed shots.

Punching Lunge - While her body is glowing, Echidna lunges at your character 
with both her arms outstretched.  She will not use the viper head anymore while 
flying around and glowing.  She actually targets your character more often 
while glowing instead of moving by him.
Avoidance: Perform a well-timed roll to either side as she approaches.  Perform 
a Buster to her mouth before she hits Nero.  A level 3 charge blast will also 
cancel this move.

-- Recommended Strategies

-> Nero

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Impale          | Grab Echidna with a Buster after stunning her with enough |
|                 | attacks.  She will lean over and stagger.                 |
|-----------------------------------------------------------------------------|
| Egg-Sac Pummel  | Grab Echidna's egg sac with a Buster after she opens up   |
|                 | her snake body to reveal the egg sac.  Jump and grab.     |
|-----------------------------------------------------------------------------|
| Riding Impale   | While Echidna dashes in from the background while         |
|                 | glowing, perform a Buster a few moments before she dashes |
|                 | at Nero to make Nero plunge the Red Queen into her and    |
|                 | ride her while damaging her.  Rev up the blade for more   |
|                 | damage.                                                   |
+-----------------------------------------------------------------------------+

Buster her while she is stunned, Buster her egg sac (Roulette Spin a few times 
first), and Buster her while she glows and tries to lunge toward Nero.  Devil 
Trigger and shoot Summoned Swords and also Rev up the blade when Nero plunges 
his Red Queen into her during a Buster animation.

Use Roulette Spins to attack her while in the air.

Use Red Queen Combo C on her while she is in the ground then prepare to jump 
from her hair tentacle slap.  Jump straight into the air while near her and 
fire down at her to avoid her tentacles as they try to slap you from the 
ground.

A level 3 charge blast will stop any of her lunges from the background and 
damage her while she flies in the background.

-> Dante

Lucifer's Pin-Up and Distorted Real Impacts work extremely well while she is 
burrowed into the ground.  I have to recommend Lucifer's Pin-Up here over the 
Real Impact though since the Real Impact will not hit her fully while the Pin-
Up will drown her with energy swords that can be detonated through an Ecstacy 
while she flies in the background.

Aerial Raves mixed with Aerial Rave V's (switch to Dark Slayer in mid-air) are 
some of the best ways to hit her while she is propped up on her tail or 
exposing her egg sac overhead.

A direct hit with Pandora's Epidemic will knock her directly out of her diving 
attacks.  It is best to wait until she flies straight toward your character 
then shoot her with and Epidemic blast.

===============================================================================
                                   AGNUS
===============================================================================

The chief alchemist of the Order of the Sword, Agnus created both the Cutlass 
and Gladius, and is able to control them at will.

-- Overview of Agnus

This boss is not that bad until begin to raise the difficulty of the game.  The 
main foe here is not really Agnus, but his window that he stand on the other 
side of.  The window can only be damaged by tossing a Gladius at it through a 
Buster grab or by shooting it with a charge blast from Blue Rose.

When the floors of the room begin to light up, jump onto the middle platform in 
the center of the room to avoid the electricity that will engulf the 
surrounding floors of the room.  While on this platform, snatch Gladius enemies 
and throw them at the window or unleash a level 3 charge blast on one to 
destroy it.  It is best to target any spinning Gladius enemies and destroy them 
immediately while on this platform.  You can also maintain airtime to avoid the 
electric floor through constant snatching, throwing, air hiking and charge 
blasts.

-- Move Set

Electrified Floor - The floor suddenly lights up a electricity sweeps across 
it.
Avoidance: Jump on top of the middle platform or stay in the air through air 
hikes, snatches or Busters on Gladius enemies, or a level 3 charge blast.

-- Recommended Strategies

-> Nero

Snatch a Gladius then Buster the enemy sword as you target the window to throw 
it toward the window and damage it.

Use level 3 charge blasts from up close to damage the window.

A level 3 charge blast will instantly destroy a Gladius while a level 1 and 2 
charge blast will instantly knock it down.  Keep this in mind while trying to 
avoid their spinning attacks.

Step onto the middle platform whenever the floor electrifies then have a charge 
blast ready for any Gladius that tries to spin toward Nero.

Use a combination of snatches, Busters, air hikes and charge blasts to maintain 
air time during this battle when you can't make it to the middle platform.

On Hell and Hell mode, remember that Nero's Devil Trigger activation will cause 
him to be invincible for a few seconds the moment he activates it - enough time 
to allow an attacking Gladius to spin right through him harmlessly.

-> Dante

N/A

===============================================================================
                                ANGELO AGNUS
===============================================================================

The demon form of Agnus after his Ascension ceremony.  With wing-like organs 
attached, Angelo Agnus can call upon the numerous demons of his pseudo-hell to 
do his bidding, but only at the cost of his health.

-- Overview of Angelo Agnus

Much like he was in his human form, Agnus still relies on the help of his 
creations while battling your character.  There are many times when he is fully 
open to an attack and that is when you should take action to punish him 
greatly.  Constant aggression with powerful attacks is the absolute best way to 
defeat Agnus very quickly with both characters.

The only real move that your character must watch out for is his spinning blade 
attack since this can cause major damage and there is no way to stop it or 
shield your character from it.  Run away whenever he performs this move and 
prepare to perform a well timed jump to dodge the blades at he tosses them 
toward your character.

-- Move Set

Sword Combo - Agnus holds his arm back while laughing as a sword forms then he 
perform an overhead slash followed by an upward slash.  He shouts, "Take this" 
during the final hit.
Avoidance: Roll to avoid each swing or jump away from him.

Energy Siphon - Agnus holds both arms up and shouts, "Your strength will be 
mine" then dashes toward your character with his arm out.  This will drain one 
bar of your health and replenish one bar of his health.
Avoidance: Roll or jump the moment before he grabs Nero or cancel the attack by 
hitting him or tossing a Gladius at him.  Devil Trigger if it grabs Nero to 
instantly cancel it.

Mega Siphon - Agnus moves toward the center of the area while floating as a 
black aura appears around him.  He says, "Time to die".  Eventually a green 
aura will surround the room and he will drain three bars of Nero's life gauge 
to replenish three bars of his own life gauge.
Avoidance: Run up and attack him to cancel this move.  It must be canceled!

Gladius Summon - A portal forms behind Agnus then Gladius swords will spin in 
place outside the portal then eventually fly at your character.
Avoidance: This move can be canceled by attacking him during it.

Cutlass Summon - Agnus hovers in the air as a portal appears behind him.  He 
bows and two Cutlass enemies jump through the portal and dive into the ground. 
The Cutlass will jump out of the ground and perform a tail slice then fall back 
into the ground and disappear.
Avoidance: Keep your distance.

Basilisk Summon - Agnus looks upward and yells "Behold the power" as an energy 
blast around him forms Basilisks.  He will only perform this on Son of Sparda 
mode or greater during Nero's first battle with him.
Avoidance: This move can be cancelled by attacking him during it.

Fireball Launcher - Agnus forms a circle of energy behind him that shoots five 
fireballs at your character.
Avoidance: Run to the side and jump or stand directly underneath the portal to 
have the fireballs fly overhead.

Blade Spin: Agnus forms two Cutlass and places them on each arm then spins 
toward your character.  He will throw both Cutlass at your character at the end 
of the spin.
Avoidance: Move/jump away from him and be prepared to roll or jump from the 
Cutlass as he throws them.

-- Recommended Strategies

-> Nero

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Buster Combo    | When Agnus is stunned while standing, grab him with a     |
|                 | Buster and Nero will perform a series of attacks on him.  |
|-----------------------------------------------------------------------------|
| Sword Throw     | Grab a Gladius with a Buster and Nero will toss it at the |
|                 | targeted enemy.                                           |
|-----------------------------------------------------------------------------|
| Flame Shot      | While playing on a higher difficulty than Devil Hunter,   |
|                 | grab a Basilisk to use it as a fireball cannon in the air |
|                 | or on the ground - the air Buster on these is different   |
|                 | and much better.                                          |
+-----------------------------------------------------------------------------+

Grab Gladius swords and Basilisks then throw/shoot fireballs at him - for 
Basilisks, try to jump in the air, snatch one, then Buster it.

A Devil Trigger will instantly break out of his life siphon grab.

Jump and attack him whenever he rushes toward the middle for his big life 
siphon to cancel it.

Buster him whenever he is stunned.  Devil Trigger before the Buster then fill 
him full of Summoned Swords during the Buster.

Have a level 3 charge blast ready to blast him directly after a Buster while he 
recovers.

Get up underneath the portal to avoid the string of fireballs or just roll away 
from them.

Jump and slash at the Gladius swords when they first form above him to try to 
destroy them right then.

-> Dante

Use Distorted Real Impacts to hit Agnus while he is flying low to the ground 
and attempting to charge one his moves or recovering from a move.

Jump and slash at the Gladius swords with Rebellion when they first form above 
him to try to destroy them right then or you can use this time to perform a 
Real Impact.

Switch to Rebellion and perform constant Aerial Raves whenever he moves toward 
the center of the area in order to perform his big life siphon attack.  You can 
also mix in some Aerial Rave V's with Dark Slayer while performing a Rebellion 
Aerial Rave.

Get up underneath the portal to avoid the string of fireballs or just roll away 
from them.

Dark Slayers' Slash Dimension can be helpful for defeating the grouped Gladius 
and Basilisks enemies during this battle.

