)----------------------------------------------( <<---Enemy Strategies and Placements FAQ--->> )----------------------------------------------( By: The Nightmare Alpha Also by: Vesperas-(iwbdk@hotmail.com) Table of Contents 1. Versions 2. Contact Us 3. The Enemies 4. The Mini-Bosses 5. The Bosses 6. DTed Enemies 7. DTed Mini-Bosses 8. DMD Bosses 9. Easy - Norm - Hard - DMD! Enemy layout 10. Enemy Orb listings 11. Frequently Asked Questions 12. Thanks/Credits 13. Copyright 1. Versions Version 0.9 (7/16/03): Most is done but the Mundus strat will come soon Version 1.0 (7/21/03): Changed a bit of errors Version 1.1 (8/3/03): Added a note Version 1.2 (8/28/03): Well I was moving the last 3 weeks and I havent been online for much time since I had to temporaraly disable my internet (damn DSL). Anyway i'm back and working hard to get the Mundus strategy done. (seems as though as I have much to do around here...). I checked some errors, erased some extra stuff, added stuff here and there, and decorated a bit. Vesperas... well I guess he is just lazy to update. (wait I forgot to give him the copy before I left, my bad) Version 1.3 (10/3/03): I have updated a bit to the boss section Version 1.4 (10/27/03): Added a a couple new sections for the DTed enemies. Also changed some of the strategies and moves a bit. Don't expect the DTed enemies stuff done though Version 1.5 (2/19/04): Nothing has changed but I do want to add that I haven't been able to get to the DTed enemies idea till May/June. Too bad for my viewers... Version 1.6 (4/27/04): Took some info off. 2. Contact Us You can contact me at ifritowner@netcape.net and you can contact Vesperas at iwbdk@hotmail.com but do not send the following: spam, offensive or continous flaming, or anything that has nothing to with the FAQ. Now we will respond in a 48 hour period and if we don't get to your e-mail, we will answer as soon as we can. If you want, you can Instant Message me at TNAForever11 and you can Instant Message Vesparas at iwbdk. 3. The Enemies (By The Nightmare Alpha) (Sin Scythes by Vesperas) (Note: The Bosses, Mini Bosses, and Enemies will be graded on a 1 to 10 scale on how hard they are) Marionettes Hardness: * Description: These puppets are the solders who are hung by the devil's strings with unpure faces of sorrow and despair. They are known to hunt the innocent with their weapons and their clothes are different colors to distinguish themselves. My opinion: Not hard. These guys aren’t a threat and can easily defeated with any of your weapons. Now just as a note: they have either double daggers, double cleavers, or a shotgun Now when they travel in gangs they can get much tougher, especially when they pack Shotgun's. Now since you can battle these guy's with the Alastor or the Ifrit, I will separate the strategy into two. Moves Slash- Simple. The Marionette will swing its arm and slashes you with its weapon. The Marionette only does this if you are too close to it. Now this hurts pretty badly if you keep getting hit by it so to ensure that you don’t get hit a lot there are many ways to avoid this: 1. As soon as you see him raise his arm, run. After getting to a safe distance, meet it with a Stinger/Kick13 to knock it down 2. If you have the Rolling Blaze, jump and the Marionette will be stunned. Once you have stunned the Marionette, you can Downward Kick it to knock it down 3. If you got Air Hike, do the double jump then Downward Slash the Marionette. This is what the Shotgun carrying Marionettes often use. (short range-light damage) Double Slash- Now if the Marionette has the cleavers or the daggers, they will do this more often. The Marionette will do a simple slash then it will do a much smaller one afterwards. This, of course, is much dangerous than the one above as it does more damage. Now if you get hit by the first slash you will be stunned long enough to get the other slash. Now avoid this one like the Slash and you'll be fine but be sure not to be near the second slash as it still can hit you. Other than that, you'll be fine. (short range-medium damage) War Cry- The Marionette will stop and yell causing a sonic wave to occur. Now if you are near this, you will be hung by the devil's strings. Now you will be close to the Marionette so he will usually hit you with a Slash but if there are many of them, it is a pain. Now to get out of this, shake the analog stick so that you can escape but if you DT it will automatically allow you to escape this move. (medium range-no damage) Mounted Stabbing- The Marionette also does this if you leave one side of Dante unattended and one is close to you. Now the Marionette will jump on Dante, lock its legs around him, and stab him repeatedly in the neck. Now if you leave the Marionette stab you, Dante will always throw them off but you will be left with a good amount of damage. Now if you shake the analog stick, you can get them off faster and it will damage them but either way will get you damage. Best way to avoid this, is by not leaving your back or sides alone to attack. Another way to avoid this is by DT-ing. (short range-low to high damage) Weapon Toss- Dangerous in general. Now if the Marionette has double daggers it will do a stance, spins it daggers, and then tosses them. Now these are faster than the other weapons and they travel in straight line. Now if they have double cleavers they stand straight, spin their blades, then toss them. Now these blades go in a curve path. Once they hit you, they will go back to the Marionette (unless the blades hit the wall). Now there are many ways to avoid this: 1. As soon as you see the Marionette spin the weapon, connect with a Stinger/Kick13 to stop him 2. If you see it spin the weapon, roll to the side or jump. If you have Air Hike, double jump to avoid this 3. If you have Rolling Blaze, jump. The flames will come in contact with the blades and they will not hurt you. (long range-medium to high damage) Dead Aim- Deadly move and it can only be done by the Shotgun carrying Marionettes. The Marionette will stand straight, spin the gun, get in a aiming stance, and fire. Now these guys have pretty good aim and the closer you are, the more damage you will get. Now to avoid this, kill the Marionette as soon as you see one. Connect with a Stinger/Kick13 to stop them as quick as you possibly can. Now if you don’t see it, try to time a jump. If you jump you can avoid the blast and try to be far so that if you get caught in the blast, it won’t hurt as much as being near. (long range-medium to high damage) Death Spin- The Marionette will spin at the waist with its weapon at hand and will begin to move. It will move in your direction then finally crash in some other area. What you should note is that the Marionette travels quite a distance at a pretty fast speed. Now jumping or rolling wont help as they may hit you as you recover from the jump or roll so to avoid this: 1. Run as soon as soon as you see the wind up then stay a distance. If it still gets close 2. fire a Shotgun blast at the right distance to take it to the ground. (long range-low to high damage) Strategy for Marionettes Now these guys will be all over the place in the game so you can use the Ifrit or the Alastor to take them down. Strategy with Swords- Now begin with a Stinger. Stingers can take down up to 3 Marionettes so start off with that. Then shoot with the Shotgun/E&I/Grenade Gun to hurt them more. Now with E&I they can still recover and the Shotgun keeps them on the ground but more blasts will kill them. To kill them with E&I just High Time the Marionette and fire as it is in the air. You will get a pretty good ranking as you fire. Now with the Grenade Gun, 1 to 2 shots and they die. So to kill them with just the Swords you can High Time 2 or 3 then Stinger them. Finally as they recover, slash them with a 5 or 3 hit combo to finish them. Use the Shotgun if your overwhelmed. Strategy with Ifrit- Easy to kill Marionettes with this. Usually a 4 hit combo from Ifrit can kill it. The charged combo can kill one in 2 or 3 hits. Now the same rules apply, do a Magma Drive then Kick13 as it/they fall and finally Kick13 it/them to kill it/them. Grenades and the Ifrit do well together but the Shotgun does well against them, especially in DT. Bloody Mari Hardness: ** Description: Bloody Mari's are the same as their equally creepy members. Bloody Mari's tend to wear the blood of their victims that they slaughter with their weapons. My opinion: Now these guys are not different from the Marionettes only that they have the same clothes and they have raised offense plus defense. Other than that, they are easy. Moves Slash- Simple. The Bloody Mari will swing its arm and slashes you with its weapon. The Bloody Mari only does this if you are too close to it. Now this hurts pretty badly if you keep getting hit by it so to ensure that you don’t get hit a lot there are many ways to avoid this: 1. As soon as you see him raise his arm, run. After getting to a safe distance, meet it with a Stinger/Kick13 to knock it down 2. If you have the Rolling Blaze, jump and the Bloody Mari will be stunned. Once you have stunned the Bloody Mari, you can Downward Kick it to knock it down 3. If you got Air Hike, do the double jump then Downward Slash the Bloody Mari. This is what the Shotgun carrying Bloody Mari's often use. (short range-light damage) Double Slash- Now if the Bloody Mari has the cleavers or the daggers, they will do this more often. The Mari will do a simple slash then it will do a much smaller one afterwards. This, of course, is much dangerous than the one above as it does more damage. Now if you get hit by the first slash you will be stunned long enough to get the other slash. Now avoid this one like the Slash and you'll be fine but be sure not to be near the second slash as it still can hit you. Other than that, you'll be fine. (short range-medium damage) War Cry- The Bloody Mari will stop and yell causing a sonic wave to occur. Now if you are near this, you will be hung by the devil's strings. Now you will be close to the Bloody Mari so he will usually hit you with a Slash but if there are many of them, it is a pain. Now to get out of this, shake the analog stick so that you can escape but if you DT it will automatically allow you to escape this move. (medium range-no damage) Mounted Stabbing- The Bloody Mari also does this if you leave one side of Dante unattended and one is close to you. Now the Bloody Mari will jump on Dante, lock its legs around him, and stab him repeatedly in the neck. Now if you leave the Bloody Mari stab you, Dante will always throw them off but you will be left with a good amount of damage. Now if you shake the analog stick, you can get them off faster and it will damage them but either way will get you damage. Best way to avoid this, is by not leaving your back or sides alone to attack. Another way to avoid this is by DT-ing. (short range-low to high damage) Weapon Toss- Dangerous in general. Now if the Bloody Mari has double daggers it will do a stance, spins it daggers, then tosses them. Now these are faster than the other weapons and they travel in straight line. Now if they have double cleavers they stand straight, spin their blades, then toss them. Now these blades go in a curve path. Once they hit you, they will go back to the Bloody Mari (unless the blades hit the wall). Now there are many ways to avoid this: 1. As soon as you see the Bloody Mari spin the weapon, connect with a Stinger/Kick13 to stop him 2. If you see it spin the weapon, roll to the side or jump. If you have Air Hike, double jump to avoid this 3. If you have Rolling Blaze, jump. The flames will come in contact with the blades and they will not hurt you. (long range-medium to high damage) Dead Aim- Deadly move and it can only be done by the Shotgun carrying Mari's. The Bloody Mari will stand straight, spin the gun, get in a aiming stance, and fire. Now these guys have pretty good aim and the closer you are, the more damage you will get. Now to avoid this, kill the Bloody Mari as soon as you see one. Connect with a Stinger/Kick13 to stop them as quick as you possibly can. Now if you don’t see it, try to time a jump. If you jump you can avoid the blast and try to be far so that if you get caught in the blast, it wont hurt as much as being near. (long range-medium to high damage) Death Spin- The Bloody Mari will spin at the waist with its weapon at hand and will begin to move. It will move in your direction then finally crash in some other area. What you should note is that the Bloody Mari travels quite a distance at a pretty fast speed. Now jumping or rolling wont help as they may hit you as you recover from the jump or roll so to avoid this: 1. Run as soon as soon as you see the wind up then stay a distance. If it still gets close 2. fire a Shotgun blast at the right distance to take it to the ground. (long range-low to high damage) Weapon Shield- The Mari's will put their weapons up when they feel overwhelmed and will usually counter with a Slash or a Double Slash. To safely get pasted this, get away then come back with a Stinger/Kick13. (short range-no damage) Strategy for Bloody Mari's Now they are the same thing as the Marionettes so I wont explain how to beat them but just as a note: these guys have more stamina so they will endure more of a beating and they like to use their weapons as a shield so back flip because they will counter with a Slash or a Double Slash then Stinger/Kick13 it to take it down. Sin Scissors Hardness: * Description: Spirits that chose ghost bodies with large scissors as their physical weapons. As they are ghosts, they can go through walls to escape your attacks. My opinion: Sins are not very hard. The only thing that is annoying is the fact that their scissors block their face. Now for these guys you have to be calm and attack when there's a opening. Scissors Snip- The Sin Scissors will do some short snipping noises with its scissors. Finally it will open them real wide and try to snip Dante. This move is pretty obvious as you can easily jump away from them but at this time you can do a couple things to hit the mask of the Sin: 1. At the right moment, jump in the air and the snip will miss. Here you can hit the Sin with a Downward Slash/Downward Kick 2. Position so that you will jump on the head of the Sin. If done right, you can jump on his head and stun him. From here you can Downward Slash/Downward Kick the Sins mask that will do extra damage 3. Smack the scissors and the Sin will have his mask wide open. At this time get as close as you can to the mask and fire. If you do this, you will probably get a critical hit and extra orbs. (short range-medium damage) Scissors Stab- The Sin will grab his scissors and back them up and finally the Sin will stab them in you. Now this is pretty slow on the draw so when you see its scissors back up, run so that this move doesn’t get you. Now if you are close and you have no time to escape, slash at the scissors to knock it back. From there you can get a critical hit and finish the Sin. (short range-medium damage) Scissors Pin- When you have angered the Sin more than enough, they will circle around you then launch at you with their scissors parallel to their body. Now this is pretty dangerous since this CANT BE PARRIED so rolling to the side to avoid this move is the best way. (long range-high damage) Scissors Toss- Now when you kill the Sin, it will toss its scissors in the air and they will land where the Sin died. Now the power of this move all depends on how high the scissors go. Now if the scissors go high in the air, they will do pretty good damage but if it doesn’t go very high, it will do less damage but it still does some good damage. Now to avoid this move, simply run away from where the mask shattered and you'll be fine. (short range-high damage) Strategy for Sin Scissors Now of course I will split the strategy in two since they can be defeated by the Swords or Ifrit. Strategy with Swords- Now to kill them with swords is pretty easy. Now when the Sin decides to snip you, jump and connect with a Downward Slash. Three or less will do just fine. Also if you want, you can critical hit the Sin. To critical hit him, allow it to do the Scissors Snip and smash the scissors with a slash from your sword and the Sin should get stunned as the scissors are backed up leaving the mask open to attack. Now get as close as you can to the face and unload a Shotgun shot in its face. If done right, it will get its mask shattered and extra orbs will be your reward for the hit. Strategy with Ifrit- Now with Ifrit do the Downward Kick to its head when it's open to attack. About 2 should deliver the death to the Sin, if not then hit it 1 to 2 more times to kill it. Now to critical hit the Sin, get the Sin to get near the ground so that you can hit the scissors a lot more better. Now as it goes for the hit, Kick13 the scissors. If done right, the Sin will lose its grip and it will be vulnerable. As soon as the mask is open, go in close and fire a Shotgun Blast and it should kill it quickly. Underwater Strategy- When you face them under water, have the Needle Gun and fire at the closest one to take it out and make sure to keep a eye out for them. Now if you want, you can critical hit the Sin. To do this simply fire one round of needles (what I mean by round is how many shots are released before you have to reload). So when you got to critical hit, make sure that at least 1 needle hits the scissors so that the Sin will lose its grip on them. After the Sin loses its grip, allow the rest of the round to smash it in the face. If done right, it will die by the last needle and will give you a rather big orb for doing so. Sargasso Hardness: * Description: Spirits that chose skulls to frighten humans. They live from dark murky waters to nightmarish areas. They solely live in the human world and also live in another and are able to transport to do so. My opinion: Not too hard. They are pretty fast but they can't get a advance on you. The small ones take 2 Stingers/Kick13 but the larger ones take about 5 of them. Moves Bite- The Sargasso comes in close and bites you. Now when you see this, back flip to get out of the way so that this doesn’t get you. Jumping also can get you away from this. (short range-low damage) Ice Breath- The Sargasso will charge some energy in its mouth and fire several spray's at Dante. This is rather wide ranged but it can be avoided by running away from the breath attack. (medium range-low to high damage) Strategy for Sargasso's The Sargasso's shouldn’t take you much time to defeat. Both Devil Arms are able to finish the job. Strategy with Swords- One Stinger and a Shotgun blast can finish a Sargasso. The bigger ones take about 2 or 3 Stingers followed by 1 or 2 Shotgun blasts. Strategy with Ifrit- A Kick13 with a Shotgun Blast kills the small ones. The bigger ones take 2 or 3 Kick13's with 1 or 2 Shotgun blasts. Beelzebub Hardness: * Description: Demons that chose insect bodies to torture and scavenge the dead and dying. They are very cannibalistic, eating each other for survival... My opinion: HA! these are simply the easiest enemies in the game. A couple shots and they fall to the ground faster than you can say Devil May Cry. The ground types have more stamina but are still easy to kill. Moves Insect Bite- The Beelzebub will come in close and bite you. Now this is only done if you stand still and can only be done by the ground types. Now this is pretty light attack so you shouldn't worry too much about it. Simply jumping out of the way will get you out of danger. (short range-low damage) Maggot Spray- This can be done by both ground and flying types. Now the flying types will spin around you and spray a bunch of these on you but the ground types will just spit it at you. Now this does little damage as well but it screws up your aim for a bit. Now to avoid the flying type's spray, simply either shoot them down or avoid the area that they are spraying. For the ground ones can be stopped by rolling away or attacking them. If you get sprayed, simply fire your gun to get some off or all of them off. (short to medium range-low damage) Back Breaker- The ground type will jump on your back if you leave them to sneak behind you. Then the Beelzebub will jump on your back and make a nasty re-adjustment to Dante's spine. Now to avoid getting Dante's back split, keep your eyes open for the ground ones. If you do see one sneaking up, kill it for its misery. (short range-medium to high damage) Power Up- The ground ones are only capable of doing this. If one of the flying Beelzebub fall to the ground dead, the ground ones will feed on it. If one does eat it, the ground one will gain speed and stamina. Simply attack the Beelzebub so that it won't feed on the remains. (any range-no damage) Maggot Throes- The Beelzebub will simply spray a bunch of maggots at you when they die. This is pretty short ranged so you just have to stay away when it dies. A Shotgun blast will clear any that are on you. (short range-low damage) Strategy for Beelzebub These bugs aren't much of a threat to you. The only thing that may overwhelm you is the fact that they come in great numbers. Strategy with Swords- Stingers can practically bring the ground ones to their death. High Time's flip the ground ones on their belly then you can Downward Slash their bellies to kill them. One single Shotgun blast kills the Flying Beelzebub automatically and 3 kill the ground ones. Vortex and Air Raid with Alastor kill the Beelzebub very quickly if you have DT to spare. Strategy with Ifrit- Kick13 also does well for killing Beelzebub's and Magma Drive's flip them on their backs then a Downward Kick finishes them. The flying Beelzebub die in one hit to the Shotgun and the ground take 3 to die. Meteors and Inferno's kill Beelzebub's quickly as well. Sin Scythe: (By Vesperas) Part 1: Attacks they use Scythe Swing: This is a melee attack, They swing their scythe spinning in front of them and it cuts you up. Best jump out of the way of this attack, it’s not that hard to avoid. Scythe boomerang: The Sin Scythe will circle you (This will indicate that they are pissed) and then throw their scythes at you, hitting you a bunch of times (this is very damaging) and then coming back for some more. You should jump to the side and then jump to another side when it comes back (it doesn’t go in a straight line-front to back..) or you can hit it back with a DT’ed slash, this will ensure that they stay pissed. If you knock it back you can Critical hit them, since they get knocked off balanced, however they don’t give up any extra orbs like the other Sins. Nucleus Umbrella: After they finish circling you after throwing their scythes, they will plop a stick thing in the air. This will then pop out like an umbrella and they will gain energy. You should never let them even get this ritual done, you should be able to kill an off guard Sin very easily. Steal Soul: If they gain enough energy, why not just let them pick you up and rip your soul out? Just wiggle out if you get caught. Falling Scythes: Just walk out of the way. This is only when they die of course... Part 2: Attacks you should use Use Alastor: Downward Slash them as best as possible. When you got 3 symbols just air raid, 2-3 three will kill any Sin scythe. Use Sparda: One Downward Slash will usually kill a Sin Scythe. Use Shotgun: Just keep shooting them with it, you’ll kill them a lot easier than the scissors. Use Grenade Gun: Oh boy is it great blowing up a Sin with a Grenade, 2-3 shots and its dead. Use Nightmare B: A fully charged shot will even kill all four of the Sin Scythes in the courtyard... Part 3: Other stuff 1. Sin Scythes are spirits with masks and Scythes. Those two things are their only solid damageable body parts. 2. If you look closely they have different masks then the Scissors’ mask, but retain the same girlish laughter. 3. You can jump and play on their umbrellas! 4. When they DT, they move faster, and will hurt you with their boomerang toss. 5. They give about 40 - 51 orbs. Blades Hardness: ** Description: Demons that chose the body of reptilians for their speed and cunning attributes but they lack the necessary defense that make them vulnerable to attacks so they come armed with shields with magic to protect them. With their claws they are able to impale any enemy and they are even able to shoot them at you. Once you have been damaged severely, they will go in for the kill like a pack of wolves... My opinion: These guys are the "guards" that Mundus has put in charge. Now they are quick and can escape some of your moves with ease plus the fact that they wear armor for extra defenses makes them a superb enemy but they become very easy to kill once the armor is off. Moves Claw Slash- The Blade will advance at you a bit and slash. This is predictable so jump out of the way and counter with a Stinger/Kick13 to it. Usually this is done as a counter when you knock them down to the ground or when you are not paying attention to one so be careful. (short range-medium damage) Dashing Slash- The Blade will be far from you, then he will rush and slash you very quickly. Now, unlike the Claw Slash, this move is pretty hard to guess so be prepared as its arm sticks out when the Blade comes in for the attack. This does a bit more damage so when you see this, either fire a Shotgun blast or a Grenade Shell to bring it down. A Stinger/Kick13 can also bring it down but it must be timed. (long range-medium damage) Downward Slash- The Blade will jump high in the air then come down with a claw slash. This is much more heavier than all the other slashes but is really obvious so as it comes down, fire your weapon or High Time the Blade. It should be able to take it down pretty quickly to the ground. Now if you don't have enough time to attack, roll to the side so that the Blade doesn't hit you. (short range-high damage) Stab n' Smash- The most stunning and dangerous move that the Blade gives out. The Blade will stab you and carry you up. Then he will smash you down with his claw and shove you off. This hurts Dante pretty well and stuns him afterwards, just enough time to sometimes allowing another Blade to do another attack but it is a short range move so keep the Blades busy with a Stinger/Kick13 to keep them off you. (short range-high damage) Blood Claws- This move is usually done if you are far away from them and is the only move that the Blades underwater do. The Blade will screech at you and bend over a bit. Finally the Blade will send about 5 to 8 Blood Claws at you. Now this is pretty obvious and slow but it can stun you and set you up for a move. Now to avoid this move, there’s a couple things to do: 1. With Ifrit, use Rolling Blaze to deflect the claws 2. Time a hit so that the claws will be deflected 3. run away so that they don’t hit you. (long range-low to high damage) The Scent of Blood- If Dante's life bar is on red, the Blades will get more fierce in attacking you. Now this means that you got to be more alert as they now get much more faster in execution of moves and their speed. Make sure to be ready and don’t make mistakes. (any range-no damage) Strategy for Blades These guys are fast but with the right moves, they can be taken down rather quickly. Your first priority is to take the armor off (if they have any) then kill them. Strategy with Swords- Stinger is your friend with taking off the armor. So if there is one with armor, Stinger it to take it down and to weaken the armor. Keep Stingering until it breaks then begin to do a combo, back up, Stinger, and do another combo. Another way is to High time them and then Grenade them. Now to critical hit them, you have to send them on the ground so that their back is showing. Then quickly Downward Slash the Blade's back. You will know that you critical hit him when he does a screech out of pain and blood comes out more than normal. The Nightmare Beta is able to send them to the ground, showing their backs in the process so use it to your advantage. Strategy with Ifrit- Kick13 is your friend here with armor breaking. Smash the armor (if it has any) them begin your assault with Grenade-Kick13 the Blade, DT, and Kick13 auto-combo the Blade or you can: Kick13, back up, Kick13, and back up. Now if there's one Blade, the Ifrit 4 hit combo stuns and damages the Blade so use it. Now to critical hit the Blade, get it to land so that his back is exposed then Downward Kick the Blade to critical hit it. With Ifrit the critical hit does serious damage, especially when you do the kick at the top of your jump. Underwater Strategy Now you are only armed with the Needle Gun so aim at the Blade and fire at it. It won't take very long to kill. If it fires its Blood Claws, use the Needle Gun to deflect the claws away. Fetish Hardness: *** Description: The "generals" of the puppets. Known to be the masters of fire, they wear a head dress and carry fire embedded Yo-Yo's to attack unsuspecting enemies. They have odd bodies with the head of a bird and the feet of a cat with a blue orb in the middle of their chests. My opinion: Now the Fetishes are not as easy to hit because its defenses are much higher than any of the other puppets. Best thing to do is to use high power moves to take them down (ex: Stingers, Kick13). The Grenade Gun is awesome against them. Moves Slash- Simple but rarely used in close combat. The Fetish will swing his arm above his head and come down to strike you. This one actually does more damage than the ones that the other puppets use. Now under rare circumstances it will do this but if he does do this there are ways to avoid this: 1. as soon as the arm goes up, move so that it doesn’t hit you and counter with a Stinger/Kick13 2. Blast it with the Grenade Gun to knock it down 3. Rolling Blaze still works in stunning the Fetish so use it and counter to take it down 4. Air Hike does well so double jump then you can hit it with a Downward Slash. (short range-medium damage) Flame-Thrower Limbo- This is usually the starter in a battle. The Fetish will bend at the knees, like doing the limbo. Finally it will bend itself back into place and fire a spray of fire. This is pretty dangerous as it has a large range of the area. Now if you get hit by this you may fly back or if you are close, you will get hit several times which takes large amounts of your life bar and it isn’t good. Now to counter this there are 2 ways to do this: 1. When the Fetish is bending down, smash him with a Stinger/Kick13 to bring him down 2. Fire a Grenade to bring it down. (medium range-high damage) Flaming Yo-Yo's- Now if you are far from the Fetish, it will do this move sometimes. The Fetish will spin the Yo-Yo's, toss them at you, the Yo-Yo's will linger in position, then go back to the Fetish. Now if you get hit by one of these they will knock you down and leave you with some pretty serious damage so be careful. Now suppose you miss it, you could still get hit by it when it returns which will leave you in the same predicament as if you were hit by the first one. Also if you miss the first pass and you touch it as it lingers, you will get hit so be careful. To dodge this move rolling and jumping over it will get you out of the way. Once again a Grenade knocks them down if you don’t want to roll or jump. (long range-high damage) Flame Shield- Now this is what makes the Fetish annoying. Now if the Fetish feels overwhelmed it will block your attack with its Yo-Yo's and flame you pretty badly. If you get hit, usually you will get knocked with pretty good damage. To avoid this just don’t attack the Fetish with weak hits. Now if you find yourself in the flames, run out as fast as you can so that you wont get hit badly. (short range-medium damage) War Cry- The other puppets can do it, so can the Fetish. Now the Fetish will stand still and yell causing a sonic wave to occur. If you get caught in the Cry, you will be hung by the devil's strings. Now here you will hang and be wide open to attack. Now you wont be very far from the Fetish so it will usually do one of its move but it will sometimes do its Slash to hit you. Now in a group of Fetishes, this is bad so to free yourself wiggle the control stick so that you can be free. This moment can allow you to counter back the Fetish. If you have DT, you can DT and it will automatically free you. (medium damage-no damage) Fiery Death Spin- Now just like the other puppets, the Fetish will spin at the waist with its Yo-Yo's at full flame. It will then start to spin faster and move in your direction. Now the Fetish can cover a lot of ground and gain speed with this move plus this move can hit you several times as well. Now jumping or rolling wont be good here as the Fetish can hit you when you recover. Now the best way of avoiding contact with this move is to fire a Grenade so that it will send the Fetish to the ground. The only other way to avoid this is by running but the Grenade does well on its own. (long range-low to high damage) Mounted Headbutt- The Fetish will jump on you, lock its legs around you, and smash you with their bird head. Now this only happens when you are close to one and you leave one side unattended. Now when the Fetish gets on you, he will smash you for sometime then Dante will shove him off but you will get damaged rather heavily but if you wiggle the analog stick you will still take damage but it wont be as much as if you left the Fetish to stab you. DT also rids of them rather quickly. (short range-low to high damage) Strategy for Fetishes Now since these guys love to use their Flame Shield to protect themselves, you need moves that will send them to the ground. Strategy with Swords- Start off with a Stinger to knock it down, then Downward Slash it. When it gets up, you can High Time the Fetish then either carry yourself with the Fetish and Downward Slash or stay on the ground and juggle him with E&I until he dies. Grenades do well to take the Fetish down so use it if you are overwhelmed. Air Raid with Alastor kills many Fetishes as well as Vortex. Strategy with Ifrit- Now start with a Kick13 to take it down then as it rises, do a fully charged Magma Drive to launch it in the air and finish with juggling the Fetish with E&I. Usually this can take out the Fetish but when you encounter many, fire a Grenade to bring them down then Kick13 them as they get up. Inferno automatically kills the Fetishes so feel free to do so. Plasma Hardness: *** Description: A evil spirit that is made of electric energy that takes the shape of his enemy to attack them. Due to this mimicking, they are able to face anyone without danger to itself. Although they are able to take the form of anything, their true form is that of a bat. My opinion: Plasmas are tough in groups but signally they are pretty easy. Now one note: don’t use Alastor for the Plasmas or the Nightmare Beta due to the fact that the Alastor is electric powered so it does less damage to the Plasma. The Nightmare Beta doesn’t hurt the Plasma because the NB beams are evil energy and so is the Plasma so it is able to reflect the beam. Best to use the Sparda or preferably the Ifrit. (the moves will be separated as it has two forms) Bat's Moves Vertical Eye Beam- The bat will make a charging noise and fires a long vertical beam starting from the ceiling all the way to the ground. This cuts pretty quickly but it still gives you time to avoid this move so when you see this move come out, roll to the side to get away. (long range-high damage) Blade Beam- The bat will do the same charging move as the Vertical Eye Beam but then it will make a horizontal blade of energy. Now this will track your last position but it is pretty fast and damaging so to avoid this, jump away from it so that you wont be sent to the ground. (long range-high damage) Transformation- The bat will simply make a flash and will turn into "Dante". Usually this will only happen when you get close to the Plasma but at times it won't. Now the Plasma will usually stay on the ground and attack with melee weapons more than the beams but it is still able to do beam attacks. (short range-no damage) Human's Moves 5-Hit Combo- When the Plasma gets close, it will unleash its sword and give Dante a 5 Hit Combo. Now this is usually done when they get close and this can be rather stunning as its quick so you must be ready. To avoid this move, simply avoid the Plasma then come in with a Stinger/Kick13 to hurt it. (short range-low to high damage) 3-Hit Combo- The Plasma will do the same as above but does your 3-Hit Combo instead. Now this is actually done more than the 5-Hit Combo so this wont be so rare but it does less damage than the 5-Hit Combo. When you see this, move away then Kick13/Stinger the Plasma. (short range-low to medium damage) 4-Hit Combo- The Plasma will have "Gauntlets" on and do your 4-Hit Combo but much more faster and less damaging. Now this is pretty fast but sometimes the Plasma stalls in the combo so take advantage of this time and hit the Plasma with a Kick13/Stinger to stop it from continuing the combo. Now don’t get caught in the middle of a group as this can basically mean death so try to move away from the group and nail one. (short range-low to high damage) High Kick- Used as a recovery move when it has been knocked away by Dante or when it is far away from him. Basically, the Plasma will run at you a bit then give you a face full of foot. Now this can be annoying as it can stun you and set you up for the other attacks that it can dish out. To avoid this move there are 2 ways to avoid this: 1. Jumping out of the way will get you out of trouble 2. Rolling or a Back flip will get you out of its range. (short range-medium damage) Electrical Interference- With the Plasma's "Gauntlets", it will punch the ground and create a short shockwave of electrical energy similarly to your Inferno. Now this move is truly poor and it does pathetic damage as it is used in desperation but like other moves, it does stun so you must be precautious and look around for others so that you don’t get blindsided. Staying away is the best way to avoid this. (short range-low damage) Desperation Eye Beam- The most damaging move that the human Plasma does. It will rotate its arms in a mystic fashion and fire a long beam horizontally at Dante. Now this is a heavy move but it can only be done when the Plasma is about to die and it is pretty easy to dodge. Now when the Plasma does the motions to the move, prepare yourself. When he launches the beam, jump away from the beam and you wont get hit. Be sure to recover with a move as it will continue to do this until it dies. (long range-high damage) Duplication- When the Plasma feels overwhelmed or is about to die, it will create a duplicate of itself ranging from one to three. Usually when it is overwhelmed, it will create three clones of itself. When its about to die, it will clone one of himself. Now when you face Plasma's this is actually random so really you cant tell if it will do it or not. (any range-no damage) Transformation- The "Dante" will simply make a flash and will turn into a bat. Usually this will only happen when you get far to the Plasma but at times it wont. Now the Plasma will rise up and stay airborne and fire its beams. (long range-no damage) Strategy for Plasma's Plasma's aren’t affected by the Alastor or NB so don’t use them. Now you have a choice of the Sparda or the Ifrit. As a note: if you can keep them in bat form, they wont duplicate. Strategy with Sparda- Start with a Downward Slash for the bat ones and Stinger the human ones. Then continue with a thrusting combo if there is a single human Plasma but if there are many, do a 5-Hit Combo then repeat with a Stinger then High Time and another Stinger. Grenade Shells do well for the bat Plasma so use them when they are in bat form. Strategy with Ifrit- Better to use. Start with a Kick13 then a 4-Hit Combo. Magma Drive's knock the Plasma's down so use them. When you have DT, Smash it with a Inferno, Meteor, or a auto-combo. DT Grenade shots take the bats down in 3 hits or so. Nobody Hardness: **** Description: A group of "misfits" from the underworld. Although they are truly horrifying they are real survivors, living through many hardships of the Underworld. My opinion: Nobodies are hard in groups as they can do some of the most annoying things. When they are small, they cause no threat but can be nimble but once they are big, they dish out more damaging moves and annoying counters. (the moves will be separated as they have two forms) Small Nobody moves Punch- The Nobody will reel its arm back and hit you in the face. This can only be done when the Nobody gets in close. This move is actually pretty weak but stuns and can set you up for any other moves from other Nobodies so try not to get hit too much. To get away from this move, try not to stand still near a Nobody and it wont do this move. (short range-low damage) Back Hand Slap- After the initial punch, sometimes the Nobody will then slap Dante afterwards. Now this as well doesn’t do much damage so don’t be too worried if you get hit by this but remember to not get hit too much as it can set you up for other Nobodies in the area (if there are any others). (short range-low damage) Masking Ritual- When the Nobody has taken enough damage, it will put on a mask and grow 2 times its size. Now this makes the Nobodies much stronger and it now can do some of its annoying moves. You cant stop this from happening unless you kill the small Nobody quickly (which is quite rare) (any range-no damage) Big Nobody moves DT Ritual- The Nobody will only do this when you decide to go far away from him. It will start to get on its hind legs and do a jig. After doing that, it will turn the screen all wavy and take your DT pretty quickly. You don’t want this so there's two ways to avoid this: 1. Don’t get far away from the Nobody and it wont do the Ritual 2. If you go far away and it does this, quickly get near it and smash it with a Stinger/Kick13. (long range-no damage) Counter Kick- VERY annoying. When you knock it down with a hard hitting move, it will run at you a bit then kick Dante pretty far as it flips to recover ground. Truly annoying so to avoid this, there are a couple ways to get out of this: 1. Try not to hit the Nobody in the face but the back. If you hit in the back, it will lose his footing and fall over and it can't do this move leaving it quite vulnerable 2. If you have knocked it down, meet the Nobody with a Stinger/Kick13 as it starts to run. It may try the kick again so hit him as he runs 3. Rolling Blaze protects you. Now it will do very little to no damage to the Nobody but his move will do no damage to you. (long range-high damage) Eye Explosive- Sometimes when in battle, it will grab a eye and put it on the ground. This eye will not do anything if you are far but if you are close it will move towards you until it hits you in which it will explode. Not a damaging move but many of these eyes can really add the damage up so shoot at the eye to pop it and leave you without any damage but be sure not to be close as the eye can still spurt the acid inside of it. (short range-medium damage) Grab n' Smash- The Nobody, when it is big, has a arm on his back and when you are too close for its comfort, he will use it. He will grab you, smash you 2 or 3 times then leave you on the ground as it laughs at you. Probably it's most damaging move. The best way to avoid this is not standing very close to the Nobody as it will trigger him to do this. (short range-high damage) Toxic Flesh- When the Nobody dies, the flesh will explode. This flesh is toxic so it will damage you if you are near it. Best way to avoid this is by not getting too close and you'll be fine. (short range-low damage) Strategy for Nobodies Now although they are very annoying, they are pretty easy to defeat. Using the Ifrit or the Swords will do well. Strategy with Swords- Now using the Swords is a good choice. When using the Alastor, Stinger the Nobody (or Nobodies) to get your DT up and to damage him. Once the Nobody grows, DT and Air Raid him. Now with the Air Raid, it will either kill him or damage it to the point where it will grow back to small size. When it turns small again, Stinger it a couple more times and it will die. Now with the Sparda you don’t have the luxury of Air Raid so Stinger is now your friend in killing it. Now when the Nobody is small, Stinger it but when its big there is another way to Stinger that wont get you a face full of foot. To do this, High Time the Nobody. When you High Time a Nobody, it will rise in the air and slowly get back. When the Nobody does this, quickly go to the back of it and now you can Stinger it as much as you want without the Nobody countering. This also works well with Alastor if you haven’t killed a large Nobody and you need DT. Strategy with Ifrit- Using the Ifrit is a bit harder but still works. Now start off with Kick13's to knock the Nobody/Nobodies out. When they grow, launch a Kick13 auto-combo, Inferno, or Meteor at it. This will usually shrink or kill the Nobody. If there any small Nobodies left, Kick13 to kill them. If there are any big Nobodies left, Magma Drive the Nobody. This will stun the Nobody so go around it and once it regains its composure, Kick13 its back as much as you want to kill it without the Nobody countering. 4. The Mini-Bosses (By The Nightmare Alpha) Shadow Hardness: **** Description: Shadows are demons that chose a cat’s body to stalk on innocent victims and uses the shadows of its victims to shift-shape and create weapons to get others. My opinion: These guys aren’t that hard in my opinion..... oh yea there was the first time I faced it when I used a vital star to pass the shadow. Cheap, huh. Anyway these beasts aren’t as difficult as they seem once you break it down and learn their moves. They are fast so you use the Alastor’s speed to counter-act. Guns are the only things that will allow you to get to the core. Moves Shadow Lance Thrust- This is a fast move but has some wind up before the thrust. The shadow will stop moving, will sit on its hind legs, and its head will “collect black energy”. At this time jump out of the way because a huge spike will come out of his face. This move although has some wind up its still fast and can pin you pretty badly. Make sure not to go on the balcony or any high area because it’s a shadow so its attacks can pierce through the walls and hurt you. This move can also be used against the shadow because if you jump on the head of the shadow, you can attack its core with your guns without the need of lowering its defenses to attack the core. To dodge this move simply roll to the right or left also if you want, you can jump to evade the spike. (long range-high damage) Puddle o’ Spikes- a unique move that can do a lot of damage if you don’t move. The first sign of the shadow to do this move is that it turns into a puddle and doesn’t move. The second and final sign is when a little black spot of the shadow appears below you. When that spot appears, dodge to the sides or back so that the spikes don’t hit you. This tracks your last position so it isn’t that bad. Also as a side note, this is the core’s only move so DT will help you if you get hit because it is your only chance to attack it and you cant be stalled. It will always do this move in puddle form. Oh if you don’t happen to have DT and you have to attack the core, you can stay near it and you wont take damage. (any range-low to high damage) Giant Bite- This is a move that is somewhat hard to avoid but if you know what your doing then it will be easy. The shadow will be in puddle form when he does this but sometimes it will do it in cat form. Then it will back up a bit and it will advance at you with a giant bite. This is not a hard move to dodge but if you are not in view of the shadow then it will not be as easy plus it increases your chances of getting bitten. Simply dodge to the opposite direction of the bite or jump away from the Shadow and you’ll be fine. (short range-high damage) Bite n’ Smash- This is different from the Giant Bite. Instead of biting you, it will bite and hold you in its jaws. After getting a grip on you it will slam you twice then throw you. Dodge this in a similar manner of the Giant Bite. It’ll almost always be in puddle form when he does this. (short range-high damage) Sickle Smash- This is annoying. The shadow will jump, so get ready, and morphs its head into a sickle. After that it will spin in the air and smash with devastating accuracy. First rule with this move: DO NOT JUMP. This will allow the shadow to smash you a lot more accurately. There are two things that you can do: 1. When you see it in the air and it comes down, dodge to the right or left as soon as he comes into your range of view. There is a chance that after the shadow lands he will sit there but momentarily so it will give you the perfect chance to land a close range shotgun blast or two. 2. This can only be done if there’s a obstacle in the way. When the shadow moves, try to make it move near a pillar, rocky slab hanging down, or in the case of the Normal file behind the fountain’s. Now when it jumps it wont be able to pass through the rock slabs and pillars or the fountain BUT just to be sure, be ready to dodge in case if it passes through some how. (any range-high damage) Phantom Lances- Now if you decide to slash the Shadow (which you shouldn’t), the Shadow will counter act: he’ll charge some energy, make some Phantom Lances, then releases them or stabs you with them depending on if you are far or not. This is a long range or a short range move depending on where you are and it does stun you which it then can set you up for the Shadow's heavier moves. Just don’t slash the Shadow and you'll be fine. (any range-low damage) Explosive Bite- This is the most damaging move in the arsenal of the Shadow and he only does this when he is in his anger mode. It is similar to the Bite n’ Smash only that it adds a explosion to the end in which it will die but it will damage Dante pretty badly. What sucks the most about this move is that the shadow does this about 3 to 5 times with the exception of him doing the Puddle o’ Spikes or Lance Thrust but it is rare though. Remember that he sort of back's up then advances towards you. He’ll almost always be in puddle form when he decides to do the move. Dodge to the opposite direction of the bite or jump to the side. (short range-very high damage) Hybrid Explosion- In your first battle with the shadow in normal, you don’t have to worry but in other battle’s you have to. Anyway the shadow will chase you when it’s red and finally its core will come out while still in its cat form. It will screech at Dante then implode on itself. If you get too close to the explosion, it will push you far along with some good damage. Just don’t get too close to it when this happens and you’ll be fine. (short range-high damage) Strategy for Shadows The best thing to do is to use