===============================================================================
                               ANGELO CREDO
===============================================================================

The demon form of Credo after his Ascension ceremony.  The shield held in his 
left hand is meant to protect the Order and thus exists as a symbol of Credo's 
faith.  The shield is also capable of repelling any sort of attack.

-- Overview of Angelo Credo

Credo is one of the few bosses that does not leave himself open at all times.  
He is more defensive than offensive at the beginning of the battle.  In order 
to truly damage him, his shield must be broken.  Your character can easily 
dodge (roll) to his side as he attacks then take him to the air with a launcher 
and perform a powerful move or air combo to him.

His shield takes damage whenever he blocks and blocking also causes him to 
attack, to which you can respond by dodging the attack and countering, so it is 
good to attack him even though he will block it.  His main offensive move is 
his javelin toss.  Either dodge this by rolling to the side or counter it with 
Nero by perform a Buster on it at the right moment then toss it back at him.

Toward the end of the battle, he will always offer a free hit as he pauses for 
a short break but his last 25% of life is some of the most intense gameplay 
that will experience on high difficulties.  He will combine several waves of 
attack and only pause after the entire combo is fully finished, so be sure to 
take that chance to counter.  Fortunately for Nero, he will still toss javelins 
at this time however.

-- Move Set

From the start of the battle:

Javelin Toss - Credo dashes backwards then takes out a glowing javelin and 
tosses it with his right hand.  He tosses two more javelins with his left hand 
followed by his right hand again.  He will stop if any of them hit your 
character.
Avoidance: Jump or roll the right before they reach your character.  You can 
also run to the side from a far distance.  Use a Buster as it flies toward your 
character to counter this and throw it back.

Sword Combo 1 - While walking toward Nero, Credo readies his sword then 
performs a normal slash, upward slash, downward slash, then ends the 
combination with an overhead slash.
Avoidance: Dodge the first two slashes with a roll then roll from the overhead 
slash.  You can also jump away from him or use a DB snatch to vault over him 
before he starts slashing.  This move can also be interrupted with a well-timed 
slash to counter his first slash.

Sword Combo 2 - While walking toward Nero, Credo leans back then performs two 
quick flashes followed by an overhead slash.
Avoidance: DB snatch him to vault over him or jump away from him.  This move 
can be interrupted with a well-timed slash to counter his first slash.

Counter 1 - After blocking an attack, Credo unleashes a rising slash into the 
air then performs a falling overhead slash.
Avoidance: Roll to the side to avoid each slash - one roll for the rising slash 
then another for the falling overhead slash.

Counter 2 - After blocking an attack, Credo hovers slightly above the floor 
then slashes, sending an energy wave to the ground in front of him.
Avoidance: Roll right as Credo slashes or jump before he slashes.

Attacks when near death:

Sword Spiral - Swords appear all around your character.  The swords turn inward 
and fly toward your character in groups of two at a time.
Avoidance: Slash them all by turning different ways while performing a combo or 
jump, Air Hike, then roll when your character hits the ground.

Light Swords - While hovering, Credo forms a vertical row of swords and shoots 
them toward your character then he forms a horizontal row of the swords and 
then shoots those.
Avoidance: Run and jump to the side.

Custom Combo 1 - Credo flies forward while in the air and slashes as an energy 
wave hits the ground.  He speeds toward your characters and performs an 
uppercut slash followed by a downward slash.
Avoidance: Jump then roll from the uppercut slash and the downward slash.

Custom Combo 2 - Credo dashes forward and performs three slashes, an uppercut 
slash that sends him into the air, an energy wave in the air, then flies 
downward and points his sword and dashes at your character with a thrust.
Avoidance: Roll from the first slash and keep moving to the side you roll from, 
jump to avoid the energy wave, then roll or jump to avoid the thrust.

Energy Wave Combo - Credo flies toward your character and slashes to make an 
energy wave.  He quickly flies into the air and performs another energy wave 
slash then flies back to the ground to perform one more energy wave slash.
Avoidance: It is possible to roll from all three slashes with good timing but 
it is easier to jump to avoid them individually.

-- Recommended Strategies

-> Nero

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Normal Grab     | Grab Credo with a Buster after dodging one of his series  |
|                 | of attacks.                                               |
|-----------------------------------------------------------------------------|
| Beatdown        | Grab Credo with a Buster after stunning him from          |
|                 | continuous hits that break his shield.  He will stagger.  |
|-----------------------------------------------------------------------------|
| Javelin Counter | While Credo tosses javelins at Nero, grab a javelin with  |
|                 | a Buster by pressing the B button while it flies at Nero  |
|                 | (not the instant before it hits, but a bit before that    |
|                 | time) then aim at Credo before Nero tosses it back to     |
|                 | impale Credo.                                             |
+-----------------------------------------------------------------------------+

Unleash constant level 3 charge blasts with Blue Rose.  The damage is decent 
and this will put a constant hurt on him throughout the battle.

Wait for him to attack or attack him then dodge his slashes and perform a High 
Roller to bring him into the air then Buster him after a few slashes to damage 
him and his shield.

Whenever both of your swords clang, dodge to the side then counter him as he 
tries to slash.

Learn the timing for grabbing his javelin with a Buster (the Devil Bringer must 
rise as the javelin is about to hit Nero) then aim carefully and toss the 
javelin back.  Just because the javelin was caught doesn't guarantee a hit 
since you need some slight aiming to throw it back.  He will be stunned and 
left wide open to your attacks at that time.

While he is in his last 25% of life, perform a Shuffle the moment that he 
dashes toward Nero and this has a high tendency to knock him out of his attack.

-> Dante

Credo may only be fought in Bloody Palace mode with Dante and I have not made 
it up this far with him.

I'd imagine that a High Time (don't follow him into the air) or a Kick 13 (if 
this will all hit him) followed by a Real Impact would damage him quite badly 
but I can't say since I have never had the opportunity to try.

===============================================================================
                                THE SAVIOR
===============================================================================

The most powerful demon brought forth by the Order of the Sword.  Its exterior, 
oft-mistaken to be a god, holds a millennia of demonic matter and spirit melded 
together.  With the blood of Sparda and his ancient sword, it will be possible 
to control the Savior for the first time.

-- Overview of The Savior

In order to actually start the boss fight with the Savior, Dante must stun him 
through the use of the cannons or laser beams found around the floating 
platforms then break each of his blue stones on his body through the use of a 
Pandora Epidemic, Hatred, Ebony and Ivory gunfire, or Coyote A blasts.  Once he 
fires his big laser, Dante must still move a few platforms away by hopping on 
the blue seals in order to trigger the cutscene that will begin the actual boss 
fight.

The actual boss fight will still have Dante hopping from platform to platform 
to avoid the Savior's moves.  He must be stunned by hitting from a distance.  
Once he is stunned then use the nearby blue seal to leap toward him and hammer 
away at his chest blue stone.

-- Move Set

Shoulder and Smash - The Savior charges then slams his right shoulder onto the 
platform then moves back and slams his left hand onto the platform and keeps it 
there for a few seconds.  He will sometimes perform only one of these attacks 
instead of both in a sequence.
Avoidance: Run to the side (Speed), jump, or roll from each hit.

Blue Fireballs - The Savior holds up his left hand as his hand glows blue then 
sends out four energy spheres toward your character.
Avoidance: Shoot the energy spheres, jump, or roll.

Red Fireballs - The Savior holds both of his hands together and creates a 
portal then four red fireballs shoot from it in sequence.
Avoidance: Run to the side (Speed), jump, or roll.

Foot Swipe - The Savior holds up both knees as he begins to turn around then 
kicks toward the platform that Dante is on.
Avoidance: Jump as the leg passes by or roll as it moves by.

Overhead Kick - The Savior holds up his left leg then plunges it into the 
current pillar to break it.
Avoidance: Jump whenever his leg hits the platform.

Hand Smash - The Savior dashes backward and holds out an arm then quickly 
dashes forward with a smash that will break the current platform.
Avoidance: Jump whenever his hand hits the platform.

Hand Swipe - While up on his arm, the Savior holds back his other arm then 
swipes it at your character.
Avoidance: Jump as the arm goes by or perform a well-timed roll.

Chest Laser - The Savior charges a laser in front of his torso then fires it at 
the current platform in front of him.
Avoidance: Run and bounce to another platform via the blue emblems.

-- Recommended Strategies

-> Nero

N/A

-> Dante

Use Epidemic, Hatred, Ebony & Ivory, or Coyote-A gunfire to destroy his blue 
stones after stunning him with a cannon or a laser.

Once the actual boss fight begins jump one platform away from him as he fires 
his chest laser then wait for him to move toward your current platform.  While 
he rises, fill him full of energy swords with Lucifer's Pin-Up or perform some 
Real Impacts.  He will expose his chest blue stone from up close as well so 
Devil Trigger at that time to really pile on the damage.  None of this will 
have any effect on stunning him however, but it sure as hell can get you a good 
start on damaging him.

Hit him from a distance with Drives and Over Drives.  The energy waves can 
actually cancel his moves if timed well.

On lower difficulties, Revenge and work well for stunning him.

While jumping in between platforms stop to shoot him with Ebony & Ivory gunfire 
while switched over to Gunslinger style and this will help to damage him a bit.

When he is finally stunned, use the blue seal to leap over to him and hit his 
chest blue stone with Devil Trigged Lucifer Pin-Ups or Real Impacts.