is the shotgun. It likes to stalk you so shoot it repeatedly while moving to get you the chance of getting its core out. Also you can DT and fire DT shots to expose the core even faster. Air Rand is also a good move to do since you can hover over the shadow and fire bolts that do more damage. Once you run out of DT and its core is out, stinger it. If you do Air Raid and it hasn’t shown its core yet simply shoot 1 to 3 more shotgun shots to expose the core. When the shadow reforms, make sure to see the color and stay far when it reforms. If its black, keep on going. If its red... run. If it gets you in the Explosive Bite, say goodbye to about half of your health. Be lucky if it does the Puddle o’ Spikes or Lance Thrust cause it is rare if it does it in its anger form. Once it dies watch out because that explosion can still hurt you. Oh one more thing, the Nightmare Beta is a great weapon for Shadows especially in tight corners because of the rebounds and good power. Multiple Shadows Later on you will have to face more than one Shadow. Yes it COULD be harder but its not as hard as it seems. Now you will have the choice of using the Ifrit and Alastor. Alastor Strategy- Now you can settle with this to beat the Shadows. Simply gain DT and Air Raid. Now focus you're Air Raid on one Shadow while luring it away from the others. Once you lure it away and the orb is out, stop flying and Stinger the life out of the Shadow. Now you'll have it on red and it will chase you. Run and jump away from the Explosive Bite. It will explode and now you can get the orbs. Then repeat this to the others and you will win. Easy as that. Ifrit Strategy- With Ifrit, you can relieve yourself with the hassle of using a lot of DT. Start with the closest Shadow and don't attack, once the Shadow prepares it's Shadow Lance Thrust, get close to the Shadow. Once the Shadow actually does the spear, jump on the spike. Preceed to DT and then fire a blaze of DTed E&I shots as fast as you can. If done right, the Shadow will turn red. Whats the idea of getting closer? Shadow's like to stick together and so your aim may go to the other Shadow as you go for the one your after. Getting closer to the Shadow that you want to destroy gives you more chances of finishing the Shadow. If the Shadow doesn't turn red, then fire a couple more shots until it reveals it's core. if you have some DT left, do a Kick13 Auto-Combo. It should then turn red and you must finish the rest. Another alternate is Meteor Lvl 2. The difference is that you must be quick with loading the entire Meteor or else the Shadow will return to normal and your Meteor will go to waste. Strategy with Nightmare Beta- Now using the Nightmare Beta is a good idea. All you have to do is find a good time to fully charge the Nightmare Beta then release it. If you charged it to its top, it will fire many beams all over the place and the closer the space the quicker the core will be revealed. Once the core is revealed, Stinger/Kick13 the core. Avoid the red Shadow and collect the orbs. Death Scissors Hardness: **** Description: The leader of the Sin scissors and fights with more complexity as well as quickness. They have a cow skull that shows their dominance. They use cages composed of human and animal bones that allows nothing to escape... including Dante. My opinion: Whoa, these guys make the Shadows look like a bunch of kitties. They fight a lot more better than the Sins. These guys know how to battle with their scissors as they are able to counter-act your moves so you cant make stupid mistakes in this battle. Not only that but they have their energy cages that don’t let you go. Moves Energy Cage- This is ANNOYING, more annoying than anything else. The Death Scissors will seal you in a energy cage that you cant escape. You also can't wall jump on the cage but you can use it to your advantage to avoid the moves it pulls out. (no damage) Scissors Snip- Basically the Death Scissors will do short sniping noises with his scissors. He will then open them real wide and try to snip Dante in half. This is the Death’s most obvious and often done attack. To avoid it simply jump out of the way. Also you can counter attack after he does this move but you must be quick or he’ll do a parry. (medium damage) Death Swing- This is another of those annoying moves that the Death does. The Death Scissors will hold his scissors in one hand, laugh, then swing them 2 to 5 times in a whirling pattern. Best thing to do for this move is to stay far away from him. He wont be able to move from his position when he does this move so simply stay away and he has a moment afterward where you can hit him, but it’s brief. (medium to high damage) Scissor Parry- This is annoying all by itself. As you know he is the Sin Scissors leader therefore his combat skills are much more better. If you try to hit him with your sword, he’ll not just dodge to the side but he’ll allow his scissors to take the hit then laugh at you. Although it does no damage it will probably allow him to set up for the Death Swing so try not to make your attacks obvious or you’ll take damage from his counter-attack. (no damage) Death Stab- The Death Scissors will reel his scissors back, laugh, then stab Dante with them. This is actually pretty long ranged and dangerous but slow. Now the mistake that people make with this move is that they jump thinking that that's it but the Death scissors follows you so he can hit you as you land so to avoid this move, jump right before the initial attack then you can counter attack with a Downward Slash. (medium damage) Manta Cloak- Now if you attack the Death Scissors with Projectiles or your Devil Arms too much, the Death Scissors will "cloak" his head and will slink on the ground while using his robe to protect him then he will regain his composure. During this time that he is on the ground he is invincible. Now what's annoying about this move is that he usually does this right before a attack that will hurt him pretty well. This also allows him to move from one point to another, in the cage or out without any harm. At this time don’t do anything to him as you're attacks will do no harm to him. (no damage) Rainbow Stab- Neat but hurts. The Death Scissors will be above you and will do a "back flip". After doing that he will be looking down at you and stabs you downwards. Pretty easy to notice but annoying. Best thing to do is to take advantage and hit his mask, as it is defenseless at that point of time. This move is actually rare so you wont have to worry about this too much but if you'd rather not attack it too then Rolling away will get you out of the way. (medium damage) Rage Boost- When you land a move like the Downward Slash from your Alastor and it has taken enough damage he will lose one of his horns, shake his head, and turn his mask red. Yes although you don’t take any damage from this move, it’ll signal something else: 1. it shows that he is invincible during this time period so stop what your doing and focus on staying alive 2. He is going to do a move that if you don’t stop what your doing will probably kill you. (no damage) Death Twirl- Oh no I was wrong, this is THE MOST ANNOYING move it the Death Scissors arsenal. This is the move I was taking about that accompanies the Rage Boost. He will still be invincible so here we go: The Death Scissors will align with you, his scissors will be closed, and he will have them pointed at you. Once he’s done that he will twirl around and drill anything in its path. The first pass wont be too bad but you might not notice that he will come for another strike... and another... and another... and another, eventually doing about 5 passes. This wouldn’t be so bad if it wasn’t that you were cramped in a small cage. The first time you face him in the sewers, you will usually see a little spray of water raise up. This could help you determine where the pass is going to be. There’s also the other option of jumping around like crazy, hoping that the Death wont hit you. 75% of the time is that if you jump like crazy, you are going to take damage. Try to determine where its at by the water and jump or dodge out of the way as soon as you see it in your range. (high damage) Scissor Toss- This is pretty easy to avoid. When the Death Scissors dies, it will toss its scissors in the air of where it died. The best way to avoid it is by running far away from the Death as soon as his mask shatters into pieces. This will get you out of the pain of getting hit by that move. Usually when he tosses the scissors in the air they wont go very high in the air but can still hurt you significantly, so run as soon as it dies to not get pinned by the scissors. (high damage) Strategy for Death Scissors This guy is definitely the most annoying guy in the game. Well anyway it takes three to four rounds to get him to his death. The best way to damage him is to shoot the shotgun in the beginning of the fight. He will stall to attack in the beginning so start with some blasts. If you decide to take the fight to him and start with a downward slash... you will pay. He will then probably do the Scissors Parry in which he will counter with his Death Swing. You don’t want that so shoot him. Take you time because with him patience is key with the Death Scissors. Once he goes for his Scissors Snip here are three things you can do: 1. counter his snip by taking a swing with the Alastor so that he will lose his grip on the scissors then QUICKLY jump and slash him 2. let him snip at you BUT at the last minute jump upwards to miss the snip and slash downwards with the Alastor. You should go with option 2 to damage him the best 3. When he does this move try to position yourself so that when you jump, you will jump on his head. This will stun him BREFILY and his wont give you much time to slash downwards. If you do connect, it will do a little extra damage. If you don’t connect he will do the Scissors Parry and counter so watch out. Once you’ve done that he will most surely go into Rage Mode. Don’t attack and focus on dodging his attack. Once he stops repeat the strategy above for about two or three more times and he will die. Kyklops Hardness: ** Description: Although they look like Phantom, these miniature versions of Phantom are low class demons. Although they are low class, Kyklops are very durable as they are made of the earth below them. They are not just durable but they also are able to leap huge distances. My opinion: These guys are pretty easy and aren’t much of a threat. This doesn’t mean that they are not a challenge. They are pretty much like Phantom but weaker. Moves Pouncing- The Kyklops will lower itself down really quick then it will jump in the air and try to land on Dante. This is probably the most damaging move in the Kyklops arsenal. To dodge this move simply watch where the shadow of the Kyklops goes and dodge to the opposite direction of where the Kyklops was jumping to. Also as a side note: if you can make it land on another Kyklops, it will hurt it pretty badly and it could make it kill the other one. (any range-high damage) Rocky Swipe- If you go into non-projectile combat and you go to the face, the Kyklops will decide to get rid of you by swiping you and knocking you far. This could then set it up for its Pouncing attack. Best way to avoid this is by not attacking the face too much. (short range-medium damage) Rocky Stabs- This attack is much more damaging than the swipe. Once again if you decide to attack the face, the Kyklops will repeatedly stab you with its claws. Now if you stay in its face and you allow it to attack you, then you will suffer some pretty big damage. Simply don’t attack the face too much and you’ll be fine. (short range-medium to high damage) Charging Boulders- Similar to Phantom’s Fireball. The Kyklops will turn in your direction if not already done. It will then stand there doing nothing. Don’t and I mean DON’T attack his face, this can hurt you pretty badly. It will charge something in its mouth then it will release several boulders at Dante that will get a good range of the area. The good thing about this is that it has a medium range and doesn’t go very far so its not something to worry about. As another side note: you can use this to hit another Kyklops to hurt it. (medium range-high damage) Strategy for Kyklops To beat these guys, there are three things you can do to kill them: 1. Take out your Alastor and make sure you have a full DT gauge. If you don’t have a full DT gauge, simply take out your Grenade Gun and fire some shells at the Kyklops to get your gauge up. Once you have the DT gauge full, do Air Raid then fire electric bolts at them. It should take it out pretty easily but if you run out of DT, fire your Grenade Gun at it to get more DT. Then commence Air Raid again. Although your in DT you still have to worry about what the Kyklops are doing so pay attention to it and it wont take too long to kill it 2. You can do what you did with Phantom, wait until the Kyklops exposes its face and slash then run. This is a bigger pain as you have to evade their moves much more than in Air Raid 3. equip the Ifrit and go into DT then do Kick13 auto-combo. This will do more than enough damage to it. Also if you have Inferno it will hurt the Kyklops pretty well. Death Scythe Hardness: ***** Description: The undisputed leader of all the Sins and Deaths. They have a large array of moves and are very fast. They have the best combat techniques, combining speed with brute strength. Their red cloak and large mask shows just how dangerous they really are. My opinion: These guys will be the hardest Mini-Boss that you will face in DMC with good reason. They have such a array of moves that will hurt Dante pretty badly and when they gather their scythes... they bring their offense to a whole other level. Moves Scythe slash- The Death Scythe will simply slash you with his scythe. The Death Scythe will usually rush then slash at you. He has a pretty good mark on you so you must be careful that you don’t lose sight of him or else he will get you. To avoid this move: 1. simply dodge out of the way and he wont get you or 2. you can equip the Ifrit and the do the Dashing-Downward Kick that will cancel this move out. (close range-high damage) Jack-in-the-Box Whirlwinds- The Death Scythe will fire red lasers from his eyes near the area that Dante is at. They will then expand and swirl around. If Dante steps on one of these whirlwinds, it will hurl him in the air and the Death Scythe will go for the move I will describe next. These Jack-in-the-Box Whirlwinds are meant to be used against Dante but they can actually support Dante in hurting the Death. If you have the Ifrit Gauntlets, it will allow you to hit the Death Scythe more accurately. How is this? Well if you notice how the Death Scythe will follow you closely after you get sprung up, well use this to your advantage and use you Dashing-Downward Kick to give him a stinging blow. If you don’t want to step on this, simply move out of the way of the circle it creates to not get sprung up (any range-no damage) Scythe Spike- Well this is the result if you get sprung up and you do nothing. The Death Scythe will speed at you then smash you with his scythe and will send you back to the ground. This does a good amount of damage and Dante could get setup for another move. Try to out-prioritize this move with the Downward Kick so that he wont do this move. (short range-high damage) Swirling Shield- Usually you will be on the ground shooting at him since he will be high up in the air. So, to protect himself from your shots, the Death Scythe will swirl his scythe so that your shots cant hit him. There is no way to stop this physically as he is high in the air. The only two ways to stop him from doing this move are: 1. get on one of his whirlwinds and hurl yourself up there to stop this move 2. wait until the Death Scythe attacks you which shouldn’t take too long. (any range-no damage) Death Strike- This is a very painful move that can kill you in a matter of seconds, depending on your damage. The Death Scythe will fly above you then, without warning, it will rush at you and he will have his scythe out. As he rushes, if you do nothing, he will impale you and shake you on the scythe. Finally he will toss you, sending you with a lot of damage. This move can also be done in the air when you get catapulted. The only way to dodge this maneuver is of three ways: 1. As soon as he rushes towards, simply jump or dodge out of the way to avoid it. It is quick on the draw so keep your eyes open for the signs 2. If you got the Rolling Blaze, simply jump into the face of the Death Scythe. He should automatically stop the attack and shake his head allowing you to attack him, but its brief 3. If you get catapulted, 25% of the time he will do this move. Simply Downward Kick him with Ifrit and he will stop. (short range-very high damage) Summoning of the Scythes- This is a move that does no damage to Dante BUT this move brings the Death Scythe’s offense to a whole other level. It will allow some attacks to be altered and also he can make new moves. Usually you can tell if your going to battle with a Death Scythe if you see scythes all around the area, then you know you will go to battle. Now in the beginning of the battle the scythes will be inactive. If you take too long to kill the Death Scythe or you keep avoiding him he will bring out his arms and he will collect those scythes. He will usually carry three when he does this but if you take too long again he will carry as many as four. This will allow him to get much more accurate with his moves BUT at times this can also make him lower his defenses as well. (any range-no damage) Death Boomerang- This is the equivalent of the Sin Scythe's only that it can be done once he has summoned his other scythes. He has practically no wind up to this move as he will start throwing his scythes at you and in a way “juggles” them at you. He’ll continue to throw them at you until he decides to stop. It is hard for him to change direction as he has to get his scythes back. Use this to your advantage and get a attack at him. If you get caught in the middle of this, GET OUT by any means necessary. You are almost guaranteed a lot of damage from this move so evade as fast as you can. If you have Rolling Blaze, jump. The flames should give you coverage to get you out of this attack. (long range-low to very high damage) Death Combo- _The_ most insane move in the Death Scythe's arsenal. Once it has collected all of its scythes, it will glow a more brighter red and will begin to stalk you very slowly. At this time nothing happens until the Death Scythe gets close. Once Dante is in striking range, the Death Scythe will begin by doing two horizontal slashes (using a different Scythe to do so) and then does a Death Boomerang attack to finish the combo. This move alone does an insane amount of damage, even on Normal. This move is dangerous but alone it can be the downfall of the Death Scythe. Once it begins to slowly stalk you it will not do any other moves but wander around and follow you. Take the advantage of this and begin to, slowly but surely, damaging the Death with the Shotgun. DT and then fire whatever you can but keep moving away from the Death to keep safe. Once your DT runs out, fire normal or charged shots to gain DT. DT and repeat the proccess. Its safe, you can recover health, and you kill him. Also doing a Downward Kick can help speed the death of the Death Scythe but make sure to calculate where you will land because one mistake and you will get shredded. (short range-very high damage) Scythe Toss- This move is similar to the Scissor Toss. The Death Scythe will toss his scythe in the air. This is a dangerous move on its own but when he has collected three or more scythes this move is MUCH more dangerous. Now the best way to avoid this move is to simply run away as soon as you see his mask shatter. Now unlike the Death Scissors Scissors Toss, the power can depend. If it goes barely in the air it wont do as much damage but it can still do a good amount of damage. If all the scythes connect that can do some big damage. If he is a lot higher and you kill him you will notice the scythe or scythes dropping a lot more obviously but if you don’t move fast enough it will do a lot more damage because of the height it gains. This will be a lot more painful if there are more scythes present. (close range-high damage to very high damage) Strategy for Death Scythes These guys have good offense as well as good defense. To balance this fight, use Ifrit. It maybe slow but its Downward Kick is a good equalizer with good speed and power. Once the battle begins, equip the shotgun and blast at his face until he does his swirling shield. Now there are two ways to beat these guys after they do their Swirling Shield: 1. whenever I decides to take a dive at you, simply jump up and Downward Kick his face to do some good damage 2. this is the better way to damage the Death Scythe. Simply get on his Jack-in- the-Box Whirlwind and get catapulted. When you go in the air quickly Downward Kick him. This will not only cancel his moves but sometimes you can get catapulted multiple times and you can probably land consecutive kicks which will do some major damage to him. If you DT and do the Downward Kick, it will do a more damage. Also do DTed Shotgun blasts to do more damage to him when he’s not doing his Swirling Shield. When he gathers his scythes he gets more offensive BUT he also loses his defense in one move, the Death Combo. Sometimes when he wants to perform this move he will sometimes be at a little distant from you and he will stalk you slowly. This leaves him WIDE open for a attack. There is two approaches when he does this: 1. You can DT and do a Downward Kick or a Inferno doing some major damage to the Death Scythe but it will make you lose DT and it might not kill him instantly 2. Simply shoot your Shotgun at him. When you have enough DT use it and fire DT enhanced shots. When you get about halfway through your DT turn it off and fire normal shots. The thing is to KEEP MOVING away from the Death Scythe and shoot. Try not to get boxed in any obstacles and fire until it dies. You should be far away from the Death Scythe when he does his Scythe Toss but just in case, jump away. If you have the Rolling Blaze, it will aide you when you avoid attacks as it will cancel them or protect you from them. The Nightmare Beta is also great cause it will ricochet all over the place doing good damage and it can hit him many times. Also the Nightmare Beta shots are the only gun shots that can go through their Swirling Shield. The Living Fossil: Version 1 Hardness: * Description: Is the creature that is described in mission 17, the creature that blocks your path to the Nelo Angelo. He is a huge dinosaur who is brought to life by the powers of Mundus. My opinion: Easier than most things. Moves Fireball- This is a weak and slow move. This would be the easiest and most obvious move in the game. The Living Fossil will charge energy in its mouth and release it in a slow, straight path. This can easily be dodged and does very little damage. This is its only offensive move and it’s the only move that will kill it. You’ll see what I mean... (long range-low damage) Weapon Barrier- Basically, this barrier protects the Living Fossil from ALL your attacks. This barrier cant be broken so you must find a way to get past its defenses... (any range-no damage) Strategy for The Living Fossil: Version 1 This is a pathetic battle but it is counted as a Mini-Boss due to the fact that you might not know how to beat him since his Weapon Barrier will block your moves and you might give up (I don’t think you will though) Anyway have the Alastor or any sword equipped and prepare when it fires its fireball. When it is launched wait until it comes and time a slash. If you do it right, it will be returned to sender and smash The Living Fossil. Two more times in the face and its dead. Also if you try to jump to a higher level it will raise its head to attack you so be careful. The Living Fossil: Version 2 Hardness: * Description: A re-incarnated version of the first one. It is put up to the task of protecting the Bangle of Time. It has the more wider ranged flame-thrower but has lost the Weapon Barrier so it is susceptible to any of your weapons. My opinion: This guy doesn’t give up. He has a flamethrower that does a tiny bit more damage than the Fireball but is still a light move. Now he has no barrier so he is MUCH more easier to attack but is still annoying. Moves Flame-thrower- This, along with the Fireball, is a pansy move. It does light damage and it is easy to avoid. Simply stay far from the mouth of the Fossil and it will miss or if you want to play it safe simply jump to the platform on the left or right and wait until it is done. (short range-low damage) Strategy for The Living Fossil: Version 2 Pathetic is what this guy is. Simply use Ifrit or Sparda and do a Kick13 along with a charged Punch-Punch-Kick-Kick with Ifrit or do the Thrusting Combo with the Sparda. These moves will do more than enough damage to take it down. Frost Hardness: **** Description: Advanced versions of the Blades. They have been covered with a layer of Sub-zero ice that it uses to destroy prey. Their hides are so durable that they are able to withstand molten lava and not wear out. My opinion: These guys are pretty hard and don’t take damage like their