===============================================================================
                             THE FALSE SAVIOR
===============================================================================

Completely assimilating the body of Sanctus, the False Savior may fall short of 
a true god's power; however, its repulsive tenacity means one must not let 
their eyes stray from it for too long.  Bring forth final judgement upon this 
atrocity!

-- Overview of The False Savior

This is Sanctus' last attempt to kill Nero and what a petty attempt it is.  Be 
sure to taunt him a few times while delivering the final blows and get the 
timing down for instantly Bustering his first slam without the need to roll.  
Sanctus is Nero's bitch at this point, treat him as such.

-- Move Set

A slam and a punch from the side, both of these punches can be Bustered before 
they even touch Nero with the proper timing.

-- Recommended Strategies

-> Nero

FINAL BLOW #1
He will start out by yelling at the beginning of the battle, then he will lean 
back his left arm to smash Nero.  Dodge this attack by rolling to either side 
then Buster his hand.  It is possible to Buster his hand as he slams his fist 
down to make this first blow much quicker and it helps to impress your friends.

FINAL BLOW #2
Still not wanting to give it all up, the False Savior will lean back his left 
arm and attempt to punch Nero.  As the left fist comes toward Nero, perform a 
Buster on the fist.  This has to be properly timed or you'll have to go through 
the whole above sequence again.

FINAL BLOW #3
Buster his face when he leans over.  Go ahead and taunt him first since he'll 
give Nero time to perform one - come on make the final Buster look climactic 
and act like a complete showoff in front of your friends!

-> Dante

N/A

===============================================================================
                                  SANCTUS
===============================================================================

The leader of the Order of the Sword and the one behind all of its 
machinations.  Surpassing the bounds of human power via his Ascension ceremony, 
unlike other knights, Sanctus's appearance has changed little.  However he has 
gained incredible demonic power.

-- Overview of Sanctus

Sanctus fights with a shield around him and that shield must be broken through 
constant attacks in order to damage him.  He will still maintain a small shield 
once the larger sphere shield is broken, so you must hit him a few more times 
after breaking his big shield to stun him.

Once he is stunned, he will fall to the ground and be totally helpless.  At 
that time, he is completely open to any attack in Nero's arsenal.

His attacks are mainly projectile based.  Most of his attacks can be dodged by 
stepping to the side or moving away from him.  He leaves himself wide open 
during the move in which he electrifies the floor around him and the move where 
he sends flame currents toward Nero - at this time, jump toward him and hit 
him.

Toward the end of the battle, he will move inside of The Savior statues and The 
Savior will attempt to punch Nero.  At that time, a correctly timed Buster will 
knock away the fist and send Sanctus flying out of The Savior is a stunned 
state, completely open to attack.

-- Move Set

Flame Currents: Sanctus charges his hand with energy then yells "Repent" or 
"You will fail" and throws either one or two currents of fire along the floor 
and toward your character.
Avoidance: Roll to dodge each current or jump.

Electric Shockwave: Sanctus charges both hands then electrifies the section of 
the floor in front of him.
Avoidance: Jump out of the way or roll very quickly out of the electricity.

Probe Dash: One of the probes in front of Sanctus pauses and glows a bright 
orange then dashes toward your character.
Avoidance: Roll or jump out of the way, or just run to the side.

Shield Regenerate: After being knocked down or while his shield is nearly 
broken, Sanctus floats into the air then yells "The Savior is coming" then 
regenerates his shield with a burst of light.
Avoidance: Stay away from him until the bright light fades.

Lightning Bolts: Sanctus holds down his hands while charging and says 
"Resistance is futile" then he holds up his hands and red lightning bolts 
strike all around the area where your character is.
Avoidance: Roll the second that the lightning strikes or jump to the side when 
it is about to strike.

Fireballs: An aura of energy surrounds Sanctus' shield and he shoots three 
fireballs toward your character.
Avoidance: Roll or jump to the side.

Savior Ground Pound: Sanctus flies toward the Savior statue and yells "Behold 
the power of the savior" as he moves into the blue stone on its chest.  The 
Savior statue leans back its right arm then pounds the ground near your 
character.
Avoidance: Roll or jump the second right before the savior's fist hits the 
floor.  This will sometimes stagger Nero but he will not take damage if timed 
well.  This move can also be interrupted with a properly timed Buster right 
before the punch.

-- Recommended Strategies

-> Nero

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Not Interested  | After Sanctus' shield is fully broken and he falls to the |
| in your BS      | floor, run up to him and Buster him or knock him into the |
|                 | air and Buster him there.                                 |
|-----------------------------------------------------------------------------|
| Savior Counter  | When the Savior attempts to punch Nero, quickly Buster    |
|                 | when its arm moves to punch Nero to knock away the hand   |
|                 | and make Sanctus fly out of the Savior statue.            |
+-----------------------------------------------------------------------------+

Use Roulette Spins or Devil Triggered air slashes to quickly get rid of his 
shields - mainly his first sphere shield.

Intentionally wait for him to perform his flame current or electrified floor 
attack then jump toward him and attack him while he is performing the move.

Target the drones on the sides of him and use a Hellbound (grapple) to pull 
Nero toward him in order to keep up with him.  The drones can also be shot to 
stun them in place.

Practice the precise Buster moment for the Savior punch since knowing the 
precise timing is about the only way to hit him when he is low in life on DMD 
mode.

When he is stunned, perform a few slashes (possibly a launcher and level 3 
charge blast) then Buster him.  A level 3 charge blast's second explosion can 
damage him during a Buster.

-> Dante

N/A

===============================================================================
                            SANCTUS DIABOLICA
===============================================================================

The demon form taken by Sanctus after his Ascension ceremony.  The ability to 
resonate with Sparda that the ceremony gave Sanctus is amplified, giving him 
power far beyond that of any normal demon, and warping his body into a hellish 
visage.

-- Overview of Sanctus Diabolica

Sanctus does not change that much from the first battle with him in this 
upgraded form.  He does gain an extra attack in which he will teleport to the 
ground an attempt to hit Nero with the Sparda blade but other than that he 
still uses the same attacks, minus the Savior punch of course.

Once he is almost finished, after his first shield is broken, he will teleport 
to the back of the area and perform a row of blade lunges toward Nero.  At that 
time is best to time a Buster as he rushes toward Nero in order to counter him. 
This is about the only way to hit him when he low in life since he will quickly 
reform his shield after finishing the group of dashes otherwise.

-- Move Set

Flame Currents: Sanctus charges his hand with energy then yells "Repent" or 
"You will fail" and throws either one or two currents of fire along the floor 
and toward your character.
Avoidance: Roll to dodge each current or jump.

Electric Shockwave: Sanctus charges the Sparda sword while holding it downward 
then electrifies the section of the floor in front of him.
Avoidance: Jump out of the way or roll very quickly out of the electricity.

Probe Dash: One of the probes in front of Sanctus pauses and glows a bright 
orange then dashes toward your character.
Avoidance: Roll or jump out of the way, or just run to the side.

Shield Regenerate: After being knocked down or while his shield is nearly 
broken, Sanctus floats into the air then yells "The Savior is coming" then 
regenerates his shield with a burst of light.
Avoidance: Stay away from him until the bright light fades.

Lightening Bolts: Sanctus holds down his hand while charging and says 
"Resistance is futile" then he holds up his hands and red lightning bolts 
strike all around the area where your character is.  This move is much more 
deadly than it was in the last battle.
Avoidance: Jump or move away from him.  The lightning bolts follow Nero so he 
can just run along the ground - while moving away from Sanctus or around him 
(while far away).

Fireballs: An aura of energy surrounds Sanctus' shield and he shoots three 
fireballs toward your character.
Avoidance: Roll or jump to the side.

Sparda Sword Slashes: Sanctus teleports to the ground then performs two slashes 
with the Sparda Blade.
Avoidance: Stay away from him.  Nero can perform a Streak directly into him to 
cancel this move most of the time - try to time it in between slashes.

Probe Assault: Sanctus disappears then probes surround Nero in a circle and 
then collide to hit him.
Avoidance: Wait a bit while on the ground then jump into the air as they 
collide.

Sparda Sword Dashes: While Sanctus is low in life and his sphere shield is 
gone, Sanctus will stand back and charge the Sparda blade then perform a series 
of four dashes toward your character.  He will charge again before the final 
dash.
Avoidance: Roll or jump to avoid each slash.  This move can be Bustered if you 
time the Buster so that it hits Sanctus right before the first dash.

-- Recommended Strategies

-> Nero

+-----------------------------------------------------------------------------+
| BUSTER MOMENTS                                                              |
+-----------------------------------------------------------------------------+
| Still Not       | After Sanctus' shield is fully broken and he falls to the |
| Interested in   | floor, run up to him and Buster him or knock him into the |
| Your BS         | air and Buster him there.                                 |
|-----------------------------------------------------------------------------|
| Sparda Sword    | When Sanctus stands and charges the Sparda blade, run to  |
| Counter         | the opposite end then perform a Buster as he starts to    |
|                 | dash toward Nero with the blade.  Buster the second he    |
|                 | moves after he leans back.  He will perform this attack   |
|                 | when his sphere shield is broken while he is very low in  |
|                 | life.                                                     |
+-----------------------------------------------------------------------------+

Use Roulette Spins or Devil Triggered air slashes to quickly get rid of his 
shields - mainly his first sphere shield.

Intentionally wait for him to perform his flame current or electrified floor 
attack then jump toward him and attack him while he is performing the move.

Target the drones on the sides of him and use a Hellbound (grapple) to pull 
Nero toward him in order to keep up with him.  The drones can also be shot to 
stun them in place.

Practice the precise Buster moment for the Sparda blade lunge since knowing the 
precise timing is about the only way to hit him when he is low in life.

When he is stunned, perform a few slashes (possibly a launcher and level 3 
charge blast) then Buster him.  A level 3 charge blast's second explosion can 
damage him during a Buster.

-> Dante

N/A

===============================================================================
                                  DANTE
===============================================================================

Son of the legendary Sparda, the Devil Hunter known as Dante has become a 
legend in his own right.  With his sword Rebellion and guns known as Ebony & 
Ivory by his side, many demons have come to know Dante's incredible power 
during his long career.

-- Overview of Dante

The battles with Dante start out incredibly easy on lower difficulties but 
Dante can still be hard to tackle without the use of the Buster.  The Buster is 
literally his undoing since he will constantly leave himself open to a snatch 
followed by a mid-air Buster.

On lower difficulties, Dante will simply use Rebellion in each battle and might 
switch styles during the second fight.  On very high difficulties such as Dante 
Must Die, Dante will have access to his full inventory of weapons and is not 
afraid to unleash any move in his available move list.  He will actually 
perform Pandora Revenges, Omens and even Just Releases with Royal Guard style 
on your character at times.  Even with the Buster techniques, Dante can still 
give you one hell of a fight on high difficulties - challenge him on Mission 10 
in Dante Must Die mode to see what I mean.

-- Move Set

(Note: Dante has an extreme and random variety of attacks, so I am not going to 
list them all since knowing them in this case doesn't do you as much good since 
you'll likely only see some of his attacks once per battle.  Basically, just 
look at the move list for Dante and that is what you will have to look out for 
on high difficulties.)

Helmet Breaker: Dante jumps into the air and comes down with an overhead strike 
with Rebellion.
Avoidance: Roll away from underneath Dante.

Rebellion Combo A: Dante performs a three hit slash combo with Rebellion.
Avoidance: Roll or jump away from Dante.  Really you should just stay away from 
him since this move is quite fast.

Stinger: Dante lunges forward with a thrusting stab from Rebellion.
Avoidance: Roll, jump, or run to the side to avoid the thrust.  This move is 
very fast!

Ebony & Ivory Fire: Dante fires his handguns whenever Nero fires his Blue Rose.
Avoidance: Fire Blue Rose.  Dante only performs this if Nero fires the Blue 
Rose and will stop when Nero stops, so it is always avoided.

Ebony & Ivory Rapid Fire: Starting from his right Dante aims with both guns and 
fires rapidly while moving to the left.  This can actually juggle you in the 
air.
Avoidance: Roll to the side or jump.

Shotgun Blast: Dante fires off Coyote-A while jumping.
Avoidance: He usually does this when you jump toward him, so quickly Air Hike 
to avoid the blast.

-- Recommended Strategies

-> Nero

While jumping near Dante, wait for him to perform a move then use a snatch to 
bring him into the air.  When Dante is pulled in the air after a snatch, slash 
him a few times then Buster him or unleash a level 3 charge blast.  On higher 
difficulties he is more likely to escape the Buster, but he cannot escape the 
level 3 charge blast.

Fire off Blue Rose while stepping toward Dante and he will continue to fire 
while Nero steps close to him.  Quickly perform a Buster on him while he tries 
to recover from firing.  This works better on lower difficulties.  On a high 
difficulty, he may start up his Honeycomb Fire, Stinger, fire off a Coyote-A 
blast, or the little ass might just walk toward Nero and allow the shots to hit 
him then roll to the side and counter when you try to Buster him.

Constantly charge a level 3 charge blast and unleash it whenever Dante makes 
any sort of mistake (pauses during an attack) to hit him instantly.  This is 
helpful for when you can't pull him into the air with a snatch.

Whenever he takes out his Pandora briefcase to perform an Omen, BE SURE to 
snatch him or unleash a level 3 charge blast or this move will instantly hit 
Nero.

His sword attacks (even a Stinger) can be countered with Red Queen, but I would 
not recommend trying to do this on higher difficulties.

When he is in Royal Guard style on high difficulties, keep your distance out of 
fear of a Just Release.  A Just Release on Dante Must Die difficulty is 
extremely damaging.  He falls victim to a Buster more easily while in Royal 
Guard style but his Just Release can be so extremely unexpected while Nero 
attacks on a high difficulty.

-> Dante

He can only be fought in stage 101 of Bloody Palace mode while going through 
all floors with Dante.  From what I understand, you will fight a shadow 
version.  I have not fought him myself so I can't offer any tactics here.  If 
you can make it this far with Dante in Bloody Palace then my hat's off to you 
and good luck fellow Devil Slayer.


[BP00]
===============================================================================
    ____   _                    _          ____         _                   
   | __ ) | |  ___    ___    __| | _   _  |  _ \  __ _ | |  __ _   ___  ___ 
   |  _ \ | | / _ \  / _ \  / _` || | | | | |_) |/ _` || | / _` | / __|/ _ \
   | |_) || || (_) || (_) || (_| || |_| | |  __/| (_| || || (_| || (__|  __/
   |____/ |_| \___/  \___/  \__,_| \__, | |_|    \__,_||_| \__,_| \___|\___|
                                   |___/                                    
                     B L O O D Y  P A L A C E  G U I D E
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=- - B L O O D Y  P A L A C E - -=-=-=-=-=-=-=-=-=-=-=-=-
                   This section written by: the_blood_wolf
                          http://tinyurl.com/4e4jz5

             Special thanks to: Shinso_Shikai and butterfly_2689

          This guide may also be found on the GameFAQs PS3 DMC4 board:
  http://boards.gamefaqs.com/gfaqs/genmessage.php?board=928376&topic=41526813
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-- How do I unlock Bloody Palace?

You must complete Devil Hunter mode and Bloody Palace will become available to 
select from the Mission Menu.

-- What is Bloody Palace?

Bloody Palace is a marathon time attack mode in which you battle through 101 
floors to try and clear all of them. You can not use Items or save while doing 
this mode. You will need around three hours of free time in order to have a 
good shot at clearing it.

-- How much time do I have to try and clear it?

You are given two minutes (2:00:00) to clear all 101 floors.

-- Only two minutes?!? How the **** is that even possible?

You are given two minutes to start with, but you can earn more by defeating 
enemies and clearing floors. Depending on your style meter at the time of the 
kill on a enemy a percentage is added to their base amount, that follows this 
pattern.

Base Amount - XX.XX
DEADLY - +10% Base
CARNAGE - +20% Base
BRUTAL - +30% Base
ATOMIC - +40% Base
SMOKIN' - +50% Base
SMOKIN' STYLE - +75% Base
SMOKIN' SICK STYLE - +100% Base

-- Below is a list of enemies and how many seconds they add to your remaining 
   time when you defeat them.

Gladius, Chimera Seeds(*)
Base - 2.00
D - 2.12
C - 2.24
B - 2.36
A - 2.48
S - 3.00
SS - 3.30
SSS - 4.00

Scarecrow (Arm/Leg), Basilisk
Base - 5.00
D -5.30
C - 6.00
B - 6.30
A - 7.00
S - 7.30
SS - 8.45
SSS - 10.00

Frost, Assault, Mephisto, Bianco Angelo(**)
Base - 10.00
D - 11.00
C - 12.00
B - 13.00
A - 14.00
S - 15.00
SS - 17.30
SSS - 20.00

Mega Scarecrow, Cutlass
Base - 15.00
D - 16.30
C - 18.00
B - 19.30
A - 21.00
S - 22.30
SS - 26.15
SSS - 30.00

Alto Angelo, Faust
Base - 20.00 
D - 22.00
C - 24.00
B - 26.00
A - 28.00
S - 30.00
SS - 35.00
SSS - 40.00

Blitz(***)
Base - 30.00
D - 33.00
C - 36.00
B - 39.00
A - 42.00
S - 45.00
SS - 52.30
SSS - 60.00

* - If you use Nero's Buster attack to rip them apart you will get their base 
amount, regardless of style rank.
** - If an Alto Angelo uses them to kamikaze at you, you will get their base 
amount, regardless of style rank.
*** - If Blitz explodes by himself you will get his base amount regardless of 
style rank. You only get what the style rank was on at the time of the kill for 
Blitz. If you break his shield at Atomic, you will get Atomic seconds added on 
and not SSS like it shows since he was "technically" dead at Atomic.

Clearing a floor adds more seconds to your remaining time.
Floors 1 - 19 adds 15 seconds for clearing, and 30 if you received no damage on 
it.
Floors 21 - 39, 41 - 59, 61 - 79, and 81 - 99 adds 10 seconds for clearing, and 
20 if you received no damage on it.
Floors 20, 40, 60, 80, and 100 are boss battle floors. When you enter that 
floor two minutes are added to your remaining time and 30 seconds if you clear 
it, 60 seconds if you took no damage.
Floor 101 adds five minutes to your remaining time when you enter it, 60 
seconds for clearing it, and two minutes if you took no damage.

All in all, you need to get your style meter high, avoid as much damage as you 
can, and defeat enemies quickly in order to survive or last long enough in this 
mode to complete it. 