counterparts easily. They can counteract pretty quickly and can do good amount of damage without phasing themselves. They can be a pain and leave you with a lot of damage but despite their durability they are susceptible to the Ifrit but they can also be fought with the Alastor. The Shotgun is useful when they do their Ice Inferno. Moves Sub-Zero Slash- The Frost will do a little leap and swipe at Dante with its claws and do some good damage to Dante. This will probably be its most frequent melee move with little wind-up for this attack. It is hard to see when this is coming but there are two ways to avoid this move: 1. When you see the Frost’s arm back up for the slash, counter with a Rolling Blaze Back flip or a simple back flip to avoid this move and then you can Downward Kick to punish it or Stinger it. Make sure to react quickly because this move is a quick on the draw so be careful 2. Try to keep it on the ground so it can’t do this move. Magma Drive's/High Times and Kick13’s/Stingers keep them at bay. (short range-high damage) Blizzard- A neat move that can do a lot of damage. The Frost will "crucify" itself in the air then it will shatter into ice shards. Finally it will launch itself at you direction. If you are in the middle of this, you will will get hurt. Now when there's more than one Frost this becomes a pain to avoid this move. Now there's a couple things you can do: 1. Simply stay near its range and you wont have any problem's 2. If it does happen to do this move, simply move away from where it is pointing at. What do I mean? Well the Frost can only Teleport forward towards where he is facing at. so if you stay out of its path this wont hit you. From there you can Magma Drive/High Time or Kick13/Stinger the Frost as soon as he lands (long range-low to high damage) Icicle Spear’s- This is a fast move but it has wind up before it. The Frost will glow in a icy way, cross its arm over tis face, then wave its arm releasing several icicle spear's all over the place. Now this comes out in two ways: Scatter Shots: The Frost will make all of the Icicles head in all directions. You won't get too much damage if you hit one, but you have more chances of getting hit from this. Jumping or Rolling away helps. Lined-Up Shots: This is worse than the one above. The Frost will fire a stream of rather slow moving Icicle's at Dante. Now this can hit you several times but if you are away from the Frost, you can avoid the move easily since its hard for them to direct the icicle fire. Now I warn you, this version of the shots can be done twice. Usually the shots can be re-fired a 1/2 a second to a second after it reloads. Now this can be dangerous but there are ways of avoiding this: 1. Rolling or Jumping away from the Icicle's can help 2. Rolling Blaze allows you to jump and if any Icicle's come into contact, they will shatter 3. Time a hit with the Ifrit or the Swords. This is actually bad to use as you can only hit 1 or 2 Icicle's. (long range-low to high damage) Ice Inferno- This is a move similar to the Inferno that Dante can purchase but more different. The Frost will jump swiftly in the air then it will land, creating a shockwave of a large assortment of Icicles that come out of the ground. The Ice Inferno can do a large amounts of damage if it is given the chance. If you are at the core of the Ice Inferno you will receive a large amount of damage. If you take damage from the outer edge you will take less damage than taking damage from the core of the Ice Inferno but its still pretty heavy. Now there are many ways to avoid this: 1. When he's in the air, blast the Frost and he will land to the ground without doing the move 2. High Time the Frost to stop him from doing this. Best time to do one is as he’s coming down. As soon as you see him coming down, High Time him. Its hard but it can be done 3. Simply move away from him as he does this and meet him with a Stinger/Kick13 to knock him down. (medium range-high damage) Ice Encasement- This is a recovery move that is a defensive move as well. The Frost will slowly rise in the air but he wont "crucify" himself like the Blizzard. Then a large case of ice will cover the Frost. Not only do Gun projectiles render ineffective but it will allow the Frost to recover lost and damaged parts. Best thing to do to the Frost at this time is to smash the case of ice as fast as you can. Now the Frost will sometimes do this 2 to 3 times so attack the Frost as soon as you break the case. If he creates a new one, break it and keep on the attack. (any range-no damage) Ice Shockwave- The Frost will simply create a shockwave of ice at you. The ice has a similar look to the ones the Ice Inferno and can be done from far. The noise it makes is a dead giveaway to the move. Now when there are more than one Frost, this becomes annoying so there is one simple way to avoid this, jump away. If you jump it will get you out of the trouble. Now if you are using the Alastor, you can use Air Hike to get out of the way but a simple jump will do. (long range-medium damage) Sub-Zero Impale- The frost will pretty much stab you with its long claws. Although this does high damage, it can only be done when Dante's life bar is on red. Just like the slash, this is very sudden and shocking so don’t be too surprised if this move is done. To avoid this, jump away. (short range-high damage) Strategy for Frosts Now since Frosts can be beaten both ways you can use the Ifrit or the Alastor/ Sparda: Strategy with Ifrit- Now the Frost don’t take damage easily as they can recover pretty quickly but despite their durability, Frosts are weak against the fire of the Ifrit. So the Frost will usually stalk you and unleash a move once in a while. Take this time to pound the Frost with Kick13's and Magma Drive's to keep them from attacking. DTed Shotgun shots do pretty well against a Frost as it will knock it off course. Inferno does the job pretty quickly. One Inferno is able to kill a Frost if it is at the core of it. Kick13 auto- combo's are also good. Usually 2 of them are able to kill a Frost. Strategy with the Swords- Now when you meet the Frost, simply Stinger it. When you're close, slash at it, back up and do another Stinger, then another combo. Rinse and Repeat. Shotgun shots do pretty well here as well so fire to screw up the Frost then go for the kill. High Time's work will when the Frost tries its Ice Inferno. When the Frost comes down for the Inferno, High Time him. If done right, the Frost will fly up then hit the ground and the move wont be done. Its hard but it can be done. 5. The Bosses (By The Nightmare Alpha) Phantom 1 Hardness: ***** Description: One of the henchmen that Mundus has created. He is the demon that looks for personal glory and greed to his own self pleasure. He is a large arachnid/scorpion demon with the pure lava flowing through his veins and he isn’t shy to gloat so punish him for his self-confidence. My opinion: This guy is hard your first time around. Its normal if you die so simply stick to the task and defeat him. He will actually be a lot more easier once you know what you are doing. Moves Fireball- Phantom will point himself in your direction if not already doing it, then he will charge a bright flame in its mouth. After a little bit of charging, Phantom will release a fast fireball at Dante. Now this move, as I said, is fast so you must be prepared. Once you see the area around Phantom glow and he stands there at you, there’s four things you can do: 1. as soon as he releases the Fireball, quickly dodge to the right or left, simple 2. as soon as the Fireball is released, time a slash with the Alastor. If done right the Fireball will be deflected and hit Phantom in the face doing some good damage. This is MUCH more harder to do. If you are good with the sword try it but I suggest not 3. while the Fireball is charging, go behind on of the weird pillar like obstacles and when the Fireball is released it will hit the pillar causing no damage to Dante 4. If you are near Phantom’s face and he is charging a Fireball, Stinger his face and he will stop while causing damage at the same time. This will also leave Phantom open for a quick combo 5. Air Raid allows you to fly so use that to fly over this attack. Any of these ways work pretty well in their own way.(long range-high damage) Calling of Dead Souls- A dangerous move that is similar to the Shadow’s Puddle o’ Spikes. Phantom will put his head in the ground. At this time DO NOT ATTACK because this can significantly take a good amount of damage. So when Phantom has his head in the ground, a lava pillar will rise at Dante’s last position. As soon as you see a little circle of lava or even a hint of lava, dodge. Phantom will usually do two at a time doing a total of six so be sure to dodge and don’t get stuck in any obstacles. As a side note, if you touch a pillar of lava as it comes down it will still do damage so watch out and allow the pillar to lower down. This can be a annoying move if you aren’t in focus of Phantom so keep a eye on Phantom. (any range-low to high damage) Phantom Stabs- If you slash at Phantom’s face too much he will repeatedly stab you with his claws until you decide to retreat. Now if you decide to stand at his face and receive the blows, it can practically mean death. Now there’s two ways that you can deal with this move: 1. basically go for your quick combo but retreat as soon as you see him draw his claws upwards. This is pretty obvious. Anyway you can do a quick 3 hit combo then retreat without waiting for Phantom to attack. The time between finishing the combo and him taking a stabbing at you isn’t far off so finish the 3 hit combo then run 2. This way could get you into trouble if you don’t do it right. Simply DT then do a combo. This will hurt Phantom enough to keep him from attacking but he may still hit you which could then end you up with quite a bit of damage. Stay with option one to be safe. (short range-medium to high damage) Phantom Slap- This move can also be done if you attack Phantom’s face too much. Phantom will simply use one of his claws and back hand slaps you which sends you pretty far. He will usually do this after doing the Phantom Stabs as a final hit. To dodge this, don’t attack Phantom’s face too much and you will be fine. This move does about the same damage as the Phantom Stabs. (short range-medium damage) Pounce- This is really hard to see in this battle. Phantom will lower himself very quickly then rises in the air finally landing on Dante if he is given the chance. Don’t let him hit you with this move because it will do a lot of damage. Simply watch Phantom’s shadow to see where its going then dodge in the opposite direction but make sure that there’s no obstacles in the way. If you can, you can use the pillars of this first battle to dodge this move. He wont be able to get past the pillar but you must be quick and be ready to dodge if he still makes it through. (any range-high damage) Scorpion Thrust- This will be dangerous and annoying too. Sometimes when Phantom gets annoyed by your attacks he will unfurl his huge scorpion tail. Then, sometimes, after he has unfurled his tail he will make a stab of the area in which he will either impale you or shove you pretty hard, either way it will hurt. Now there are two versions of the tail attack: Thrusting Version: Basically Phantom will stab in your direction if you are in front of him. Now he will do a small thrust then he does a much more farther ranged thrust. Usually the smaller thrust never gets you but the larger one will for sure impale you if you are close to him then he finally smashes and tosses you. This toss does more damage. Sweeping Version: Now if you are on Phantom's side or back, Phantom will make a sweep of the area. Chances are if you are near Phantom, you will go flying back. Now although this one has a much wider ranged it does less damage. Now to avoid this move simply don’t get in Phantom's way. Once you see Phantom move his tail, get away from Phantom as soon as you can so that he doesn’t get you. (medium range-medium to high damage) Ashes to Ashes- This move doesn’t hurt Dante but it does help in damaging Phantom. After doing the Meteor Rain or a lot of Fireballs, Phantom’s armor will turn grey and wear out. The armor at this time will be able to be attacked at all sides but its better to attack the face as it is more vulnerable than ever. DT and then attack Phantom’s face and as soon as he recovers he will usually do a Fireball so simply avoid the Fireball and then do a quick 3 hit combo for more damage. (any range-no damage) Phantom’s Fury- When Phantom has his health on red, he will get much more faster and swifter with his move execution. Now be careful as Phantom can do moves much more faster he can do several moves on you. Now attacking his face gets a bit riskier as he does his moves a lot more faster than before so be careful. (no range-no damage) Phantom Claw- When Dante's health is on red, Phantom will do a low speed sweep with his right claw. If you do get caught don’t try to wiggle out, he does more than enough damage to you in which it will show a death animation of Dante getting eaten. To avoid this, simply jump away from the claw and you'll be fine. Now remember that this is a slow move so you wont have trouble getting away from this move and try to counter attack Phantom. (short range-high damage) Strategy for Phantom 1 This will be fought in the cathedral where you get the Pride of Lion and this battle will prove a challenge for beginners on their skills. Now besides dodging all of Phantom’s attacks there’s two choices of how to kill him: 1. If you have a DT in the beginning of the battle simply turn it on and if you have Air Raid, do it. This will do some good damage to Phantom and you can hover above him to avoid his attacks. If you run out of DT, simply use your Shotgun and fire at Phantom. The shots don’t need to do any damage to him, this will simply get you DT to do Air Raid again. Just as a note, sometimes Phantom will get on his hind legs and cry in pain. He for some reason takes no damage so simply go around and face his back. From there, you can continue the Air Raid. It wont take that much time to kill him 2. This is a MUCH longer way of beating Phantom. Dodge all the attacks and whenever Phantom has his face is open, do a quick 3 hit combo. Sometimes when you are near Phantom and he charges a Fireball, do a stinger to cancel it out then do a quick combo then retreat or the Phantom Stabs will get you. When his back is exposed, jump on his back and slash away but make sure that he doesn’t do the Scorpion Thrust or you will get hit. When he does his Ashes to Ashes, go into DT and do your strongest move to him. He will recover with a Fireball so simply use the pillars to block the Fireball or avoid Phantom's face and do another quick combo for more damage. When he goes into his fury make sure that you don’t get hit and STAY moving. He will then die if you keep it up. Pat yourself on the back, you beat your first boss. Phantom 2 Hardness: ***** Description: Same as Phantom 1 My opinion: No more easy escape from Phantom’s Fireball as well as other moves that were once easy to avoid due to the obstacles but its still a bit harder. Moves Fireball- Phantom will point himself in your direction if not already doing it, then he will charge a bright flame in its mouth. After a little bit of charging, Phantom will release a fast fireball at Dante. Now this move, as I said, is fast so you must be prepared. Once you see the area around Phantom glow and he stands there at you, there’s three things you can do: 1. as soon as he releases the Fireball, quickly dodge to the right or left, simple 2. as soon as the Fireball is released, time a slash with the Alastor. If done right , the Fireball will be deflected and hit Phantom in the face doing some good damage. This is MUCH more harder to do. If you are good with the sword try it but I suggest not 3. If you are near Phantom’s face and he is charging a Fireball, Stinger his face and he will stop while causing damage at the same time. This will also leave Phantom open for a quick combo 4. Air Raid allows you to fly over him so simply fly over him to avoid his moves. Any of these ways work pretty well in their own way. (long range-high damage) Calling of Dead Souls- A dangerous move that is similar to the Shadow’s Puddle o’ Spikes. Phantom will put his head in the ground. At this time DO NOT ATTACK because this can significantly take a good amount of damage. So when Phantom has his head in the ground, a lava pillar will rise at Dante’s last position. As soon as you see a little circle of lava or even a hint of lava, dodge. Phantom will usually do two at a time doing a total of six so be sure to dodge and don’t get stuck in any obstacles. As a side note, if you touch a pillar of lava as it comes down it will still do damage so watch out and allow the pillar to lower down. This can be a annoying move if you aren’t in focus of Phantom so keep a eye on this move as it can catch you off guard. (any range-low to high damage) Phantom Stabs- If you slash at Phantom’s face too much he will repeatedly stab you with his claws until you decide to retreat. Now if you decide to stand at his face and receive the blows, it can practically mean death. Now there’s two ways that you can deal with this move: 1. basically go for your quick combo but retreat as soon as you see him draw his claws upwards. This is pretty obvious. Anyway you can do a quick 3 hit combo then retreat without waiting for Phantom to attack. The time between finishing the combo and him taking a stabbing at you isn’t far off so finish the 3 hit combo then run 2. This way could get you into trouble if you don’t do it right. Simply DT then do a combo. This will hurt Phantom enough to keep him from attacking but he still may hit you leaving you with quite a bit of damage. Stay with option one to be safe. (short range-medium to high damage) Phantom Slap- This move can also be done if you attack Phantom’s face too much. Phantom will simply use on of his claws and back hand slap you which sends you pretty far. He will usually do this after doing the Phantom Stabs as a final hit. To dodge this, don’t attack Phantom’s face too much and you will be fine. This move does about the same damage as the Phantom Stabs. (short range-medium damage) Pounce- Phantom will lower himself very quickly then rises in the air finally landing on Dante if he is given the chance. Don’t let him hit you with this move because it will do a lot of damage. Simply watch Phantom’s shadow to see where its going then dodge in the opposite direction but make sure that there’s no obstacles in the way. (any range-high damage) Scorpion Thrust- Scorpion Thrust- This will be dangerous and annoying too. Sometimes when Phantom gets annoyed by your attacks he will unfurl his huge scorpion tail. Then, sometimes, after he has unfurled his tail he will make a stab of the area in which he will either impale you or shove you pretty hard, either way it will hurt. Now there are two versions of the tail attack: Thrusting Version: Basically Phantom will stab in your direction if you are in front of him. Now he will do a small thrust then he does a much more farther ranged thrust. Usually the smaller thrust never gets you but the larger one will for sure impale you if you are close to him then he finally smashes you and tosses you. This toss does more damage. Sweeping Version: Now if you are on Phantom's side or back, Phantom will make a sweep of the area. Chances are if you are near Phantom, you will go flying back. Now although this one has a much wider ranged it does less damage. Now to avoid this move simply don’t get in Phantom's way. Once you see Phantom move his tail, get away from Phantom as soon as you can so that he doesn’t get you. (medium range-medium to high damage) Ashes to Ashes- This move doesn’t hurt Dante but it does benefit him. After doing the Meteor Rain or a lot of Fireballs, Phantom’s armor will turn grey and wear out. The armor at this time will be able to be attacked at all sides but its better to attack the face as it is more vulnerable than ever. DT and then attack Phantom’s face and as soon as he recovers he will usually do a Fireball so simply avoid him and then do a quick 3 hit combo for more damage. (any range-no damage) Phantom’s Fury- When Phantom has his health on red, he will get much more faster and swifter with his move execution. Now be careful as Phantom can do moves much more faster he can do several moves on you. Now attacking his face gets a bit riskier as he does his moves a lot more faster than before so be careful. (no range-no damage) Phantom Claw- When Dante's health is on red, Phantom will do a low speed sweep with his right claw. If you do get caught don’t try to wiggle out, he does more than enough damage to you in which it will show a death animation of Dante getting eaten. To avoid this, simply jump away from the claw and you'll be fine. Now remember that this is a slow move so you wont have trouble getting away from this move and try to counter attack Phantom. (short range-high damage) New moves Meteor Rain- Now for this move, Phantom will have his tail out. Now when Phantom's anger has gotten to its peak, he will charge a bright flame on his back then releases several Meteors that will land on Dante's last position. This move is extremely dangerous if you don’t notice it. As soon as the Meteor is launched in the air make sure to stop attacking and FOCUS ON THE METEORS ATTACKING YOU. Once you see the Meteors raining down, quickly dodge them until they finish raining down or you can turn on the Alastor’s DT and run to avoid all the meteors. This would probably be your best time to attack Phantom as he will do the Ashes to Ashes right after this attack giving you the opportunity to take a good portion of his health. (any range-high damage) Strategy for Phantom 2 This is similar to the first battle but without the pillars to protect you but you have more space. This will make this battle a bit harder but it isn’t a change from the first. Now as you avoid Phantom’s move, there’s three ways you can beat Phantom: 1. You should have more than 4 DT runes so that you can punish Phantom even more. Simply turn it on and commence Air Raid on Phantom while you avoid his moves. Just make sure to turn off the DT when Phantom does the Meteor Rain as your DT gauge may run out and will leave you open when you drop down. Then commence Air Raid again and if your DT gauge runs out shoot Phantom to get DT then Air Raid him. Rinse and Repeat 2. The long way to beat Phantom if you don’t have Air Raid (you should have Air Raid by now, though). Basically do a 3 hit combo when his face is open to attack. Dodge when he does any attacks. If he does a Fireball and your nearby, stinger him and he will not do it then hit him with a quick combo. If he does the Meteor Rain, dodge and he should do the Ashes to Ashes then you can turn on your DT and hit him with your strongest attacks. He will usually recover with a Fireball after doing the Ashes to Ashes so stinger him to stop him. When his back is open to attack get on top then slash at his back but make sure that he doesn’t do his Scorpion Thrust. Make sure to watch out when he goes into his fury as he is stronger and faster so be nimble and keep on the move 3. A alternate way but it is more of you to keep on the defensive. Simply dodge his other attacks then when he does his Pounce, lure him to do it on the glass in the middle of the area and when he comes into view, dodge. You should see the glass shatter a bit. Once the glass shatters about 5 to 7 times he will instantly die. It should take about that many times to break the glass. Either way will get you a victory and finally defeat Phantom, Hooray! Griffon 1 Hard: ***** Description: The loyal henchmen of Mundus. Ever since he was created, he has been respectful to Mundus and has done all of the jobs that Mundus has given him with no doubts. A huge eagle with the power of electricity, he is now the one that must take the task of taking down Dante. My opinion: Griffon has overwhelming offense as well as defense just like any other boss. Also he has MANY long range moves that can get you off guard if you don’t keep your eye on him. Later on you will learn that he is a thorn in your foot. Moves Energy Scissors- Probably Griffon’s most obvious and most used move. Griffon will simply create a ball of electricity in its mouth and he will either shoot it down on the ground or will maintain it in his mouth but he will lower his head a bit. Anyway the Energy Scissors will be opened wide open and will be aimed at where Dante is at. Now depending on your position it will aim there. Then after staying open for quite a while, they will close pretty quickly. To dodge this move you can either: 1. jump over the scissors to avoid them 2. You can roll to the left or right. This is much more riskier as the scissors maybe close to the ground and they could make contact with you as they close. You could also back flip but the problem is that if you do it too soon they will close on you which isn’t good and if you do it too late the electricity could still be lingering as you back flip where the electric “blades” have met and can still hurt you 3. If they are over your head, stay on the ground to avoid them. Either of these ways will get you out of trouble. (long range-medium damage) Electric