1 - Scarecrow (Arm) 3
2 - Scarecrow (Leg) 4
3 - Scarecrow (Arm/Leg) 3/3 
4 - Frosts 2
5 - Bianco Angelo 2
6 - Mephistos 3
7 - Gladius 6
8 - Chimera Seeds 9
9 - Chimera Seeds 9, Scarecrow (Arm) 3
10 - Scarecrow (Arm/Leg) 6/6
11 - Assault 2
12 - Mega Scarecrow 2
13 - Assault 2, Bianco Angelo 2
14 - Faust
15 - Bianco Angelo 2, Alto Angelo
16 - Scarecrow (Arm/Leg) 3/3, Mega Scarecrow
17 - Alto Angelo 2
18 - Blitz
19 - Basilisks 4
20 - Berial (Mission 16/19 Fight, No Houses)
21 - Mephistos 2, Frost
22 - Frost 2, Faust
23 - Frost 2, Assault 3
24 - Assaults 3, Basilisks 4
25 - Assaults 3, Blitz
26 - Basilisks 4, Blitz
27 - Bianco Angelo 2, Frost 2
28 - Gladius 8, Assaults 2
29 - Gladius 6, Blitz
30 - Frosts 4, Assaults 6, Blitz
31 - Chimera Seeds 7, Mephistos 3
32 - Scarecrow (Arm) 3, Faust
33 - Mephistos 2, Mega Scarecrow
34 - Mephistos 6
35 - Mephistos 3, Frost
36 - Scarecrow (Leg) 2, Faust
37 - Assaults 3, Mephistos 2
38 - Mephistos 2, Blitz
39 - Chimera Seeds 9, Faust
40 - Bael

Enemies Turn to Son of Sparda Movements and Difficulty
41 - Chimera Seeds 10
42 - Chimera Seeds 4, Scarecrow (Leg)2, Chimera-Scarecrow 3
43 - Chimera-Assault 4
44 - Chimera Seeds 6, Gladius 6
45 - Chimera-Assaults 2, Blitz
46 - Chimera Seeds 4, Basilisks 2
47 - Bianco Angelo 2, Alto Angelo, Chimera Seeds 5
48 - Scarecrow (Leg), Chimera Seeds 6
49 - Chimera-Assaults 3, Faust
50 - Scarecrow (Arm/Leg) 3/3, Assaults 6, Chimera Seeds 15
51 - Scarecrow (Arm) 6
52 - Scarecrow (Leg) 3, Gladius 9
53 - Mega Scarecrow 3, Frost 2
54 - Scarecrow (Arm/Leg) 2/3, Alto Angelo
55 - Mega Scarecrow, Faust
56 - Alto Angelo 2, Mega Scarecrow
57 - Scarecrow (Arm/Leg) 2/2, Mephistos 3
58 - Basilisks 5, Mega Scarecrow
59 - Chimera Seeds 4, Chimera-Scarecrow 2, Mega Scarecrow
60 - Echidna
61 - Bianco Angelo 4
62 - Bianco Angelo 3, Cutlass 2
63 - Bianco Angelo 2, Blitz
64 - Bianco Angelo, Gladius 6
65 - Bianco Angelo 7, Alto Angelo
66 - Alto Angelo, Basilisks 4
67 - Alto Angelo 2, Blitz
68 - Bianco Angelo 2, Scarecrow (Arm) 6
69 - Frost 2, Alto Angelo
70 - Alto Angelo 2, Bianco Angelo 7
71 - Gladius 17
72 - Gladius 10, Mega Scarecrow
73 - Gladius 9, Frost
74 - Basilisk 4, Cutlass 2
75 - Cutlass 3, Alto Angelo
76 - Cutlass 4, Gladius 9
77 - Basilisk 10
78 - Basilisk 4, Frost 2
79 - Basilisk 2, Cutlass 2, Gladius 4
80 - Credo

Enemies Become Dante Must Die Difficulty and Devil Trigger!
81 - Scarecrow (Arm/Leg) 3/2, Mega Scarecrow
82 - Mephistos 4, Frost
83 - Frosts 4
84 - Chimera-Scarecrow 2, Chimera-Assaults 2, Chimera Seeds 12
85 - Blitz 2, Chimera Seeds 3
86 - Alto Angelo, Bianco Angelo 2
87 - Gladius 9, Basilisk 4
88 - Cutlass 3, Bianco Angelo 2
89 - Mega Scarecrow 3, Blitz
90 - Mega Scarecrow 3, Scarecrow (Arm/Leg) 14/14, Chimera Seeds 3
91 - Fausts 3
92 - Alto Angelo 3, Bianco Angelo 4
93 - Assault 8
94 - Chimera-Scarecrow 3, Chimera Seeds 6, Bianco Angelo 2
95 - Basilisk 4, Chimera Seeds 4
96 - Gladius 8, Cutlass 3, Bianco Angelo 3
97 - Mephistos, Mega Scarecrow 3
98 - Chimera-Scarecrow 2, Chimera-Assault 2, Chimera Seeds 3
99 - Alto Angelo 2, Bianco Angelo 40
100 - Angelo Agnus
101 - Dante 

-- Some Tips in dealing with Lesser Demons (These are for Nero)

Scarecrows - They have a tendency to attack when you don't expect it, but are 
easily dealt with. Streak and Charge Shot level 3 to hit hordes of them for an 
easy time. If you are up against a horde of them run away and snatch them to 
grab a group of them to hit with Red Queen and repeat.

Assaults - These guys are fast and very mobile, so keeping them grouped 
together are helpful for killing all of them at once. EX3 Streak and Double 
Downs work great against them. Throwing in Charge Shot Level 3's and activating 
Devil Trigger to break their shields is helpful for destroying their defenses 
and killing them before they can Devil Trigger.

Frost - These guys can get annoying due to the fact that they like to not get 
stunned and counter attack. Charge Shot level 3's work great against them, and 
keeps one busy while you attack the other. EX3's really are the best things to 
stun them. Using High Roller is good to keep them off their feet so they are 
unable to counter attack.

Basilisks - The best way to handle them when there's more than one, is just 
attacking one, while keeping the camera off the others. Without them in view of 
the camera they don't attack (This goes for any enemy).

Gladius - The only advantage these guys have are that they attack when you're 
mid combo. Just dodge, or use Devil Trigger activation to avoid damage. You can 
Charge Shot level 3 to kill one instantly.

Blitz - Dodge him when he's flying around and use Charge Shots till his shield 
is down, then Devil Trigger, Buster him, Streak right after the buster ends, 
Buster him again, Streak again, and then Buster him again, if you were charging 
a shot up fire that after the third buster and swing Red Queen awhile and when 
he is changing into his red form fire one more charge shot to kill him. 

Bianco Angelos - Not much to say here. Just keep attacking them from behind. If 
you have the chance to not be attacked by the other then use buster.

Mega Scarecrows - Same as scarecrows pretty much. Just make sure to avoid their 
blade after killing one.

Mephistos - These guys are fairly easy. They're only troubling when one attacks 
while you're fighting the others. Their finger jab move is the easiest to 
predict, (They circle you, their eyes glow, and they then make a high pitched 
noise). They only take 3 snatches, and 1 buster to eliminate their cloak. Using 
Charge Shot's also help destroy their cloak and cause a little damage in the 
process.

Fausts - They're just a little tougher than a Mephisto. It takes longer to 
eliminate their cloak. Their attacks are just a little different from a 
Mephisto and harder to predict. Just keep an eye out for them to show their red 
fingers, that's when they will be attacking. They will also surround you in 
what can pretty much be called summoned swords. It's very easy to avoid this.

Alto Angelos - Really, these guys are just a little tougher than a Bianco. It 
takes a little more to stun them, so be careful attacking their front while 
they're preparing an attack. If they keep flying away, then just shoot them 
down with a Charge Shot, or use grim grip to get closer and attack them with 
Aerial Rave. When attacking them and they put up their shield Buster it, it 
should severely weaken their shield, after three Busters their shield should 
break leaving them wide open for attacks.

Cutlass - Just wait for one to launch out of the ground and drop it with a 
Charge Shot or lock-on when their swimming and fire a Charge Shot level 3 to 
knock them out of the ground. Either keep the other Cutlass out of view of the 
camera as best as you can, or just keep an eye on them so you'll know when to 
dodge their launches out of the floor.

Chimera-Scarecrow and Assault - Just fight cautiously against the infected 
Scarecrow and Assault units. Charge Shot level 3 eliminates the blades from 
attacking once they come out. Maximum Bet is useful here for attacking them 
with needing to be close. It does a decent amount of damage and has a good 
range against multiple enemies.

Chimera Seeds - You can Snatch and Buster them to instantly kill them or just 
attack normally.

I don't list bosses because you need to find your own way of dealing with them, 
since there are a lot of things you can do to fight one and you should get your 
own style and tactics for them by using what you read in other posts and 
fighting them yourself.

I would recommend using Nero first to complete Bloody Palace for two reasons:
1) He has the perfect training spots. (Mission 19 for bosses)
2) The Devil Bringer can kill some enemies easily. (Blitz, Gladius, Chimera 
Seeds)

I would like to thank Shinso_Shikai for giving me his enemy notes so I wouldn't 
have to do that much more work.

Lastly butterfly_2689 for helping me double check the enemy floor by floor 
count and making sure they were accurate.