Bomber- This is a pretty neat move but it is damaging as well. Griffon will be flying in the air then makes a low sweep while still being in the air. Finally he will drop MANY electric balls in the path that he is taking. This is a pretty daring move that gives you enough time to react so keep your eye on him if you cant see him so as soon as you see this move back flip away from the electric balls or simply roll away from him. This should get you the advantage of this move so that you can counter-attack. (any range-low to high damage) Electric Horizontal “Wires”- A pretty fast move that can get you off guard if you don’t keep an eye on him. He will create a ball of electricity in his mouth and will shoot out many electric “wires” that can home in on your last position. To avoid this move you can simply either stand on the ground if they pass over your head or you can jump over them to avoid you. He usually sends this out with his Energy Scissors so watch out. (long range-medium damage) Head Strike- Wow, Griffon actually has a close range move. Anyway, Griffon will be on the ground he will then rush at you, waving his head to the right, and then swinging it to the left. This could send you pretty far so you must be careful because it could set you up for any of his energy moves. Simply either back flip in the opposite direction of Griffon or roll to the side. (short range-high damage) Electric Vertical Wall “Wires”- BAH, this is a ANNOYING move that can catch you in quite a predicament. Griffon will be on the ground and will create a ball of electricity in his mouth. After that Griffon will make a wall of vertical “wires” at Dante. What is truly annoying about this move is that it can strike you many times due to the fact that he can create 4 to 6 of these walls. Also that they can stun you and their speed can get you. The best possible way to avoid this is between: 1. Going into Alastor’s DT and do Air Raid. You can easily strafe to the right or left while firing electric bolts at him to damage him at the same time 2. Simply go into DT and keep the R1 button on him and fire at him as you go into the nearest gap to escape the walls. Its hard but I think the Air Raid is much more easier to avoid this move. (long range-light to high damage) Visible Platforms- These platforms are created as a side affect of Griffon using his electric attacks. They provide, at times, relief from his attacks and can get you out of trouble but they can also get you in some dangerous spots as some of his move can lock on to Dante’s last position and you wont be able to escape as fast as you want. Use these at your choice as they have their good and bad uses. (any range-no damage) Multi-Formational Electric “Wires”- He usually does this in the first battle and in the third. This can be annoying as well. Griffon will be in the air then he will shoot a ball of electricity on the ground that will expand and fire horizontal and vertical “wires” on the ground in a diamond formation, horizontal formation, and vertical on the ground. Now these wires will become inactive and they will be invisible. After sometime, the wires will activate and hurt you. Now this is where trial and error comes into play of how you want to avoid this. Either you can do Air Raid and fly over the “wires” while attacking Griffon but the bad thing is that if you don’t have enough DT, you might land on a “wire” and you don’t want that. The other option is to stand on the Visible Platforms that Griffon creates. This can leave you as a stationary target but you will be out of the “wires” on the ground. Watch out though cause they might disappear and land you on the “wires”. If that happens quickly DT then Air Raid. (any range-light to high damage) Electric Landing- Griffon will be in the air then electricity will come out of his feet in a diagonal fashion. Finally, Griffon will land on the spot that the electricity hit on the ground, practically dropping his weight on Dante (ouch!). I find this easy to dodge as he takes his time in doing this. To dodge this simply see the “wires” as they hit the ground make sure to run away as fast as you can. Use Alastor's DT if you need to avoid this move a lot more faster but it isn’t a lot of trouble to avoid. (medium range-medium damage) Storm of Lightning- In this battle, Griffon only does this at the end of the battle but in the other battles this becomes a regular move of his so get used to this move. Anyway, when he dies at the end of the battle he will glow a red color and lightning will cover all over him like a shield. This can be fatal so instead of doing a short range move, do a long range so that this doesn’t hurt you. (short range-high damage) Strategy for Griffon 1 For this battle, you can equip either E&I or the Grenade Gun. If you prefer speed, choose E&I. If you prefer power, choose the Grenade Gun but remember to cancel the recoil and reload with a roll to the side. The Devil Arm of choice would have to be Alastor for Air Raid and its speed for this battle as the Ifrit doesn’t have any skills as of yet. In the beginning of the battle turn on your DT and use Air Raid on Griffon. It should take some good damage from Griffon while you dodge his moves. When you run you of DT use the gun of your choice to get your DT back. Rinse and Repeat. Once Griffon loses about 1/2 to about 1/3 of your health, he will end up on his side for quite a while. Don’t waste your time and attack! You can DT and slash away at him or you can do non DT slashes, your choice. Keep avoiding his moves and use Air Raid when you have DT. Use your guns to get DT back. Once again, Rinse and Repeat. Once you run out of DT, fire more shots so that you can get DT back. Your last option is if you have Round Trip, charge it to its top and launch it. It will slash through his heart then you can DT and do Air Raid at the same time. You can also unleash a Holy Water on him. This can hurt Griffon pretty badly but there’s no need. Once you beat him, watch out for his Storm of Lightning and collect your bounty. Griffon 2 Hardness: ****** Description: Same as Griffon 1 My opinion: I think this fight is the best fight with Griffon. I don’t think any other battles with him compare. Do to the rather narrow space of the ship it will demand different fighting skills. You should use E&I for this battle cause the accuracy will give you more chances to hit it and some of the attacks demand it. Use Ifrit for this battle as now I bet you should have at least the first three which will be more than enough to take Griffon but if you have the Meteor Lvl 1, then it will help a lot but Alastor can still get the job done. Moves Energy Scissors- Probably Griffon’s most obvious and most used move. Griffon will simply create a ball of electricity in its mouth and he will maintain it in his mouth. Anyway the Energy Scissors will be opened wide open and will be aimed at where Dante is at. Now depending on your position it will aim there. Then after staying open for quite a while, they will close pretty quickly. To dodge this move you can either: 1. jump over the scissors to avoid them 2. You can roll to the left or right. This is much more riskier as the scissors maybe close to the ground and they could make contact with you as they close. You could also back flip but the problem is that if you do it too soon they will close on you which isn’t good and if you do it too late the electricity could still be lingering as you back flip where the electric “blades” have met and can still hurt you 3. If they are over your head, stay on the ground to avoid them. Either of these ways will get you out of trouble. (long range- medium damage) Electric Horizontal “Wires”- A pretty fast move that can get you off guard if you don’t keep an eye on him. He will create a ball of electricity in his mouth and will shoot out many electric “wires” that can home in on your last position. To avoid this move you can simply either stand on the ground if they pass over your head or you can jump over them to avoid you. He usually sends this out with his Energy Scissors so watch out. (long range-medium damage) Electric Vertical Wall “Wires”- BAH, this is a ANNOYING move that can catch you in quite a predicament. Griffon will be on the ground and will create a ball of electricity in his mouth. After that Griffon will make a wall of vertical “wires” at Dante. What is truly annoying about this move is that it can strike you many times due to the fact that he can create 4 to 6 of these walls. Also that they can stun you and their speed can get you. The best possible way to avoid this is to simply go into DT and keep the R1 button on him and fire at him as you go into the nearest gap to escape the walls. Air Raid also works well here. Another good way is by going to the very top of the mast to avoid this. (long range-light to high damage) Visible Platforms- These platforms are created as a side affect of Griffon using his electric attacks. They provide, at times, relief from his attacks and can get you out of trouble but they can also get you in some dangerous spots as some of his move can lock on to Dante’s last position and you wont be able to escape as fast as you want. Use these at your choice as they have their good and bad uses. Very rare in this battle though. (any range-no damage) Electric Landing- Griffon will be in the air then electricity will come out of his feet in a diagonal fashion. Finally, Griffon will land on the spot that the electricity hit on the ground, practically dropping his weight on Dante (ouch!). I find this easy to dodge as he takes his time in doing this. To dodge this simply see the “wires” as they hit the ground make sure to run away as fast as you can. Use Alastor's DT if you need to avoid this move a lot more faster but it isn’t a lot of trouble to avoid. (medium range-medium damage) Storm of Lightning- In this battle, guess what, NO STOPPING Griffon from doing this move. Griffon will land. Finally the place will get dark and lightning bolts will soon home on Dante while some lighting bolts protect Griffon. The lightning bolts don’t home very well but they do some good damage when they make contact. This move is MUCH more fatal when he dies as he glows with the energy and the lightning is much larger. To avoid this move, simply stay on the move. If you stay in one place too long, Griffon will land and do this move. If he does land and does this move, keep an eye on him and dodge to the right or left but don’t get close to Griffon as these bolts become extremely accurate if your too close to him. Also Air Raid does well to avoid this move. (long range-medium to high damage) New Moves Multi-Energy Scissors- Wow, now this move has a bit more accuracy than the regular one. Griffon will be flying and he will create a ball of electricity in his mouth, then 4 of these “wires” will come out finally closing all together. This is only a bit more tougher than the single one. To avoid this simply keep on the move and dodge under one or jump over a “wire”. It wont be too hard to dodge but they form a different formation every time. (long range-medium damage) Energy Phoenix- AHHHH!!! This move is VERY annoying as he makes this one of his frequent moves. Anyway, Griffon will create a bird of red energy that he will attach to you with yellow and black “strings” of electricity that wont hurt you. The first time it makes contact with you it will catapult you in the air, after that it will either hurt you or randomly catapult you. This thing can not only direct your attention to the Phoenix but it will distract you so cant see what Griffon is doing. For these reasons I HATE this move but there’s ways to get rid of this: 1. Allow it to get you catapulted then fire E&I shots at it so that it will disappear. It will get rid of it faster if you DT and fire DT enhanced shots to the Phoenix. If you land on the ground use the Rolling Blaze so that you can go safely through it then fire E&I to finish it 2. Climb one of the masts and fire E&I as you jump over or jump away it depending on its direction. This can be harder but its better that you have Rolling Blaze to protect you 3. If you have Meteor Lvl 1, it is possible to hit the Phoenix with it but he must be over your head and he must be high in the air so that you can get the full Meteor on it. If you do land the Meteor it should finish it. If not it will need a couple shots. Just jump if you don’t get to shoot but ROLLING BLAZE jumps will get you through it safely. This way is actually much harder so don’t try it. (any range-low to high damage) Multi-Directional Electric "Wires"- Truly annoying with the Energy Phoenix. Now these wires are self automatic in the battle so be careful. Now these "wires" wont appear on the ground like the Multi-Formational "wires". Now these "wires" go off the ground heading vertically, horizontally, and diagonally. Now these will be transparent but still visible then they will turn solid. Now this is dangerous as you might jump and you could get hit by this, setting you up for a different move. To avoid this, simply get out of the way of these "wires" and you will be fine. (any range-low to high damage) Strategy for Griffon 2 This is a battle that will not only test your endurance but your patience. First rule in this battle, KEEP MOVING. If you want Griffon to do his Storm of Lightning move then be my guest. I didn’t want that so keep on the move or simply climb a mast so that he cant land there... or at least not reach you. Now besides dodging the moves there’s three ways you can do this. Now as a note, you can use Ifrit or Alastor for this battle. Ifrit Strategy- Now if you use Ifrit, It can help pretty significantly so these are some ways of defeating Griffon: 1. Equip E&I as it is fast and accurate which will shake off the Phoenix. Now keep on the move as you shoot and dodge Griffon’s moves. Once you have a good amount of DT, Climb one of the low masts and then DT. Finally charge a Meteor Lvl 1 (2 does a lot of damage but you don’t have to have it) at him then fire to take good amounts of damage and keep sending Meteors at him. Once your DT runs out, drop down and continue with moving and firing E&I shots 2. Simply fire E&I shots then when you have DT, fire DT enhanced shots when your on a low mast. Once you run out, drop down and fire E&I to get DT back 3. Allow Griffon to drop down to you and IF you have it, Inferno him then dodge his Vertical Wall “Wires” or his Storm of Lightning. Once he rises fire E&I to get DT and fire Meteors at Griffon on one of the lower masts. Get DT back and if he lands Inferno him. Most of these are Rinse and Repeat’s so either ways are good but some are harder to do than others. Alastor Strategy- Now Alastor still does the job in this battle but it just does less damage. Now there are some ways of doing this: 1. Start by equipping E&I and firing if you need DT. Once you got DT, Air Raid Griffon until your DT runs out. Then fire E&I to get DT back 2. Now this does a lot more damage. Now first, gain DT then do Air Raid but don’t waste all your DT as you will need it. Now get more DT but allow Griffon to land. Once he lands, DT and do Vortex Lvl 2 (cause Lvl 1 wont make it going through Griffon). Then get far before your DT runs out and land in a safe place then repeat. These will easily end Griffon but you must be careful of where you land. Griffon 3 Hardness: ******** Description: Same as Griffon 1 and 2 My opinion: Phew, this seems better than the ship battle since the Phoenix won't be here anymore but it still has many of his annoying moves. Not just that, but he has less affect to your weapons. He will be much more tougher than his other forms so be ready for quite a long battle. Ifrit will be the better weapon. If you have Meteor Lvl 2, that will do some major damage to him. Once again if you stick with Alastor it will still work. Moves Energy Scissors- Probably Griffon’s most obvious and most used move. Griffon will simply create a ball of electricity in its mouth and he will maintain it in his mouth. Anyway the Energy Scissors will be opened wide open and will be aimed at where Dante is at. Now depending on your position it will aim there. Then after staying open for quite a while, they will close pretty quickly. To dodge this move you can either: 1. jump over the scissors to avoid them 2. You can roll to the left or right. This is much more riskier as the scissors maybe close to the ground and they could make contact with you as they close. You could also back flip but the problem is that if you do it too soon they will close on you which isn’t good and if you do it too late the electricity could still be lingering as you back flip where the electric “blades” have met and can still hurt you 3. If they are over your head, stay on the ground to avoid them. Either of these ways will get you out of trouble. (long range- medium damage) Electric Horizontal “Wires”- A pretty fast move that can get you off guard if you don’t keep an eye on him. He will create a ball of electricity in his mouth and will shoot out many electric “wires” that can home in on your last position. To avoid this move you can simply either stand on the ground if they pass over your head or you can jump over them to avoid you. He usually sends this out with his Energy Scissors so watch out. (long range-medium damage) Electric Vertical Wall “Wires”- BAH, this is a ANNOYING move that can catch you in quite a predicament. Griffon will be on the ground and will create a ball of electricity in his mouth. After that Griffon will make a wall of vertical “wires” at Dante. What is truly annoying about this move is that it can strike you many times due to the fact that he can create 4 to 6 of these walls. Also that they can stun you and their speed can get you. The best possible way to avoid this is to simply go into DT and keep the R1 button on him and fire at him as you go into the nearest gap to escape the walls. Air Raid also works here as well (long range-light to high damage) Visible Platforms- These platforms are created as a side affect of Griffon using his electric attacks. They provide, at times, relief from his attacks and can get you out of trouble but they can also get you in some dangerous spots as some of his move can lock on to Dante’s last position and you wont be able to escape as fast as you want. Use these at your choice as they have their good and bad uses. (any range-no damage) Electric Landing- Griffon will be in the air then electricity will come out of his feet in a diagonal fashion. Finally, Griffon will land on the spot that the electricity hit on the ground, practically dropping his weight on Dante (ouch!). I find this easy to dodge as he takes his time in doing this. To dodge this simply see the “wires” as they hit the ground make sure to run away as fast as you can. Use Alastor's DT if you need to avoid this move a lot more faster but it isn’t a lot of trouble to avoid. (medium range-medium damage) Storm of Lightning- In this battle, guess what, NO STOPPING Griffon from doing this move. Griffon will only do this when he loses his wings. Anyway, the place will get dark and lightning bolts will soon home on Dante while some lighting bolts protect Griffon. The lightning bolts don’t home very well but they do some good damage when they make contact. This move is MUCH more fatal when he dies as he glows with the energy and the lightning is much larger. To avoid this move, simply stay on the move. If you stay in one place too long, Griffon will land and do this move. If he does land and does this move, keep an eye on him and dodge to the right or left but don’t get close to Griffon as these bolts become extremely accurate if your too close to him. (long range-medium to high damage) Multi-Energy Scissors- Wow, now this move has a bit more accuracy than the regular one. Griffon will be flying and he will create a ball of electricity in his mouth, then 4 of these “wires” will come out finally closing all together. This is only a bit more tougher than the single one. To avoid this simply keep on the move and dodge under one or jump over a “wire”. It wont be too hard to dodge but they form a different formation every time. (long range-medium damage) Head Strike- Wow, Griffon actually has a close range move. Anyway, Griffon will be on the ground he will then rush at you, waving his head to the right, and then swinging it to the left. This could send you pretty far so you must be careful because it could set you up for any of his energy moves. Simply either back flip in the opposite direction of Griffon or roll to the side. (short range-high damage) Electric Bomber- This is a pretty neat move but it is damaging as well. Griffon will be flying in the air then makes a low sweep while still being in the air. Finally he will drop MANY electric balls in the path that he is taking. This is a pretty fast move that gives you enough time to react so keep your eye on him if you cant see him so as soon as you see this move back flip away from the electric balls or simply roll away from him. This should get you the advantage of this move so that you can counter-attack. (any range-low to high damage) Multi-Formational Electric “Wires”- He usually does this in the first battle and in the third. This can be annoying as well. Griffon will be in the air then he will shoot a ball of electricity on the ground that will expand and fire horizontal and vertical “wires” on the ground in a diamond formation, horizontal formation, and vertical on the ground. Now these wires will become inactive and they will be invisible. After sometime, the wires will activate and hurt you. Now this is where trial and error comes into play of how you want to avoid this. Either you can do Air Raid and fly over the “wires” while attacking Griffon but the bad thing is that if you don’t have enough DT, you might land on a “wire” and you don’t want that. The other option is to stand on the Visible Platforms that Griffon creates. This can leave you as a stationary target but you will be out of the “wires” on the ground. Watch out though cause they might disappear and land you on the “wires”. If that happens , quickly DT then Air Raid. (any range-light to high damage) Strategy for Griffon 3 Hey this isn’t a joke anymore, Griffon is quite mad now so you must be cautious. This battle will once again need the Ifrit as it will give you the damage factor that you will need but Alastor still works. Besides the fact that you will be dodging Griffon’s moves you will have to find a good move to damage Griffon. Meteor Lvl 1 or 2 is your friend in this battle as well as Rolling Blaze. Anyway if you don’t have Meteor Lvl 1, you can use DT enhanced E&I shots OR the Grenade Gun with DT. These are some ways to take Griffon out: 1. You can try out your Nightmare Beta in this battle. Simply charge it to its top, then release it. These beams will go through Griffon pretty well. Keep doing this until your DT runs out. Once it runs out, switch to the Grenade Gun and fire to get DT back. Rinse and Repeat, but this is more longer to do 2. Much more easier on you. Fire the weapon of your choice then DT and launch Meteor Lvl 1 or 2 (if you have it). To do a good Meteor try to do it after Griffon has done his Head Strike 3. Air Raid can still work in this battle but it simply does less damage so accompany it with Round Trip then fire bolts at him. Doing Round Trip will help you in the damage factor but it is hard to do Round Trip as this battle is very hectic and Griffon will be on the move. Now remember that Vortex helps a lot as well because you can drill right through Griffon while being unaffected. There are elevators on each side of the arena that can elevate you to the higher level and have green orbs on either side. You shouldn’t use these though as your view can get off course of you watching Griffon which can pin you pretty badly if he can get one of his moves at you. Once you knock about 1/4 to 1/3 of his health, Griffon will destroy the bridge above and will knock the elevator out of commission. Now this battle will be taken to the ground and Griffon will become more offensive. This is where the Rolling Blaze comes in. You can Rolling Blaze Back flip so that his Head Strike becomes ineffective then you can counter attack with a quick Meteor, a couple DT enhanced shots, or just enough time to unleash a Round Trip. Now, that Griffon will be on the ground he will do his Storm of Lightning more often but now that you have more space, the Grenade Gun does excellent here. When he sends a couple of those lightning bolts at you, roll then fire a Grenade shell, roll, then fire another, then roll, once again rinse and repeat. This can get you a couple of shots in and damage's Griffon pretty well, especially in DT. To keep damaging Griffon, choose the option of your choice from above with and finish him. Nelo Angelo 1 Hardness: ***** Description: The closest thing that you will get to a honorable duel and the renegade of the group of henchmen that Mundus has created. A 9-foot character with a large sword, he is quite the master swordsman that does what he wants to do, how he wants things done but listens to Mundus. He shows respect for others that are better than him and wants to stop Dante at whatever costs... My opinion: This battle will of course be the closest to a battle to a human figure and a honorable duel in the game but it will be much tougher than a human. Your choice of Devil Arm of course will be the Alastor and your choice of gun (whichever you feel comfortable). The Nelo Angelo is tough later on but here, he is pretty easy. Now this battle is not like Griffon or Phantom where they give you a opening anytime to attack with Air Raid or any special move, Nelo is able to shield himself from your strongest moves so you must find other ways to attack and when there is a opening, use it to your advantage. Moves High Time- This can be preformed in three ways 1. if you clash swords with him, he will do this as a counter 2. he can do this along with a combo 3. Sometimes he does it out of the blue but stays grounded instead. This is the counter version of the High Time. Any way if you clash swords, Nelo’s sword will be behind him sort of like your High Time. His sword will glow and finally he will do High Time followed by his Downward Slash. Boy if he greets you with this, it will hurt. The only to ways two counter this is by: 1. Running as soon as you see Nelo’s sword behind him like your setup of High Time. Get as far away as you can because the Downward Slash can still hit you at medium range. 