[UN00]
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                    |_____\/_/\_\ \__||__\  \__,_||___/
                   U N L O C K A B L E S  &  E X T R A S
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - E X T R A S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section highlights all the secrets that may be found in the main game of 
Devil May Cry 4.  Unlockable outfits, difficulties, achievements, - it's all 
here.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=====================================
Extra Ending Cutscene - "Epilogue 02"
=====================================

Once the credits start to roll, protect Kyrie from the Scarecrows in the Opera 
House Plaza for 1 minute and 30 seconds.  Use Streaks and Blue Rose Charge 
Blasts to knock them back when they move too close.  Don't Exceed, don't 
Buster.  Nero can Devil Trigger, but you don't really need it.

An extra cutscene will play after the final cutscene and it will be added to 
the story theater as "Epilogue 02".

=============
Bloody Palace
=============

Beat all the missions of Devil Hunter mode and this mode will be selectable 
from the mission menu.

Bloody Palace is a 101 stage survival mode where either Nero or Dante can be 
chosen to face off against an onslaught of enemies per level with a boss on 
each twentieth stage.  There is a boss on Stage 101 also!

==========
Super Nero
==========

Beat the game on Dante Must Die mode and Super Nero will be selectable from the 
character select screen before Nero missions and Bloody Palace.

Super Nero has infinite Devil Trigger power but cannot regain health while 
Devil Triggered.

===========
Super Dante
===========

Beat the game on Dante Must Die mode and Super Dante will be selectable from 
the character select screen before Dante missions and Bloody Palace.

Super Dante has infinite Devil Trigger power but cannot regain health while 
Devil Triggered.

=======================
Unlockable Difficulties
=======================

-- Son of Sparda Mode                    -- Heaven or Hell mode

Beat Devil Hunter mode                   Beat Son of Sparda mode

-- Dante Must Die                        -- Hell and Hell mode

Beat Son of Sparda mode                  Beat Dante Must Die mode

-> Descriptions:

- Son of Sparda is a slightly harder mode than Devil Hunter.

- Dante Must Die is a harder mode than Son of Sparda where all normal enemies 
  can actually Devil Trigger if they are not beaten within a few seconds, this 
  will give them a super armor and make them twice as deadly.

- In Heaven or Hell mode, all enemies and the player will die within one hit.

- In Hell and Hell mode, the player dies in one hit while the enemies remain at 
  Son of Sparda health and difficulty.  That's right, you die in one hit and 
  they die in several hits.

====================
Game Clear Bonus Art
====================

-- The Two Heroes                        -- Demon Invasion

Beat Human mode                          Beat Dante Must Die mode
http://tinyurl.com/3d8da8                http://tinyurl.com/2v2qtt

-- The Cast                              -- The Ladies of Devil May Cry

Beat Devil Hunter mode                   Beat Heaven or Hell mode
http://tinyurl.com/2s9nqv                http://tinyurl.com/3ylegw

-- The Demons                            -- Light from the Demon Blade

Beat Son of Sparda mode                  Beat Hell or Hell mode
http://tinyurl.com/39mpn5                http://tinyurl.com/2nruar

These bonus arts will randomly take the place of the title menu screen while 
going back to the title menu from the mission menu - they never show upon first 
turning the game on.

All pics taken with permission from Seph's blog:
http://sephirosuy.blogspot.com/2008/02/dmc4-artworks.html

While the alternate images are up on the screen use the following controls to 
view them more fully:

  LT = Quickly move to left -  RT = Quickly move to right
  LB = Slowly move to left  -  RB = Slowly move to left
  Back = Reposition to middle of picture.

* These controls can also be used while viewing the picture under the game 
clear bonus art section.

=========================
Other Gallery Unlockables
=========================

-- History of DMC                        -- Publicity Art

Beat Human or Devil Hunter mode          Beat Son of Sparda mode

-- Character Images

Beat Human or Devil Hunter mode

=====================
Xbox 360 Achievements
=====================

01 - A Comfortable Pace [10]
Clear mission 11 in Human Mode.

02. - Easy Does It [10]
Clear all missions in Human Mode.

03. Half Way There [10]
Clear mission 11 in Devil Hunter Mode.

04 - Done and Done [20]
Clear all missions in Devil Hunter Mode.

05. - A Rock and a Hard Place [10]
Clear mission 11 in Son of Sparda Mode.

06 - Hardly A Simple Task [30]
Clear all missions in Son of Sparda Mode.

07 - Easier Said than Done [10]
Clear mission 11 in Dante Must Die Mode.

08 - All Bow Before You [40]
Clear all missions in Dante Must Die Mode.

09 - Step Into the Light [10]
Clear all missions in Heaven or Hell Mode.

10 - Tonight, We Dine in Hell [10]
Clear all missions in Hell or Hell Mode.

11 - The Best of the Rest [20]
Clear all missions in Human Mode with an S ranking.

12 - A Cut Above [30]
Clear all missions in Devil Hunter Mode with an S ranking.

13 - A Stunning Feat [40]
Clear all missions in Son of Sparda Mode with an S ranking.

14 - Never Say Die [50]
Clear all Missions in Dante Must Die Mode with an S Ranking.

15 - A Thrown of Glory [50]
Clear all Game Modes.

16 - Nothing Left Unsaid
Clear all Secret Missions. [10]

17 - The First Circle [10]
Clear stage 10 of Bloody Palace Mode.

18 - The Second Circle [10]
Clear stage 20 of Bloody Palace Mode.

19 - The Third Circle [10]
Clear stage 30 of Bloody Palace Mode.

20 - The Fourth Circle [10]
Clear stage 40 of Bloody Palace Mode.

21 - The Fifth Circle [10]
Clear stage 50 of Bloody Palace Mode.

22 - The Sixth Circle [10]
Clear stage 60 of Bloody Palace Mode.

23 - The Seventh Circle [10]
Clear stage 70 of Bloody Palace Mode.

24 - The Eighth Circle [10]
Clear stage 80 of Bloody Palace Mode.

25 - The Ninth Circle [10]
Clear stage 90 of Bloody Palace Mode.

26 - Covered In Blood [40]
Clear All Bloody Palace Mode stages.

27 - King of the Palace [50]
Clear All Bloody Palace stages with an S ranking.

28 - Speak of the Devil [20]
Clear the game with Super Nero (Dante).

29 - Smokin'! [10]
Complete a Stylish Rank S (Smokin') combo.

30 - Smokin' Style!! [10]
Complete a Stylish Rank SS (Smokin' Style!!) combo.

31 - Smokin' Sick Style!!! [10]
Complete a Stylish Rank SSS (Smokin' Sick Style!!!) combo.

32 - Simply Spectacular [10]
Complete a mission with an S ranking.

33 - Modus Vivendi [10]
Extend the Vitality Gauge to maximum capacity.

34 - Bat Out of Hell [10]
Extend the Devil Trigger Gauge to maximum capacity.

35 - River of Red [10]
Acquire 10,000 Red Orbs.

36 - Your Cup Runneth Over [20]
Acquire 100,000 Red Orbs.

37 - Red Orb Millionaire [40]
Acquire 1,000,000 Red Orbs.

38 - Filled With Pride [10]
Acquire 10,000 Proud Souls.

39 - Brimming With Pride [20]
Acquire 100,000 Proud Souls.

40 - Pride Millionaire [40]
Acquire 1,000,000 Proud Souls.

41 - Rookie Devil Hunter [10]
Defeat a total of 100 enemies.

42 - Skilled Devil Hunter [30]
Defeat a total of 1,000 enemies.

43 - Legendary Devil Hunter [50]
Defeat a total of 10,000 enemies.

44 - Item Collector [50]
Acquire a maximum number of all items.

45 - Skill Collector - Nero [50]
Acquire all of Nero's skills.

46 - Skill Collector - Dante [50] 
Acquire all of Dante's skills.

===========
Song Lyrics
===========


-- Out of the Darkness

written by: Aubrey Ashburn
    vocals: Ashley Ashburn

Plays during: Prologue
              History of DMC

Listen to my voice
Calling you
Calling you out of darkness
Hear the Devil's cry of sin
Always turn your back on him...

With the wind you go
Still I dream of your spirit, leading you back home
I will give my gifts to you
Grow your garden, watch it bloom

The light in your eye is an angel up high
Fighting to ease the shadow side
Hearts will grow though having to bend
Leaving behind all things in the end

Listen to my voice
Calling you
Calling you out of darkness
Hear the Devil's cry of sin
Always turn your back on him...


-- Shall Never Surrender

written by: Jason "Shyboy" Arnold of Hypnogaja
    vocals: Jason "Shyboy" Arnold of Hypnogaja

Plays during: Ending Credits (full song)
              Nero's battle (beginning lyrics)

The time has come and so have I
I'll laugh last cause you came to die
The damage done~the pain subsides
And I can see the fear clear when I look in your eye.
~
I never kneel and I'll never rest
You can tear the heart from my chest
I'll make you see what I do best,
I'll succeed as you breathe your very last breath.
~
Now I know how the angel fell [just kneel]
I know the tale and I know it too well [just bow]
I'll make you wish you had a soul to sell [soul to sell]
When I strike you down and send you straight to hell
~
My army comes from deep within
Beneath my soul--beneath my skin
As you're ending, I'm about to begin
My strength~His bane~and I will never give in.
~
I'll tell you now I'm the one to survive
You never break my faith or my stride
I'll have you choke on your own demise
I make the angel scream, and the devil cry
~v~
My honored brethren
My honored brethren
~
We come together
We come together
~
To unite as one
To unite as one
~
Against those that are damned
Against those that are damned
~
We show no mercy
We show no mercy
~
For we have none
For we have none
~
Our enemy shall fall
Our enemy shall fall
~
As we apprise
As we apprise
~
To claim our fate
To claim our fate
~
Now and forever
Now and forever
~
We'll be together
We'll be together
~
In love and in hate
In love and in hate
~v~
They will see, we'll fight until eternity
Come with me, we'll stand and fight together
Through our strength, we'll make a better day tomorrow
We shall never surrender.
~
We shall never surrender


-- Sworn Through Swords

written by: Shootie HG
    vocals: Shootie HG of Hostile Groove

Plays during: Berial Boss Fight

Draw your blade
Shall mark this day
You shall pay
When sworn through swords
~
[X2]

My chaos sphere
It rules right here
This is more than war
Bow down or draw your sword

You think you've mastered pain
There are no rules in this game
Cast your ritual taunt
Right before the blood lust hunt

I'll singe the soul, as I burn all
Turning the flesh to soot as I kill them all
Master the blade, it's what you strive for
The bait, the lure
We're sworn through swords

[Give into me] Draw your blade
[Heresy] Shall mark this day
[Brutality] You shall pay
[Face your fears] When sworn through swords
~
[X2]

The more you give, the more I maim
You are spirit, and I am bane
Your truth strikes through, as steel guides true
It's enough for pride, but not enough to survive


-- Lock and Load

written by: Shootie HG
    vocals: Shootie HG of Hostile Groove

Plays during: Dante's battles
              First Dante boss battle
              Second Dante boss battle

Bring the fables from thy tomb
Sporadic doom as knights loom
Does clergy support this passion?
Pure wrath of the winged assassin

A time of fate, your spite sooths
Untold the stories of thy muse

Hour is late as kingdoms unfold
Signs in disarray, you fight in loath

[More], when your
[In the groove], in core
[With the muse], is your
[Light the fold], with torch

Cues of silence spark the mastery
Knights revolt to demonic treachery

Can this seal be broken?
Has our fate awoken?
Who's this antichrist?
Judgement waits on the test of time

Welcome to the thoughts of a coward's disband
Cuz now you're in the shadow of an angel's wingspan

Choose your cradle of filth
Discipline that I've instilled
Turn and face your sacrifice
As I revolve this lead of might

Immune to your parasite, except the hourglass that grains the time
Try to find the antidote, counting down towards the undertow

In my world where only time is feared, single handedly I draw your first tear
Sway strong to the truthful frequency, spirits swim in the wares of history


[FA00]
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                              |_| /_/   \_\\__\_\
               F R E Q U E N T L Y  A S K E D  Q U E S T I O N S
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contains a few of the more frequently asked questions that need to 
be addressed.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

[01]

Q: I notice that there is a character select before each mission.  Will I be 
able to go back through each mission with Dante or perhaps control Nero on 
Dante's missions?

A: No, you can only select Nero for Nero missions and Dante for Dante missions. 
Missions 1 - 11 and 19 - 20 can only be played with Nero and mission 12 - 18 
can only be played with Dante.  Only in Bloody Palace can you choose between 
them.

[02]

Q: Is there a cheat to unlock everything?

A: No, or if there is then it hasn't been found yet.

[03]

Q: How many stages are in Bloody Palace and who is the final boss?

A: 101 stages.  Dante is the final boss for Nero and Shadow Dante is the final 
boss for Dante.

[04]

Q: What is the best way to rack up on red orbs?

A: Play Bloody Palace.  Also, you could continually hit blue spaces on the 
Mission 19 dice game - just keep rolling a number that keeps taking your piece 
to a blue space and avoid the yellow and purple spaces.

Besides Bloody Palace and the dice game, your best bet for collecting red orbs 
is to play each stage over and over again.  Play stages that have plenty of 
breakable objects that contain red orbs.  Also try to maintain a good rank by 
mixing up your attacks and dodging enemy attacks while fighting a group of 
enemies.

Another method that a reader informed me of is to play Mission 3 and break the 
first red orb pillar with a variety of attacks while Devil Triggered then save 
your game and restart that same mission.  Rinse and repeat to get quite a few 
orbs in a few minutes.

[05]

Q: Is there a way to turn off the tutorial?

A: Yes.  Pause the game and go to "Systems" then "Game Options" and change the 
"Tutorial" to "No".

[06]

Q: What is this DB, JC, IR, and DT that I see on boards and in this guide?

A: DB = Devil Bringer, sometimes Devil Buster
   JC = Jump Cancel
   IR = Instant Rev
   DT = Devil Trigger

[07]

Q: Berserker, do you happen to have any pics of the North American releases of 
the Collector's Edition of Devil May Cry 4?

A: Yes Kev- ...I mean fellow reader.  Just go to this url address here on my 
blog:

http://berserkersblog.blogspot.com/2008/02/case-study-of-devil-may-cry-4.html

[08]

Q: I have done all the require task, yet I can't get a certain accomplishment 
to unlock on the PS3 version.  What gives?

A: Load the last mission on any difficulty and beat the game once again.  The 
accomplishment will unlock right before the game gives the option to save after 
all the ending cutscenes.

[09]

Q: Is there a way to display a normal enemy's health bar?

A: While locked-on to an enemy, the bluish circle that is displayed on the 
enemy represents that enemy's life.  Hit the enemy then lock on again and the 
blue circle will be smaller.


[EE00]
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                             |  _|  / __|| __|
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                             |_____|\___| \__|(_)
                         E V E R Y T H I N G   E L S E
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Alright, that just about wraps it up for this guide.  But there are still a few 
more little things that need addressing-

*shoots merchant to the side that considers selling this document on eBay*

You see, I have to get to some copyright issues among other things.

Basically all the extra information that no one cares to read is found below - 
Copyright, Special Thanks, Version History, details about me, my contact info, 
details about my Featured Guides at Cheat Happens.

To rephrase that, warnings and threats to help protect this guide from thieves, 
gratitude for people that help me out, details about this guide's progress, my 
boring life and "website", my question box, and of course plugs.  Yeah, that 
about wraps it up...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*******************************************************************************
                                  COPYRIGHT                              [CO00]
*******************************************************************************

This document Copyright 2008 Kevin Hall (Berserker)

Devil May Cry 4 Copyright 2008 Capcom Ltd.

This document is for private and personal use only.  Do not try to sell this 
document for profit.  This is a free document and should remain free.  Do not 
try to reproduce this document in any way, shape, or form.  Do not alter this 
FAQ in any way.  Use of this guide on any other web site, besides the sites 
that have contacted me, or as a part of any public display is strictly 
prohibited, and a violation of copyright.

If you want to use this FAQ on your site, then contact me for permission first. 
This FAQ can only be found on a few sites as of now and I am keeping a list of 
those sites.  Contact me if you want to use it.

*******************************************************************************
                               SPECIAL THANKS                            [ST00]
*******************************************************************************

- my parents.

- SBAllen and Ceej from GameFAQs, Stephen from IGN FAQs, Chris and Peter from 
  Cheat Happens, Dennis from Supercheats and the Neoseeker FAQ staff for 
  always accepting my guides.

- Capcom for the Devil May Cry series.

- All the hardcore Devil May Cry fans out there that keep the series alive.  I 
  could list some here, but you know who you are.

- http://network-science.de/ascii/ for the ASCII art.

- http://tinyurl.com for the tiny urls.

- Because he's so cool, Seph (Sephirosuy) for helping me out with my blog.
  Visit his blog at: http://sephirosuy.blogspot.com/

- http://sstylish.blogspot.com for the song lyrics for "Sworn Through Swords", 
  "Lock and Load", and "Out of the Darkness".

- Malcolm90K from the IGN boards - this man has helped out a bunch on that 
  board and helped me realize a few strategies with enemies.

- the_blood_wolf for permission to use his red orb guide and Bloody Palace 
  Guide; special thanks to Shinso_Shikai and butterfly_2689 for their 
  contributions to the Bloody Palace Guide.

- Binary and MortimerV for their extremely useful tips that are listed 
  throughout this guide.

- BrIONwosh for the Shredder correction.

- Brian for the Fireworks tip for the Mephistos and Fausts and the Alto Gun 
  Stinger shield break.

- Malcolm90K and Shinso_Shikai for the information on Distortions and Gilgamesh 
  Just Charges.

- vokh from GameFAQs for telling me about the extra Devil Trigger moves.

- Hamza Ishak for the plenty of extra info and corrections.

- Sentox6 for the Blitz melee attack/royal block method.

- Longhorn Z06 for the help with this Xbox 360 DMC4 guide version.

- FiOth for the Nero combo D info, the Lucifer Blitz strategy and the extra 
  Bael strategy.

*******************************************************************************
                               VERSION HISTORY                           [VH00]
*******************************************************************************

Version 1.0 - (March 3, 2008) - Well, this guide has certainly taken a while.  
The walkthrough portion is complete though it still needs plenty of editing.  
Enemies, Characters, and possibly a Bloody Palace section will come soon.

Version 1.0 - (March 4, 2008) - Added a bit more to both Berial boss fights - 
kicking off of his back with Nero and using Pandora's Argument with Dante.  
Also updated some of the red orb locations.  The Enemies sections has been 
started, so far Frost, Blitz, and Bianco Angelo are included.  Added pics to 
the Bonus Art section under Extras.

Version 1.0 - (March 5, 2008) - Scarecrow and Mega Scarecrow are now listed up 
under the Enemies section.  Added and edited some information about taunts and 
Devil Triggers for Nero and Dante in the Basics section.