2. Stinger him as soon as possible to make him stop. If you slash him with normal slashes, they don’t stop him and will continue with his High Time. Stinger him but do it quick or he will get you and make sure that the Stinger actually MADE CONTACT so that he will stop. Either way is good but go with option 1 if you don’t want some of your life bar to be taken away. (medium range-medium damage) Fireball- Whenever you are far from the Nelo Angelo, he will decide to do this move. He will have a set-up of his hand backed up along with a weird charging noise. The area around him with glow and he will have blue flames around his hand, similar set-up to your Meteor. Anyway, after some time the Fireball will be launched and it will go in a straight path of Dante’s last position. Now there’s two things that can be done at this time: 1. You can either jump, roll, or run to avoid this move. Be sure to keep your eyes and ears open as sometimes he’ll do this move 3 to 5 times so watch for him 2. He has a long time before he does this so simply Stinger him or combo him to make him stop. Once again, make sure that your move ACTUALLY MADE CONTACT so that you don’t end up with a Fireball in the face. (long range-high damage) High Time Combo- This is the combo version with High Time in it. Nelo will simply do his Evil Punches then as a big surprise, finishes with your High Time. You will have to notice this pretty quickly or the move will catch you. Now from my experience you can escape from the Evil Punches well, but once you get caught in the High Time you have to settle in cause there’s no escape. There’s only one choice to escape this, run. Run as fast as you can when Nelo does this move or else there goes your most of your life bar. If you DT and run with Alastor, it will allow you to escape much more easily. This move can practically take a lot of health in the later modes so watch him so that you can escape and the counter attack. (short range-medium to very high damage) Grounded High Time- This is usually done out of the blue. Nelo will simply do a High Time but instead of going up with you, he will stay grounded. Not much to say other than it is much quicker on the draw. Not only does it fling you in the air, but it does leave you quite vulnerable to Nelo's other attacks so don’t underestimate this move. To avoid this move, keep away from Nelo and then counterattack after his High Time. (short range-medium damage) Dark Downward Kick- Nelo's version of your Downward Kick and it is only done as a final hit in the High Time. This is very abrupt and dangerous as it can span quite a distance so even if you miss the High Time, the kick can still get you. What is even worse about this move is that it is quick, damaging, and can take you to the ground. To avoid this move from hitting you, try to keep a good distance from Nelo so that right when he lands you can counterattack. (medium range-medium damage) Fatal Vertical Slash- This is only done as a counter if you and Nelo clash swords so watch out. Anyway if you and Nelo clash, his sword will be over his head. It looks as he is about to fall over since his sword is so heavy (hehe) but counters by making his sword glow then smashes his sword down on you. This is a pretty heavy hitting move and enough of these can downright kill you. There’s two ways to counter: 1. When you see this move coming back flip, jump, or run to avoid this. Rolling is not the best idea as Nelo can rotate himself to hit you so you cant be completely safe if you roll 2. When you see him do this move, Stinger him so that it will knock him off balance. Only do a Stinger because normal slashes might not phase him allowing him to hit you anyway. (short range-high damage) Evil’s Bane Stinger- Just like he knows your High Time, he knows your Stinger but it is MUCH more powerful than yours. He will make his sword glow, then he will lower himself down. His sword will be backed up and he will rush at you. When he gets to you or nearby you he will stick his sword out even deeper than your Stinger. This move becomes even more obvious if Nelo is farther away from you. If he’s closer, his set-up time is shorter allowing him to get you pretty quickly. The only ways of getting away from this move are: 1. jump over him and counter with your own move on him 2. Jump over him and commence DT finally doing whatever you can to hit him before he teleports. Either way allows you to get the better hand of him but if your close to him, jump away from him so that he doesn’t get you. (long range-high damage) Evil’s Bane Stinger v2- This is much more stunning and annoying than the original Evil’s Bane Stinger. Nelo will have the same set-up as the other Stinger but as soon as he’s near you he will stop and slice you diagonally in the gut. This is much more abrupt and hard to see coming. The only ways to counter this is by: 1. jumping away from Nelo, although its hard to see this coming it will get you out of this move so it wont be as bad 2. Jump over him and attack his back, DT if you want to do more damage. If you are close to him, jump over him. Its your only choice if you are near him so be prepared. About 15 percent of the time he will decide to do this so you must keep an eye out for this. (long range-high damage) Dark Slice- Very similar to the Evil's Bane Stinger v2 but have a different setup. Nelo will start will a pretty short dash towards Dante's position. He will then finally end with a horizontal slash like the v2 Stinger. What is good about this move is that the set up is a dead giveaway but it gives you very little time to avoid it if you don’t keep an eye on him. To avoid this move, jump away from Nelo as soon as he does the initial slash. From there you retaliate with a Stinger. (medium range-high damage) Teleport- This is a move that annoys many people. Anyway when he takes enough damage or when he feels overwhelmed, a blue flame will cover him and teleport Nelo to different areas of the battlefield. With this move he can escape your attempts to damage him, he can teleport to a different area to commence a new attack, or get close to you so that he can do a combo. In this battle he will teleport to different areas so that you will follow him but that’s only when you take 1/3 of his life bar. He will repeat this two more times until he dies. (any range-no damage) Sword Shield- Now when the Nelo Angelo decides he’s taken enough damage, he will put his heavy sword in front of him. Once he’s done this he will be unaffected by all your attacks, even if you are in DT. Now if you decide to keep hitting his shield, he will counter with a Fatal Vertical Slash or a High Time. Best thing to do is to NOT attack the shield and see what he does next. He will sometimes either Teleport or he will do a move depending on where your at. (any range-no damage) Evil Punches- Nelo sometimes decides to go to hand-to-hand combat. He will do a normal punch to the gut then he charges some blue flames around his hand and does a charged punch similar to your Ifrit charged punch. This will be done sometimes but on rare occasions. This move does so-so damage but it does stun you so you must not underestimate this move. To dodge this simply back flip in the opposite direction and you will be out of danger. This is usually done with the High Time combo. (short range-medium damage) Dark Kick13 combo- This does a bit more damage than the Evil Punches but takes a bit more time to do. First he will do a 1/2 way charged gut punch, Nelo waits a 1/2 a second, then does a Kick13. Now this move is also done a bit more often than the Evil Punches but is still rare and can send you to the ground. Anyway, the time between the hit from the gut punch and Nelo doing his Kick13 is not far off but it gives you enough time to escape. If you get hit by the gut punch don’t worry, it does light damage and gives you plenty of time to either: 1. Counter-act with a move of your own or 2. Lets you run from his final hit. (short range-medium damage) Fatal 4 Hit Combo- This is the Nelo Angelo’s most fatal attack. This will be done in a similar manner to your 5 hit combo but he doesn’t do the final slash at the end. It will start off with his sword glowing with blue flames and taunts at you by pointing his sword at you but he may not do the taunt. Then he will do the first two slashes of your 3 hit combo which are a diagonal slash and a horizontal, he’ll wait a 1/4 of a second then he will do two diagonal slashes (one going upward diagonally then going downward diagonally) similar to the 3rd and 4th slash of your 5 hit combo. This is not only pretty fast but EXTREMELY damaging plus the slashes allows the Nelo Angelo to advance a bit forward per slash. Now the first slash gives you enough time to dodge to the back but once you get hit by the second, run away from Nelo. You are almost guaranteed that you wont escape the last two hits. As soon as you see the first slash you can do two things: 1. You can continually back flip away from him as he does the combo 2. Turn on your DT with the Alastor and run away but you don’t need Alastor DT. (short to medium range-very high damage) Strategy for Nelo Angelo 1 The Nelo Angelo is pretty much a master of the swords so you will have to think twice before you attack. In the beginning of this battle he will land near you and does nothing for a couple of seconds so take advantage and do a combo. Now he will respond with shielding himself then doing a High time combo or the Fatal 4 Hit Combo so evade. After that smash him with a Stinger and another combo afterwards. Now when he does his Sword Shield after he has taken enough damage, there’s a couple things you can do: 1. Wait until he finishes his shield and his counter then smash him with your own move 2. jump or roll behind him and give him a quick slash or 2 but you must be quick as he will teleport after his shield. Now sometimes he wont teleport if you are near him and he decides to do a High Time or a Fatal Vertical Slash. If he does a High Time, there’s a real short time when you can hit him with a move before he does a High Time but it’s a big risk if you do that so its better to evade the move then rush at him and do a combo until Nelo decides to shield himself. If he does the Fatal Vertical Slash he leaves his gut open to attack, so Stinger him so that he will be caught unguarded then combo him until he shields himself. Now when Nelo Teleports he goes to different positions of the area. If he’s far from you, he will most likely do a Fireball in which you can simply run towards him and Stinger him to stop and then combo him until he shields himself but he also might do a Evil’s Bane Stinger v1 or v2 so simply jump over him before he can do his Stinger and hit him in the back with a combo or DT and do a combo, same goes with his v2 Stinger. Now whenever he goes into Hand-to-Hand combat and does his Evil Punches or Dark Kick13 Combo, there’s a short time between the two hits so that you can hit him so strike him before he can do his final hit or simply evade. Now sometime during the battle, the Nelo Angelo will grab his gut as he is winded of welding his sword. Don’t waste this time! Keep attacking him until he shields himself then see what he’s going to do Now when you knock 1/3 of the Nelo Angelo’s health, he will teleport to a higher level. He will repeat this when you knock off another 1/3 but before he Teleports to a higher level the first time take time to get DT back by shooting him. The shots will not affect him but they will give you DT so that you can continue but you don’t have that luxury the second time he Teleports to a higher level as the space to shoot him is pretty narrow and it wont allow you to hit him very well so continue on. Now the area to attack him after he Teleports the two other times to higher levels is pretty narrow so don’t take any big risks with the Nelo Angelo as he has better chances of hitting you but it is still pretty easy to beat him. Nelo Angelo 2 Hardness: ******* Description: Same as Nelo Angelo 1 My opinion: This battle with Nelo is not much of a difference from the first battle. The only true difference about this battle from the 1st one is that you are confined to a smaller space during the whole battle and Nelo wont Teleport to different parts of the arena as the battle progresses. Now for this battle use the Ifrit but the Alastor is still able to finish the battle. I prefer the Ifrit though. Moves High Time- This can be preformed in three ways: 1. if you clash weapons with him, he will do this as a counter 2. he can do this along with a combo 3. Sometimes he does it out of the blue but stays grounded instead. This is the counter version of the High Time. Any way if you clash weapons, Nelo’s sword will be behind him sort of like your High Time. His sword will glow and finally he will do High Time followed by his Downward Slash. Boy if he greets you with this, it will hurt. The only two ways to counter this is by: 1. Running as soon as you see Nelo’s sword behind him like your setup of High Time. Get as far away as you can because the Downward slash can still hit you at medium range 2. Kick13/Stinger him as soon as possible to make him stop. If you hit him with normal hits, they don’t stop him and will continue with his High Time. Kick13 or Stinger him but do it quick or he will get you and make sure that the Stinger/Kick13 actually MADE CONTACT so that he will stop. Either way is good but go with option 1 if you don’t want some of your life bar to be taken. (medium range-medium damage) Fireball- Whenever you are far from the Nelo Angelo, he will decide to do this move. He will have a set-up of his hand backed up along with a weird charging noise. The area around him with glow and he will have blue flames around his hand, similar set-up to your Meteor. Anyway, after some time the Fireball will be launched and it will go in a straight path of Dante’s last position. Now there’s two things that can be done at this time: 1. You can either jump, roll, or run to avoid this move. Be sure to keep your eyes and ears open as sometimes he’ll do this move 3 to 5 times so watch for him 2. He has a long time before he does this so simply Stinger/Kick13 him or combo him to make him stop. Once again, make sure that your move ACTUALLY MADE CONTACT so that you don’t end up with a Fireball in the face. (long range-high damage) High Time Combo- This is the combo version with High Time in it. Nelo will simply do his Evil Punches then as a big surprise, finishes with your High Time. You will have to notice this pretty quickly or the move will catch you. Now from my experience you can escape from the Evil Punches well, but once you get caught in the High Time you have to settle in cause there’s no escape. There’s only one choice to escape this, run. Run as fast as you can when Nelo does this move or else there goes your most of your life bar. If you DT and run with Alastor, it will allow you to escape much more easily. This move can practically take a lot of health in the later modes so watch him so that you can escape and the counter attack. (short range-medium to very high damage) Grounded High Time- This is usually done out of the blue. Nelo will simply do a High Time but instead of going up with you, he will stay grounded. Not much to say other than it is much quicker on the draw. Not only does it fling you in the air, but it does leave you quite vulnerable to Nelo's other attacks so don’t underestimate this move. To avoid this move, keep away from Nelo and then counterattack after his High Time. (short range-medium damage) Dark Downward Kick- Nelo's version of your Downward Kick and it is only done as a final hit in the High Time. This is very abrupt and dangerous as it can span quite a distance so even if you miss the High Time, the kick can still get you. What is even worse about this move is that it is quick, damaging, and can take you to the ground. To avoid this move from hitting you, try to keep a good distance from Nelo so that right when he lands you can counterattack. (medium range-medium damage) Fatal Vertical Slash- This is only done as a counter if you and Nelo clash weapons so watch out. Anyway if you and Nelo clash, his sword will be over his head. It looks as he is about to fall over since his sword is so heavy (hehe) but counters by making his sword glow then smashes his sword down on you. This is pretty heavy hitting move and enough of these can downright kill you. There’s two ways to counter: 1. When you see this move coming back flip, jump, or run to avoid this. Rolling is not the best idea as Nelo can rotate himself to hit you so you cant be completely safe if you roll 2. When you see him do this move, Stinger/Kick13 him so that it will knock him off balance. Only do a Stinger/Kick13 because normal hits might not phase him allowing him to hit you anyway. (short range-high damage) Evil’s Bane Stinger- Just like he knows your High Time, he knows your Stinger but it is MUCH more powerful than yours. He will make his sword glow, then he will lower himself down. His sword will be backed up and he will rush at you. When he gets to you or nearby you he will stick his sword out even deeper than your Stinger. This move becomes even more obvious if Nelo is farther away from you. If he’s closer, his set-up time is shorter allowing him to get you pretty quickly. The only ways of getting away from this move are: 1. jump over him and counter with your own move on him 2. Jump over him and commence DT finally doing whatever you can to hit him before he teleports. Either way allows you to get the better hand of him but if your close to him, jump away from him so that he doesn’t get you. (long range-high damage) Evil’s Bane Stinger v2- This is much more stunning and annoying than the original Evil’s Bane Stinger. Nelo will have the same set-up as the other Stinger but as soon as he’s near you he will stop and slice you diagonally in the gut. This is much more abrupt and hard to see coming. The only ways to counter this is by: 1. jumping away from Nelo, although its hard to see this coming it will get you out of this move so it wont be as bad 2. Jump over him and attack his back, DT if you want to do more damage. If you are close to him, jump over him. Its your only choice if you are near him so be prepared. About 15 percent of the time he will decide to do this so you must keep an eye out for this. (long range-high damage) Dark Slice- Very similar to the Evil's Bane Stinger v2 but have a different setup. Nelo will start will a pretty short dash towards Dante's position. He will then finally end with a horizontal slash like the v2 Stinger. What is good about this move is that the set up is a dead giveaway but it gives you very little time to avoid it if you don’t keep an eye on him. To avoid this move, jump away from Nelo as soon as he does the initial slash. From there you retaliate with a Stinger. (medium range-high damage) Teleport- This is a move that annoys many people. Anyway when he takes enough damage or when he feels overwhelmed a blue flame will cover him and teleport Nelo to different areas of the battlefield. With this move he can escape your attempts to damage him, he can teleport to a different area to commence a new attack, or get close to you so that he can do a combo. (any range-no damage) Sword Shield- Now when the Nelo Angelo decides he’s taken enough damage, he will put his heavy sword in front of him. Once he’s done this he will be unaffected by all your attacks, even if you are in DT. Now if you decide to keep hitting his shield, he will counter with a Fatal Vertical Slash or a High Time. Best thing to do is to NOT attack the shield and see what he does next. He will sometimes either Teleport or he will do a move depending on where your at. (any range-no damage) Evil Punches- Nelo sometimes decides to go to hand-to-hand combat. He will do a normal punch to the gut then he charges some blue flames around his hand and does a charged punch similar to your Ifrit charged punch. This will be done sometimes but on rare occasions. This move does so-so damage but it does stun you so you must not underestimate this move. To dodge this simply back flip in the opposite direction and you will be out of danger. (short range-medium damage) Dark Kick13 combo- This does a bit more damage than the Evil Punches but takes a bit more time to do. First he will do a 1/2 way charged gut punch, Nelo waits a 1/2 a second, then does a different variation of the Kick13. Now this move is also done a bit more often than the Evil Punches but is still rare and can send you to the ground. Anyway, the time between the hit from the gut punch and Nelo doing his Kick13 is not far off but it gives you enough time to escape. If you get hit by the gut punch don’t worry, it does light damage and gives you plenty of time to either: 1. Counter-act with a move of your own or 2. Lets you run from his final hit. (short range-medium damage) Fatal 4 Hit Combo- This is the Nelo Angelo’s most fatal attack. This will be done in a similar manner to your 5 hit combo but he doesn’t do the final slash at the end. It will start off with his sword glowing with blue flames and taunts at you by pointing his sword at you but he may not do the taunt. Then he will do the first two slashes of your 3 hit combo which are a diagonal slash and a horizontal, he’ll wait a 1/4 of a second then he will do two diagonal slashes (one going upward diagonally then going downward diagonally) similar to the 3rd and 4th slash of your 5 hit combo. This is not only pretty fast but EXTREMELY damaging plus the slashes allows the Nelo Angelo to advance a bit forward per slash. Now the first slash gives you enough time to dodge to the back but once you get hit by the second, run away from Nelo. You are almost guaranteed that you wont escape the last two hits. As soon as you see the first slash you can do two things: 1. you can continually back flip away from him as he does the combo 2. turn on your DT with the Alastor and run away but you can run without DT. (short to medium range-very high damage) Strategy for Nelo Angelo 2 The Nelo Angelo is pretty much a master of the swords so you will have to think twice before you attack. In the beginning of this battle he will stand there for some time and does nothing for a couple of seconds so take advantage and do a Kick13 auto-combo. Now he will respond with shielding himself then doing a High Time combo or the Fatal 4 Hit Combo so evade. After that smash him with a Stinger/Kick13 and another combo afterwards. Now when he does his Sword Shield after he has taken enough damage, there’s a couple things you can do: 1. Wait until he finishes his shield and his counter then smash him with your own move 2. Jump or roll behind him and give him a quick hit or 2 but you must be quick as he will teleport after his shield. Now sometimes he wont teleport if you are near him and he decides to do a High Time or a Fatal Vertical Slash. If he does a High Time, there’s a real short time when you can hit him with a move before he does a High Time but it’s a big risk if you do that so its better to evade the move then rush at him and do a combo until Nelo decides to shield himself. If he does the Fatal Vertical Slash he leaves his gut open to attack, so Stinger/Kick13 him so that he will be caught unguarded or you can allow yourself to get hit but you have to jump with Rolling Blaze so that he will get hit back and the slash wont hurt you then combo or do a Downward Kick him until he shields himself. Now when Nelo Teleports he goes to different positions of the area. If he’s far from you, he will most likely do a Fireball in which you can simply run towards him and Stinger/Kick13 him to stop and then combo him until he shields himself but he also might do a Evil’s Bane Stinger v1 or v2 so simply jump over him before he can do his Stinger and hit him in the back with a combo or DT and do a combo, same goes with his v2 Stinger. Now whenever he goes into Hand-to-Hand combat and does his Evil Punches or Dark Kick13 Combo, there’s a short time between the two hits so that you can hit him so strike him before he can do his final hit or simply evade. Now sometime during the battle, the Nelo Angelo will grab his gut as he is winded of welding his sword. Don’t waste this time! Keep attacking him until he shields himself then see what he’s going to do. Also when he is winded, you can unleash a Kick13 auto-combo to hurt him more. Now there’s a green orb in the area below you, so grab it if you are low on health but watch the Nelo Angelo as the area below doesn’t allow you to get a good view of Nelo so get the orb if needed and go back up to the main battlefield. Nelo Angelo 3 Hardness: ********* Description: The Nelo Angelo is a master swordsman and is of course the renegade of the henchmen that Mundus has created. That’s what you know of him. The Nelo Angelo’s history is pretty bleak to Dante but in this battle all becomes clear. The Nelo Angelo finally shows his face and Dante discovers that Nelo is none other than...Vergil Sparda! Your long lost brother that was taken by Mundus and turned into the Nelo Angelo but now is a threat in your path to Mundus and you have no choice but to eliminate him. My opinion: Man, this guy is harder than the other two times that you faced him. His Phantom Swords give him the edge in this battle plus his attacks are much more damaging. This battle demands the Ifrit. You should now have Rolling Blaze which will do good in this battle. Meteor Lvl 1 is nice to have but Lvl 2 will do you better. You should also have Kick13 and Magma Drive to damage him. Moves High Time- This can be preformed in two ways: 1. if you clash weapons with him, he will do this as a counter 2. he can do this along with a combo 3. Sometimes he does it out of the blue but stays grounded instead. This is the counter version of the High Time. Any way if you clash weapons, Nelo’s sword will be behind him sort of set up like your High Time. His sword will glow and finally he will do High Time followed by his Downward Slash. Boy if he greets you with this, it will hurt. The only two ways to counter this is by: 1. Running as soon as you see Nelo’s sword behind him like your setup of High Time. Get as far away as you can because the Downward slash can still hit you at medium range 2. Kick13 him as soon as possible to make him stop. If you hit him with normal hits they don’t stop him and will continue with his High Time. Kick13 him but do it quick or he will get you and make sure that the Kick13 actually MADE CONTACT so that he will stop. Either way is good but go with option 1 if you don’t want some of your life bar to be taken. (medium range-medium damage) Fireball- Whenever you are far from the Nelo Angelo, he will decide to do this move. He will have a set-up of his hand backed up along with a weird charging noise. The area around him with glow and he will have blue flames around his hand, similar set-up to your Meteor. Anyway, after some time the Fireball will be launched and it will go in a straight path of Dante’s last position. Now there’s two things that can be done at this time: 1. You can either jump, roll, or run to avoid this move. Be sure to keep your eyes and ears open as sometimes he’ll do this move 3 to 5 times so watch for him 2. He has a long time before he does this so simply Kick13 him or combo him to make him stop. Once again, make sure that your move ACTUALLY MADE CONTACT so that you don’t end up with a Fireball in the face. (long range-high damage) High Time Combo- This is the combo version with High Time in it. Nelo will simply do his Evil Punches then as a big surprise, finishes with your High Time. You will have to notice this pretty quickly or the move will catch you. Now from my experience you can escape from the Evil Punches well, but once you get caught in the High Time you have to settle in cause there’s no escape. There’s only one choice to escape this, run. Run as fast as you can when Nelo does this move or else there goes your most of your life bar. If you DT and run with Alastor, it will allow you to escape much more easily. This move can practically take a lot of health in the later modes so watch him so that you can escape and the counter attack. (short range-medium to very high damage) Grounded High Time- This is usually done out of the blue. Nelo will simply do a High Time but instead of going up with you, he will stay grounded. Not much to say other than it is much quicker on the draw. Not only does it fling you in the air, but it does leave you quite vulnerable to Nelo's other attacks so don’t underestimate this move. To avoid this move, keep away from Nelo and then counterattack after his High Time. (short range-medium damage) Dark Downward Kick- Nelo's version of your Downward Kick and it is only done as a final hit in the High Time. This is very abrupt and dangerous as it can span quite a distance so even if you miss the High Time, the kick can still get you. What is even worse about this move is that it is quick, damaging, and can take you to the ground. To avoid this move from hitting you, try to keep a good distance from Nelo so that right when he lands you can counterattack. (medium range-medium damage) Fatal Vertical Slash- This is only done as a counter if you and Nelo clash weapons so watch out. Anyway if you and Nelo clash, his sword will be over his head. It looks as he is about to fall over since his sword is so heavy (hehe) but counters by making his sword glow then smashes his sword down on you. This is pretty heavy hitting move and enough of these can downright kill you. There’s two ways to counter: 1. When you see this move coming back flip, jump, or run to avoid this. Rolling is not the best idea as Nelo can rotate himself to hit you so you cant be completely safe if you roll 2. When you see him do this move, Kick13 him so that it will knock him off balance. Only do a Kick13 because normal hits might not phase him allowing him to hit you anyway. (short range-high damage) Evil’s Bane Stinger- Just like he knows your High Time, he knows your Stinger but it is MUCH more powerful than yours. He will make his sword glow, then he will lower himself down. His sword will be backed up and he will rush at you. When he gets to you or nearby you he will stick his sword out even deeper than your Stinger. This move becomes even more obvious if Nelo is farther away from you. If he’s closer, his set-up time is shorter allowing him to get you pretty quickly. The only ways of getting away from this move are: 1. Jump over him and counter with your own move on him 2. Jump over him and commence DT finally doing whatever you can to hit him before he teleports. Either way allows you to get the better hand of him but if your close to him, jump away from him so that he doesn’t get you. (long range-high damage) Evil’s Bane Stinger v2- This is much more stunning and annoying than the original Evil’s Bane Stinger. Nelo will have the same set-up as the other Stinger but as soon as he’s near you he will stop and slice you diagonally in the gut. This is much more abrupt and hard to see coming. The only ways to counter this is by: 1. jumping away from Nelo, although its hard to see this coming it will get you out of this move so it wont be as bad 2. Jump over him and attack his back, DT if you want to do more damage. If you are close to him, jump over him. Its your only choice if you are near him so be prepared. About 15 percent of the time he will decide to do this so you must keep an eye out for this. (long range-high damage) Dark Slice- Very similar to the Evil's Bane Stinger v2 but have a different setup. Nelo will start will a pretty short dash towards Dante's position. He will then finally end with a horizontal slash like the v2 Stinger. What is good about this move is that the set up is a dead giveaway but it gives you very little time to avoid it if you don’t keep an eye on him. To avoid this move, jump away from Nelo as soon as he does the initial slash. From there you retaliate with a Stinger. (medium range-high damage) Teleport- This is a move that annoys many people. Anyway when he takes enough damage or when he feels overwhelmed a blue flame will cover him and teleport Nelo to different areas of the battlefield. With this move he can escape your attempts to damage him, he can teleport to a different area to commence a new attack, or get close to you so that he can do a combo. (any range-no damage) Sword Shield- Now when the Nelo Angelo decides he’s taken enough damage, he will put his heavy sword in front of him. Once he’s done this he will be unaffected by all your attacks, even if you are in DT. Now if you decide to keep hitting his shield, he will counter with a Fatal Vertical Slash or a High Time. Best thing to do is to NOT attack the shield and see what he does next. He will sometimes either Teleport or he will do a move depending on where your at. (any range-no damage) Evil Punches- Nelo sometimes decides to go to hand-to-hand combat. He will do a normal punch to the gut then he charges some blue flames around his hand and does a charged punch similar to your Ifrit charged punch. This will be done sometimes but on rare occasions. This move does so-so damage but it does stun you so you must not underestimate this move. To dodge this simply back flip in the opposite direction and you will be out of danger. (short range-medium damage) Dark Kick13 combo- This does a bit more damage than the Evil Punches but takes a bit more time to do. First he will do a 1/2 way charged gut punch, Nelo waits a 1/2 a second, then does a different variation of the Kick13. Now this move is also done a bit more often than the Evil Punches but is still rare and can send you to the ground. Anyway, the time between the hit from the gut punch and Nelo doing his Kick13 is not far off but it gives you enough time to escape. If you get hit by the gut punch don’t worry, it does light damage and gives you plenty of time to either: 1. Counter-act with a move of your own or 2. Lets you run from his final hit. (short range-medium damage) Fatal 4 Hit Combo- This is the Nelo Angelo’s most fatal attack. This will be done in a similar manner to your 5 hit combo but he doesn’t do the final slash at the end. It will start off with his sword glowing with blue flames and taunts at you by pointing his sword at you but he may not do the taunt. Then he will do the first two slashes of your 3 hit combo which are a diagonal slash and a horizontal, he’ll wait a 1/4 of a second then he will do two diagonal slashes (one going upward diagonally then going downward diagonally) similar to the 3rd and 4th slash of your 5 hit combo. This is not only pretty fast but EXTREMELY damaging plus the slashes allows the Nelo Angelo to advance a bit forward per slash. Now the first slash gives you enough time to dodge to the back but once you get hit by the second, run away from Nelo. You are almost guaranteed that you wont escape the last two hits. As soon as you see the first slash you can do two things: 1. you can continually back flip away from him as he does the combo 2. turn on your DT with the Alastor and run away but you can run without DT. (short to medium range-very high damage) New Moves Phantom Swords- A new move that Nelo does and you wont like it. When he is overwhelmed in the battle, he will Teleport to a high place (being at the arching window or the top of the stairway) in the arena and unleash a whole bunch of different Phantom Sword formations and attacks. This will test your endurance of these several moves. This would be time that you can attack him but he decides to do this. Not only that but sometimes they aide him as a defensive maneuver. Some of the several formations will be listed here: a)Circle of Swords v1- A dangerous move here that can get you if you don’t stay calm and you don’t look at it. Nelo will be in a high place and decides to do this. He will summon a circle of swords to come out and aims at Dante in a circular fashion as they rotate, with the pointed part of the sword aimed down. Now these blades will expand then contrast or contract then expand as they keep a lock on Dante. Now, once they have been circling Dante for sometime they will rapidly fall to the ground. This can hurt you severely but it is still a easy move to dodge but this all depends on how the circle falls. Most of the time, it will land contracted but there’s a slight chance that it will land expanded practically missing Dante and landing around him. This is sometimes the problem. You can’t see the swords (the swords in this pattern are in view so you can see them) as your crazily jumping you might not notice that they are expanded so when they land, you think you evaded them but they end up pinning you anyway. Rule number 1, LOOK AT THE FORMATION. If they expand, stand still and they will pass you. If they begin to contrast, there’s two things you can do: 1. when they stop rotating, roll to the side. They should land on the ground and they wont impale you 2. You can simply Rolling Blaze jump and the Swords will shatter as they hit you. The Rolling Blaze makes evading this move and the other Phantom Swords a lot more easily. (short range-low to high damage) b)Circle of Swords v2- Easier than the first one. Once again, Nelo will make these swords come out but they are out in a wider formation and they are put in a diagonal fashion but more slanted so they are closer to being horizontal than vertical. Once they have circled you enough, they will come at you diagonally. These can hurt you as much as the 1st version but are easier to evade. Now there’s one easy way to do this: 1. jump just before the Swords stop rotating and they will hit the ground instead of you. If you don’t time it right, the Rolling Blaze will support you and they will shatter if they make contact. This shouldn’t be annoying to avoid as this will be one of the easier ones to avoid. (short range-high damage) c)Pyramid of Swords- Much more annoying than the one above. Once again, Nelo will be high in the air or on the steps. He will send out the swords. Instead of being in a circle they adopt a pyramid form. This can be easy or hard to dodge depending on the situation. Now as these Swords adopt this fashion, they will finally land on you. This hurts as they impale you. Now there’s two ways to avoid this 1. roll to the side as soon as they decide to drop. This is much more harder to do than say as you must time the roll or you will get pinned pretty badly. Try to determine when they will fall. If you want you can DT with Alastor and run so that the Swords wont hit you as you dash away 2. Rolling Blaze is a much more easier option than the other. Simply jump in the air and the Swords should shatter. Jump to the side but if you jump straight in the air you have to time it or else you will get hurt if you time it wrong and end up that they get launched as soon as you land so watch it. (short range-high damage) d)Horizontal Wave o’ Swords- This is annoying as with the others. Nelo will create a Horizontal line of Swords that will, instead of hovering over you, will line up near Nelo. They will then release one by one in a fast motion. This can be much more deadlier cause the swords will be pointed at you. Now since they are pointed at you this makes dodging a little harder. Now with Rolling Blaze jump towards the sword. The swords will make contact and shatter. Also if you continually roll the right or left you can evade the swords but you must be quick as if you get hit by one you will probably get hit by the rest. (long range-low to high damage) e)Vertical Wave o’ Swords- Pretty easy to avoid. Nelo will create a Vertical line of Swords. After some time of aiming at you it will fire all of the swords out one by one in a fast motion. This is easier to do than the Horizontal Wave. Now there’s two things you can do: 1. Roll to the side as soon as the Swords are launched. Roll and extra time if there are still some left 2. Use the Rolling Blaze to eliminate some then jump as soon as it lets you to get the rest. (long range-low to high damage) h)Cross Wave o' Swords- This is what true fear signifies. Both the horizontal and vertical waves come out in a "crucifix" formation and they are all pointed in your direction. After waiting for a bit they launch at you in a rapid fire fashion, begining from the right to the left or left to the right. What makes this hard is the fact that you have to find a way to dodge both the vertical and horizontal waves. Now there's two ways to avoid this: 1. When they launch at you, use a timed Rolling Blaze jump to take some out and then jump again to take the rest out. This way is actually dangerous so time the jump to take them out 2. Rolling does well. Roll in the oppisite direction of where the swords are going and you'll be fine. (long range-low to high damage) g)Vertical Sword Shield- This is a defensive maneuver that Nelo can do. When he has finished his onslaught of Phantom Sword attacks, he will usually end the barrage by covering himself with the Phantom Swords. Now this will prevent you from attacking him so there’s two things you can do: 1. Run up to Nelo and attack the shield. If you Kick13 the shield you can get most of the swords but it leaves you open to Nelo’s attacks as he doesn’t get phased when you attack the swords. This becomes a less effective way to take out the shields in the later modes as Nelo can hurt you more effectively and take chunks of your health 2. Fire a Grenade shell, roll, then fire another one. This is more easier but takes out less than the Devil Arms, still its safer than running towards Nelo and hitting them physically. (any range-no damage) h)Horizontal Sword Shield- Now THIS is much more deadlier than the other Swords attacks. After barraging you with Phantom Sword attacks, he will create a shield of Phantom Swords. This is dangerous cause the blades are positioned outward at you. They begin to rotate and act like a blender blade of death. Not only that but remember how Nelo can attack with the shield?... well he can do it here too. Now these blades don’t do too much damage but if you get caught the damage adds up AND Nelo can still hit you with his sword plus the swords hitting you can stun you pretty badly so watch out. Best thing to do is get far and fire as many grenade shell into the shield. Problem is that every time you fire and it connects, the sword will fire outwards. How is that a threat? Well if you happen to be near by the Nelo Angelo, the sword that you just launched will probably hit you depending on where the sword is heading. Try to get far from Nelo then fire Grenades at him and watch out if the Swords head towards you. Jump away so the sword wont hit you. (any range-low to high damage) i)Swarming Swords- Hello! This is dangerous move that if you aren’t careful can pretty much signify your death at that point. Sometimes Nelo will end his sword barrage with this. Nelo will be in the air and creates a whole mess of swords to be around you. These swords will then soon change position real quick and move around constantly to hit your position seemingly acting as if they are a swarm of bees protecting their much more higher one. This of course is dangerous due to the fact that the twitch which can make you think they’re coming at you but they soon end up NOT hitting you so keep your eye on them. If they do launch, they will hit you either horizontally, vertically, or diagonally and can launch either one of them or up to 3 of the swords so keep any eye on them. Now there’s two ways to dodge this: 1. roll to avoid this move. This is probably your best bet here if you don’t have Rolling Blaze. Roll to the side as the swords can launch pretty fast so you have to be quick to notice them 2. Jump crazily while activating Rolling Blaze. This is fine but you must remember that if you jump crazily your chances increase of getting hit especially when you drop to the ground but the chances don’t increase by a lot. You can still shatter the swords. Be cautious and watch the swords cause they are pretty tricky to see if they launch or not. (long range-low to high damage) Strategy for Nelo Angelo 3 Obviously this will probably be your hardest battle yet with Nelo so be prepared and try to have DT before the battle. The Nelo Angelo is pretty much a master of the swords so you will have to think twice before you attack. In the beginning of this battle he will stand there for some time and does nothing for a couple of seconds so take advantage and do two things: 1. Meteor him in the beginning then if he is still standing unguarded then charge up a Meteor 2. Run in and combo him until he teleports or counter-attacks. Now he will respond with shielding himself then doing a High Time combo or the Fatal 4 Hit Combo so evade. After that smash him with a Kick13 and another combo afterwards. Now when he does his Sword Shield after he's taken enough damage, there’s a couple things you can do: 1. Wait until he finishes his shield and his counter then smash him with your own move 2. jump or roll behind him and give him a quick hit or 2 but you must be quick as he will teleport after his shield. Now sometimes he wont teleport if you are near him and he decides to do a High Time or a Fatal Vertical Slash. If he does a High Time, there’s a real short time when you can hit him with a move before he does a High Time but it’s a big risk if you do that so its better to evade the move then rush at him and do a combo until Nelo decides to shield himself. If he does the Fatal Vertical Slash he leaves his gut open to attack, so Kick13 him so that he will be caught unguarded or you can allow yourself to get hit but you have to jump with Rolling Blaze so that he will get hit back and the slash wont hurt you then combo or do a Downward Kick him until he shields himself. Now when Nelo Teleports he goes to different positions of the area. If he’s far from you, he will most likely do a Fireball in which you can simply run towards him and Kick13 him to stop and then combo him until he shields himself but he also might do a Evil’s Bane Stinger v1 or v2 so simply jump over him before he can do his Stinger and hit him in the back with a combo or DT and do a combo, same goes with his v2 Stinger. Now whenever he goes into Hand-to-Hand combat and does his Evil Punches or Dark Kick13 Combo, there’s a short time between the two hits so that you can hit him so strike him before he can do his final hit or simply evade. Now sometime during the battle, the Nelo Angelo will grab his gut as he is winded of welding his sword. Don’t waste this time! Keep attacking him until he shields himself then see what he’s going to do. Also when he is winded, you can unleash a Kick13 auto-combo to hurt him more. Now in this battle you will witness the Phantom Swords. This is truly dangerous and you mustn’t get hit too much. Now when Nelo appears near the big arching window, there’s a couple thing you can do to stop him: 1. As soon as he’s in the air, DT with Ifrit then charge a Meteor as soon as you can. If done correctly, it will hit him and he will stop his aerial assault 2. As soon as Nelo is in the air, get Alastor and charge a Round Trip. If you do a fully charged one it will hit Nelo and hurt him pretty badly finally it will follow as he drops down. It will then saw through him like a blade of... well death and will continually hit him until he blocks it or Teleports 3. Fire bullets at him. They wont take him down but they will add up the damage so in a way it benefits. Unlike the battle before, there is NO GREEN ORB so you must be careful and don’t be careless cause Nelo goes all out on you so you have to be sure not to make any big mistakes. Nightmare 1 Hardness: ****** Description: The Underworld’s equal to a Bio-Mechanical machine. Since it is a creature of the dreams of tortured and dead souls it is both a ice elemental creature and is able to absorb and manipulate trauma that the person has experienced if it is able to get that person. When in its slime form it is a living creature but when exposed to light it can no longer get you in its “nightmares” but it uses its armor to shield itself from the light it despises but it allows inner cores to be released to let in air as it is a Biological creature. Programmed by Mundus, it only listens to him but still has the mentality to think on its own... My opinion: Nightmare has to be one of the most coolest but dangerous bosses in the game so you'll have a challenge with this guy. Now this and the other battles demand the Ifrit. The Ifrit’s Rolling Blaze and Inferno are excellent for the Nightmare battles but you aren’t pushed to get the Inferno yet. Kick13 also are good as well. For restoring DT, the Grenade Gun and the Shotgun are nice. (I will separate the moves that Nightmare has, into two different sections as he has two different forms) Living Nightmare Moves (Dials off) Nightmare Ice Slugs- As Nightmare is crawling slowly towards you, he will create some Slugs that have the appearance of Nightmare. They will then rush at Dante and finally they will get on you and crawl all over your body, finally falling on the floor in which they explode in a icy icicle blast. Now many of these Slugs on you will slow down your rate of movement but they also will hurt you with considerable damage. There are a couple of things you can do to shake these guys off: 1. Hit the Rune Dial so it can solidify Nightmare. As soon as you solidify him, he will stop using these. This is the best way to avoid this move 2. As soon as you see one, run. Then hit a Dial to make him stop. There might be some left so keep on the move and they will self-destruct on there own, just don’t be near the explosion and you should be fine 3. When one or two get on you, simply jump until they drop 4. Using the Rolling