Version 1.0 - (March 6, 2008) - Assault, Gladius, and Cutlass was added to the 
Enemies section.  Frost overview was updated a bit and some extra strategies 
were added.  Distorted Real Impact timing was changed a bit and I added a url 
to a thread for other advanced techniques with Dante under his advanced 
techniques section.

Version 1.0 - (March 7, 2008) - Basilisk and Fault were both added to the 
Enemies section.  Made a correction with Dante's Shredder and added Round Trip 
to his move list.

Version 1.0 - (March 8, 2008) - Chimera Seeds, Chimera (Chimera Scarecrows), 
and Chimera Assaults were all added to the Enemies section.  Added a mention of 
using Gun Stinger on Frosts also.

This is a special update since it falls on my birthday and therefore that makes 
it special.  I'll be 28 later today!  Yay...?  I suppose.

Version 1.0 - (March 10, 2008) - Mephisto was added to the Enemies section.  
Quite a few additions were made throughout the walkthrough, most notably to the 
Bael boss fight with Nero.  Big thanks to Binary, MortimerV, and Brian for 
their extra info!

Version 1.1 - (March 14, 2008) - Faust was added to the enemies section.  
Distortions and Gilgamesh Just Charge were added to Dante's advanced techniques 
section.  Big thanks to Malcolm90K for allowing me to post these techniques in 
my guide!

Version 1.1 - (April 9, 2008) - Alto Angelo and Alto and Bianco formation are 
now included in the enemy section - bosses will come at a later date.  A few 
corrections were made here and there and more moves were added to Dante's Devil 
Trigger section.  A much bigger update than this will come in a few days - just 
wanted to finish up with the normal enemies.

Version 1.3 - (April 11, 2008) - The "red orb locations" section has now been 
changed to "red orb guide".  I took out my information and replaced it with 
the_blood_wolf's info.  There is also a Bloody Palace Guide written by 
the_blood_wolf now included in the main guide as well.  Big thanks to 
the_blood_wolf, Shinso_Shikai and butterfly_2689 for allowing me to use their 
strategies in my guide!

Since my red orb locations and the_blood_wolf's conflict with each other at 
some points, I'll be redoing some of the locations in the main guide in order 
to match his.

Version 1.3 - (April 17, 2008) - Eh, not much of an update, but the walkthrough 
up to Mission 8 has been proofread.  I also added my Xbox LIVE gamertag and PSN 
username at the top of the guide.

Version 1.3 - April 28, 2008) - Proofread up to Mission 14.  Added a bit of 
formatting to the Red Orb Guide to make the mission headers stand out a bit 
better.  Also added a link to my God of War: Chains of Olympus guide on Cheat 
Happens below.

Version 1.4 - (May 12, 2008) - The full walkthrough portion has now been 
proofread so it should read much better.  I have a few extra bits of info that 
I need to add to this guide then I'll probably consider it done by then.

Version 1.4 - (May 27, 2008) - Added some info to the Savior battle (see the 
extra paragraph underneath the ways to stun him during the actual boss fight; 
there is also plenty more here and there) and added some information for the 
third Berial fight (see the last option under Mission 19).  There is a note 
about turning off the tutorial for the first Dante fight (right before the 
actual boss fight).  The Blitz strategy for Dante under the enemies section has 
been updated with a rather interesting strategy of hitting a Blitz physically 
while electricity is still around him and blocking the shock with a royal 
block.  An extra combination was added to the Rebellion High Time move section 
under comments - definitely worth a check if you enjoy juggles and like to show 
off.  Added control descriptions for viewing the game clear bonus art under the 
extras section.

And last but not least, the main walkthrough breakable objects were redone to 
match the_blood_wolf's red orb guide.

Version 1.5 - (June 9, 2008) - Bosses are now included in the enemies section.  
An extra question regarding PS3 Accomplishments was added to the FAQ section 
and I added some information about S-ranking Mission 18 near the beginning of 
that section.

Version 1.5 - (July 14, 2008) - Welcome to this brand new Xbox 360 of my DMC4 
guide. I plan to update this one right along with the PS3 version (or the main 
guide that covers both really).

Version 1.5 - (July 24, 2008) - A new comment for Red Queen Combo D was added 
along with a new Bael strategy for Dante and a new Blitz strategy for Dante, 
both involving Lucifer.  Thanks to FiOth for the info!

Version 1.6 - (January 26, 2008) - Cleaned up a few areas of the guide and 
corrected a few errors.

*******************************************************************************
                                 CONTACT INFO                            [CI00]
*******************************************************************************

I can be reached at my email address, which is berserker_kev(at)yahoo.com, so 
please contact me if you have any questions, comments, etc.  Replace the (at) 
with @.  I don't mind receiving emails at all.

I do have a few guidelines however:

1) Give me a subject in the email, preferably one including the name of the 
   game.  An actual subject looks damn sexy in my inbox compared to an 
   unattractive blank subject line.
2) Read the guide over and make sure that your question is not already 
   answered.
3) Please speak in English and attempt to use some correct grammar.  This is in 
   no way meant to offend those that cannot speak English well.  I have spoken 
   with some readers that claim they cannot speak English when, in fact, they 
   speak better English then some Americans.  So basically if you "try" to talk 
   to me then that is good enough. :)

And last, but not least, if you found this walkthrough helpful, an email would 
be most appreciated or you could sign the guestbook on my blog or give me a WUL 
on IGN.

http://club.ign.com/b/about?username=berserker_kev&which=boards

It is very true that I write these kind of guides as a hobby, but just that 
little email that lets me know that I have helped someone always makes me feel 
special for about five minutes.  Don't worry, I won't tell anyone on the gaming 
boards that you used a guide. ;)

*******************************************************************************
                                   ABOUT ME                              [AM00]
*******************************************************************************

                     "I AM WHAT THE GAMES HAVE MADE ME!"

My name is Kevin Hall.  I'm 27 years old (28 in March) and live in the US, in a 
small town in Mississippi.  Ever since I was really young, I have been a huge 
fan of video games since I was first introduced to them via the Atari 2600 and 
NES 8-bit.  My favorite gaming series is the Resident Evil series followed 
closely by the Castlevania series.  I'm a complete horror gaming junkie - 
survival horrors are my main cup of tea.  Capcom is my favorite video game 
company.  They hardly ever let me down when it comes to games with plenty of 
replay value.

I enjoy being creative and hopefully that shows in my guides, specifically this 
one, since I have put quite a bit of work into it.  Whenever I sit down to 
write a guide, I truly get "in the zone" and my perfectionist nature takes 
over.  My constant goal is to impress myself with my own work and that is one 
very hard task to accomplish since, well... I am never satisfied.  I could 
easily see myself writing guides like this for years to come.  If any gaming 
company happens to read this and needs a strategy guide writer then please 
contact me!

My known aliases are Berserker, berserker_kev, and Berserker93, though 
"Berserker" or "Kev" is preferred.  If you ever surf the IGN Resident Evil or 
Castlevania boards or the Arctic Nightfall boards then look for me!

Here are a few other bits of information about me:

-- IGN FAQ Writer of the Month interview:

http://faqs.ign.com/articles/637/637797p1.html

-- My Gaming Blog

My own site with game reviews, discussions of my guides (some), and random 
thoughts about video games.  Feel free to post up some comments on the blog.  I 
don't bite... well not that much... and not too viciously...

http://berserkersblog.blogspot.com

-- My other work can be found at both IGN and GameFAQs.

IGN      - http://club.ign.com/b/contrib?username=berserker_kev&which=faqs
GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1


*******************************************************************************
                        CHEAT HAPPENS FEATURED GUIDES                    [CH00]
*******************************************************************************

This is a list of HTML guides with pics that I have done for Cheat Happens.  If 
you like my work in my FAQs found around the various gaming sites then you will 
find that these guides are similar.

--> God of War: Chains of Olympus

Before Kratos waged war on the gods, he was forced to serve them.

www.cheathappens.com/features/god_of_war_chains_of_olympus/gowcoo_index.asp

--> Lost Planet

A frozen wasteland.  An alien menace.  An extreme soldier.  The battlefield is 
set!

http://www.cheathappens.com/features/lost_planet/lp_index.asp

--> God Hand

Have Fist Will Travel!

http://www.cheathappens.com/features/god_hand/gh_index.asp

--> Dead Rising

Freelance photojournalist Frank West + a mall full of zombies + tons of 
stores where anything and everything is a weapon = the scoop of a lifetime!

http://www.cheathappens.com/features/dead_rising/dr_index.asp

--> Tomb Raider: Legend

Lady Croft's next big adventure crosses multiple platforms and delivers on all!

http://www.cheathappens.com/features/tomb_raider_legend/trl_index.asp

--> Prince of Persia: The Two Thrones

"Come, and I will tell you a tale like none you have ever heard..."

http://www.cheathappens.com/features/two_thrones/poptt_index.asp

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

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                             |      \     /      |
                             |     (*\   /*)     |
                              --------   --------
                            ^^                   ^^
                           /  \                 /  \
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                               -----------------
                   ___    __  __  __    __  __          __  __ 
                  / __\  /__\/__\/ _\  /__\/__\  /\ /\ /__\/__\
                 /__\// /_\ / \//\ \  /_\ / \// / //_//_\ / \//
                / \/  \//__/ _  \_\ \//__/ _  \/ __ \//__/ _  \
                \_____/\__/\/ \_/\___\__/\/ \_/\/  \/\__/\/ \_/

                    T E A R  T H R O U G H  T H E  G A M E!

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