Blaze jump until they get off. The only difference with this option and option 3 is that Rolling Blaze simply shakes them off you faster. (any range-low to high damage) Constriction- This is a simple move to avoid and easy to see. Nightmare will raise himself to surround Dante to his neck. Finally he will twist himself to hurt you. Now this doesn’t do too much damage but it does stun you and remember that the Ice Slugs can still latch on to you so it will give it opportunity to latch its Ice Slugs. There is only one way to avoid this: don’t stand on Nightmare. If you don’t stand in him, he wont do this but if you do find yourself on Nightmare, jump away from Nightmare and you wont get hurt. (short range-low damage) Nightmare’s Underworld- This move can only be done once every battle with Nightmare. If you are close to Nightmare as he is crawling, he will create a slime trap that will snap and surround Dante finally dragging him down into Nightmare’s Underworld. As soon as Dante arrives, Sargasso’s will appear. Use your Shotgun to blast them away. Finally after killing all of them you will meet a reincarnation of Phantom. (Refer to Phantom 2 strategy) Now it will show you surfacing Nightmare’s Underworld, cutting right through this trap and taking 1/4 of Nightmare’s health. Now there’s other reasons why this is useful: 1. Lets say your on orange or red health and you go in and beat the mini-boss, you can return with nearly all of your health 2. When you go in and come out, the lights from the Dials now become more stronger as they last longer and Nightmare takes more damage then before. (short range-no damage) Slime Trap- Now once you have done Nightmare’s Underworld move and you try to go in again, the Slime Trap will come but instead it will snap and damage you. There’s two ways you can avoid this: 1. Hit the Dial so that Nightmare wont do this move, simple as that 2. If you see this coming up, jump away from it. Though sometimes Nightmare is able to do this move twice so be careful and hit the Dial as soon as you can so that Nightmare will not attempt this move. (short range-low damage) Armored Nightmare’s attacks (dials on) Core Lasers- Now when Nightmare has solidified and he exposes his core, sometimes the core uses this move to get you away from it. Anyway, Nightmare will bring out one of his core’s then a bunch of thin lasers will fly out of the core in every which direction. These lasers usually come out when Nightmare has a attack that either takes time to pull off or cant reach Dante. Good thing about these lasers is that they fire at a short range of the area and does little damage but it does stun you and guess what, this stunning can get you stuck in one of Nightmare’s much more heavier moves. So the best thing to do to avoid this is by not getting too close to the core so that the lasers don’t hit you, then when the lasers go out you can go to the core. (short range-low damage) Machine-Gun Orbs- Nightmare loves using this between the release of its core’s. Nightmare will release six small orbs to come out of several latches. These orbs then lock on Dante and fire thin bolts of white energy at Dante. Now this will always be the starter-up move that Nightmare uses when a Dial is lit as he never decides to start with the release of one of his cores. Now the damage by these shots aren’t big, but as they get more shots into you, the damage adds up. If you don’t move, these shots can hit you a lot eventually giving you some heavy damage. So the best way to avoid these shots? Well there’s two ways: 1. Simply run confusingly and the lock on Dante should be lost as the orbs try to restore it. This should confuse the orbs more than enough to get you through this move 2. Jump confusingly and the lock on will be lost as the orbs try to restore it. This should be the best option to go with. (medium range-low to high damage) Surging Nightmare Missiles- Nightmare will decide to release his core in the back and then the core will then fire its Core Lasers. Now the Missiles come out from the sides of the core and fire at Dante in a rapid and pretty accurate fashion. Now they come out in two ways: a)Lined-Up Formation: Now if you don’t move or you move rarely during this move, the Surging Missiles will line up with four missiles per row. After lining up they will hit you one by one but in a rapid succession. Now many of these rows can hurt you pretty badly. Sometimes Nightmare decides to create two rows of these Missiles and fires them simultaneously. This does even more damage than a single row so you must be careful. b)Scatter Formation: A much more wide spread formation than the Lined-Up Formation but seems to do less damage. Now if you start to move around erratically the missiles wont be able to get a lock-on you and they will spread out. Due to this spreading, a irregular amount of Missiles will be shot at Dante ranging from one single missile to about 3 Missiles per row. This does less damage but can yield more hits so be careful when you encounter both formations. Now there are many ways to avoid this move: 1. As soon as the missiles get launched, roll to the side. This is pretty easy to do and you can fire your gun to get DT at the same time. This will probably be the best way to dodge this move if you don’t have Rolling Blaze 2. If you do have Rolling Blaze, simply jump and the Missiles will rebound off of you and hit Nightmare’s core but it will do minor damage to Nightmare. This is another good way to dodge this move 3. If you time a punch, you can hit the Missile back at Nightmare. The only problem with this, is that you can only hit 1 or 2 of the Missiles so the others can still hit you 4. Jump like crazy. Not the best way to do dodge but it still works. The only problem is that you can get pinned a lot more easily so watch out and jump carefully. (medium range-low to high damage) Triple Fatal Spike Stabs- Woo hoo, this is a truly dangerous attack. Nightmare will reveal his core on his “mid-section” and it will fire the Core Lasers then it will turn swiftly so that its side is facing you. He will open a latch and release a huge spear-like weapon into Dante’s gut then retracts it. What makes this move even worse is that he release three of these in a rapid fashion. The thing that also sucks is that if you get caught in one, you probably will get caught in the rest. To make things even worse, these spikes can home in on your last position so it can even can pin you in the air and can curve if you are still near its side. There’s two good things about this, one being that it doesn’t have a long range of the area and two it can be countered. Now there’s two ways to avoid this: 1. Simply get far from Nightmare so that the Spike Stabs don’t get you 2. Like I said, this can be countered by means of one thing: Rolling Blaze. Now to counter using Rolling Blaze, simply allow Dante to get hit in the side as you jump with Rolling Blaze but time it right. If you time it right, the spike will hit and it will retract in Nightmare without causing damage to you. If you simply jump in the air without moving any where, chances are that you will miss the spike and as you land you will get hit by the other. Now Nightmare will be stun for quite a while and the Core Lasers are off so this gives you the opportunity to hit the core for major damage while Nightmare regains its composure. (medium range-high damage) (Note: When Nightmare is stunned, you can use Meteor Lvl 2) Ice Beam- This is Nightmare’s most devastating move but it is actually easy to avoid at times. Nightmare will reveal his core on the very top of his barrel (or face call it what you want) and fires the Core Lasers. Then Nightmare will release the latch that covers its barrel. Once its barrel has been exposed, thin white beams will slink on the ground and travel into Nightmare’s barrel and a white aurora will be shown at the barrel of Nightmare’s “face”. After some time charging, Nightmare will fire a thick, white beam that stretches quite a distance as he moves slowly to hit you with this beam. Now those white beams slinking into the barrel of Nightmare will hurt you but these beams don’t do much damage unlike the initial beam itself though they do stun you. If you get hit by the first slinking beam you can still escape but if you get hit by one of the last ones before the Ice Beam, then you have no possible chance of escaping. Now if you get hit by the beam itself, you get frozen and you lose a good portion of health. Now if you get hit again, you wont freeze but you will take the same damage as if you were hit for your first time with the beam. As if the beam wasn't dangerous enough, sometimes Nightmare swivels to the sides to hit you with the beam. This is even worse when he DT's so there’s only one way to avoid this: as soon as you see Nightmare gathering energy and you see the white beams slinking into his barrel, jump on top of Nightmare and stay near the core but not too near the core as it still has its Core Lasers activated. Once the beam is over you can automatically run to the core and smash it. (long range-high to very high damage) (Note: When you are on top of Nightmare, you can use Meteor Lvl 2) DT Absorber- Nightmare isn't a full demon so he uses this move. Now after moves like the Ice Beam and Surging Missiles Nightmare’s core will do a “DT sequence” in which it will absorb whatever DT you have. Even after all your DT is gone, Nightmare will still absorb your DT. This although benefits Nightmare, this will be hell for you. Best and only way to avoid this move is to pound the core so that it will stop absorbing DT. (any range-no damage) Strategy for Nightmare 1 Now this first time battle with Nightmare you have enough space to avoid it's moves but Nightmare is still dangerous. Now it will begin by slinking on the ground sending a couple Slugs and trying to send you to its Underworld. Now I leave Nightmare’s Underworld up to you. If you want to leave this as your final hit be my guest but the battle will last a lot more due to the fact that Nightmare will take less damage per hit until you go in. I prefer to do this in the middle of the battle or in the beginning but its your choice I wont make you choose what I want so either go in the Underworld or start off by hitting a Dial so that Nightmare will solidify but remember that you will always have to keep hitting the Dial as the lights don’t last very long. Now it will use his Machine-Gun Orbs to start this battle off so evade accordingly. After that Nightmare will do a move depending on where you are. Now lets get started: If you are in the back of Nightmare, it will trigger him to use his Nightmare Surging Missiles. Now there’s two things you can do: 1. As soon as Nightmare launches his Missiles at you, jump using Rolling Blaze so that the will rebound off you and they will smash Nightmare’s core but it does minimal damage 2. Use your gun of your choice (excluding the Nightmare-B for obvious reasons) and fire shots at Nightmare as you roll to the side to avoid the Missiles. This hurts Nightmare with the same damage as if you rebounded the Missiles so use either. Choose your option and after Nightmare ends his Missile barrage, it will use its DT Absorber so Downward Kick the core then pound it with Kick13 and Shotgun blasts or Grenade Shells but remember to roll to cancel the recoil of the Grenade Gun. If you want you can DT and do a Inferno or Kick13 auto-combo as these will waste Nightmare with some good damage to him. As for Magma Drive’s, don’t use it. Sometimes if you charge a full one or you do a quick one, they will hit Nightmare’s armor instead and they will bounce right off becoming ineffective and waste precious attack time. When you are on Nightmare’s side he will do his Triple Fatal Spike Stabs. Now you could avoid this move by staying far from him, then firing your gun to get DT but there’s a better way. As soon as Nightmare turns abruptly to his side, prepare yourself. As soon as you see the first spike, jump so that Nightmare’s spike hits your side with Rolling Blaze. If done right, the rest wont come. This now leaves Nightmare defense-less for some time. Downward Kick the core to get close and if you have no DT do a couple Kick13’s to get some, after that DT and do two Kick13 auto-combo’s for good measure or a Inferno. After that get some DT back by Kick13ing the core and it should retract its core. When you are in front of Nightmare, he will start to charge his Ice Beam. As soon as you see this, run away from Nightmare’s barrel area as he might do a sudden swivel (especially when in DT) and go on top of Nightmare. Now don’t get near the core either as the Core Lasers will still be active. Once the beam has been stopped, the core will no longer be able to keep up the Lasers but it will start to suck your DT so smash the core with a couple Kick13’s and do a Kick13 auto-combo then the core should go back into Nightmare. Now once you get near the end of the battle, Nightmare will DT now this enhances his moves by a bit but the only one that gets a boost is the Ice Beam so be careful and treat him as if he wasn't DT-ed. Keep the battle up and you should be victorious. Nightmare 2 Hardness: ******* Description: Same as Nightmare 1 My opinion: This battle is similar to the first but there are a couple of changes: 1. The battlefield is smaller than the cathedral so there’s less space to move 2. Now the moves that were easy to avoid (Triple Fatal Spike Stabs) become more harder to dodge. Now you should have the Kick13 (maybe even Lvl 2) as well as Rolling Blaze. Inferno is great but you don’t need to have it. Surprisingly enough, you can use Meteor Lvl 1 or 2 in this battle with Nightmare. Living Nightmare Moves (Dials off) Nightmare Ice Slugs- As Nightmare is crawling slowly towards you, he will create some Slugs that have the appearance of Nightmare. They will then rush at Dante and finally they will get on you and crawl all over your body, finally falling on the floor in which they explode in a icy icicle blast. Now many of these Slugs on you will slow down your rate of movement but they also will hurt you with considerable damage. There are a couple of things you can do to shake these guys off: 1. Hit the Rune Dial so it can solidify Nightmare. As soon as you solidify him, he will stop using these. This is the best way to avoid this move 2. As soon as you see one, run. Then hit a Dial to make him stop. There might be some left so keep on the move and they will self-destruct on there own, just don’t be near the explosion and you should be fine 3. When one or two get on you, simply jump until they drop 4. Using the Rolling Blaze jump until they get off. The only difference with this option and option 3 is that Rolling Blaze simply shakes them off you faster. (any range-low to high damage) Constriction- This is a simple move to avoid and easy to see. Nightmare will raise himself to surround Dante to his neck. Finally he will twist himself to hurt you. Now this doesn’t do too much damage but it does stun you and remember that the Ice Slugs can still latch on to you so it will give it opportunity to latch its Ice Slugs. There is only one way to avoid this: don’t stand on Nightmare. If you don’t stand in him, he wont do this but if you do find yourself on Nightmare, jump away from Nightmare and you wont get hurt. (short range-low damage) Nightmare’s Underworld- This move can only be done once every battle with Nightmare. If you are close to Nightmare as he is crawling, he will create a slime trap that will snap and surround Dante finally dragging him down inside. As soon as Dante arrives, Sargasso’s will appear. Use your Shotgun to blast them away. Finally after killing all of them you will be revisited by Griffon. (see Griffon 3 strategy) Now it will show you surfacing back to the real world,cutting right through this trap and taking 1/4 of Nightmare’s health. Now there’s other reasons why this is useful: 1. Lets say your on orange or red health and you go in and beat the mini-boss, you can return with nearly all of your health 2. When you go in and come out, the lights from the Dials now become more stronger as they last longer and Nightmare takes more damage that before you went inside of Nightmare. (short range-no damage) Slime Trap- Now once you have done Nightmare’s Underworld and you try to go in again, the Slime Trap will come but instead it will snap and damage you. There’s two ways you can avoid this: 1. Hit the Dial so that Nightmare wont do this move, simple as that 2. If you see this coming up, jump away from it. Though sometimes Nightmare is able to do this move twice so be careful and hit the Dial as soon as you can so that Nightmare will not attempt this move. (short range-low damage) Armored Nightmare’s attacks (dials on) Core Lasers- Now when Nightmare has solidified and he exposes his core, sometimes the core uses this move to get you away from it. Anyway, Nightmare will bring out one of his core’s then a bunch of thin lasers will fly out of the core in every which direction. These lasers usually come out when Nightmare has a attack that either takes time to pull off or cant reach Dante. Good thing about these lasers is that they fire at a short range of the area and does little damage but it does stun you and guess what, this stunning can get you stuck in one of Nightmare’s much more heavier moves. So the best thing to do to avoid this is by not getting too close to the core so that the lasers don’t hit you, then when the lasers go out you can go to the core. (short range-low damage) Machine-Gun Orbs- Nightmare loves using this between the release of its core’s. Nightmare will release six small orbs to come out of several latches on Nightmare. These orbs then lock on Dante and fire thin bolts of white energy at Dante. Now this will always be the starter-up move that Nightmare uses when a Dial is lit as he never decides to start with the release of one of his cores. Now the damage by these shots aren’t big, but as they get more shots into you the damage adds up. If you don’t move, these shots can hit you a lot eventually giving you some heavy damage. So the best way to avoid these shots? Well there’s two ways: 1. Simply run confusingly and the lock on Dante should be lost as the orbs try to restore it. This should confuse the orbs more than enough to get you through this move 2. Jump confusingly and the lock on will be lost as the orbs try to restore it. This should be the best option to go with. (medium range-low to high damage) Surging Nightmare Missiles- Nightmare will decide to release his core in the back and then the core will then fire its Core Lasers. Now the Missiles come out from the sides of the core and fire at Dante in a rapid and pretty accurate fashion. Now they come out in two ways: a)Lined-Up Formation: Now if you don’t move or you move rarely during this move, the Surging Missiles will line up with four missiles per row. After lining up they will hit you one by one but in a rapid succession. Now many of these rows can hurt you pretty badly. Sometimes Nightmare decides to create two rows of these Missiles and fires them simultaneously. This does even more damage than a single row so you must be careful. b)Scatter Formation: A much more wide spread formation than the Lined-Up Formation but seems to do less damage. Now if you start to move around erratically the missiles wont be able to get a lock-on you and they will spread out. Due to this spreading, a irregular amount of Missiles will be shot at Dante ranging from one single missile to about 3 Missiles per row. This does less damage but can yield more hits so be careful when you encounter both formations. Now there are many ways to avoid this move: 1. As soon as the missiles get launched, roll to the side. This is pretty easy to do and you can fire your gun to get DT at the same time. This will probably be the best way to dodge this move if you don’t have Rolling Blaze 2. If you do have Rolling Blaze, simply jump and the Missiles will rebound off of you and hit Nightmare’s core but it will do minor damage to Nightmare. This is another good way to dodge this move 3. If you time a punch, you can hit the Missile back at Nightmare. The only problem with this, is that you can only hit 1 or 2 of the Missiles so the others can still hit you 4. Jump like crazy. Not the best way to do dodge but it still works. The only problem is that you can get pinned a lot more easily so watch out and jump carefully. (medium range-low to high damage) Triple Fatal Spike Stabs- Woo hoo, this is a truly dangerous attack. Nightmare will reveal his core on his “mid-section” and it will fire the Core Lasers then it will turn swiftly so that his side is facing you. He will open a latch and release a huge spear-like weapon into Dante’s gut then retracts it. What makes this move even worse is that he release three of these in a rapid fashion. The thing that also sucks is that if you get caught in one, you probably will get caught in the rest. To make things even worse, these spikes can home in on your last position so it can even can pin you in the air and can curve if you are close to his side so don’t think your safe if you jump on the balcony. There’s a good thing about this move and it is that it can be countered. Now there’s two ways to avoid this: 1. Run as fast as you can to Nightmare’s back so that this move cant get you due to the fact that the arena is so small compared to the cathedral 2. Like I said, this can be countered by means of one thing: Rolling Blaze. Now to counter using Rolling Blaze, Simply allow Dante to get hit in the side as you jump with Rolling Blaze but time it right. If you time it right, the spike will hit and it will retract in Nightmare without causing damage to you. If you simply jump in the air without moving any where, chances are that you will miss the spike and as you land you will get hit by the other. Now Nightmare will be stun for quite a while and the Core Lasers are off so this gives you the opportunity to hit the core for major damage while Nightmare regains its composure. (medium range-high damage) (Note: When Nightmare is stunned, you can use Meteor Lvl 2) Ice Beam- This is Nightmare’s most devastating move but it is actually easy to avoid at times. Nightmare will reveal his core on the very top of his barrel (or face call it what you want) and fires the Core Lasers. Then Nightmare will release the latch that covers its barrel. Once its barrel has been exposed, thin white beams will slink on the ground and travel into Nightmare’s barrel and a white aurora will be shown at the barrel of Nightmare’s “face”. After some time charging, Nightmare will fire a thick, white beam that stretches quite a distance as he moves slowly to hit you with this beam. Now those white beams slinking into the barrel of Nightmare will hurt you but these beams don’t do much damage unlike the initial beam itself though they do stun you. If you get hit by the first slinking beam you can still escape but if you get hit by one of the last ones before the Ice Beam, then you have no possible chance of escaping. Now if you get hit by the beam itself, you get frozen and you lose a good portion of health. Now if you get hit again, you wont freeze but you will take the same damage as if you were hit for your first time with the beam. As if the beam wasn't dangerous enough, sometimes Nightmare swivels to the sides to hit you with the beam. This is even worse when he DT's so there’s only one way to avoid this: as soon as you see Nightmare gathering energy and you see the white beams slinking into his barrel, jump on top of Nightmare and stay near the core but not too near the core as it still has its Core Lasers activated. Once the beam is over you can automatically run to the core and smash it. (long range-high to very high damage) (Note: When you are on top of Nightmare, you can use Meteor Lvl 2) DT Absorber- Nightmare isn't a full demon so he uses this move. Now after moves like the Ice Beam, Surging Missiles, and Hovering Boomerang; Nightmare’s core will do a “DT sequence” in which it will absorb whatever DT you have. Even after all your DT is gone, Nightmare will still absorb your DT. This although benefits Nightmare, this will be hell for you. Best and only way to avoid this move is to pound the core so that it will stop absorbing DT. (any range-no damage) New moves Armored Nightmare’s moves (dial on) Hovering Boomerang- Now this is dangerous as it can yield many hits as soon as its released and set to its pattern but like the Spike Stabs can be countered. Well, Nightmare will show his core on the very top of its barrel and it will fire its Core Lasers but it will not prepare its Ice Beam. This should be the very first sign that Nightmare gives you before the preparation of the Boomerang. Then a latch will open on the left side of its orb and releases a folded blade. The blade will unfurl and lock into its set-position then finally it will spin around the core and certain areas of the arena for quite a while. When it has finished its route for a while it will go back near the core, fold up, and enter the latch it came out from. Now there’s two things you can do: 1. As soon as you see this blade come out, jump on the balcony and the Hovering Boomerang wont hit you. This is the only time in the battle that will allow you to release a couple of Meteor’s at the core 2. Using the Rolling Blaze can counter this move. Simply note this move as soon as you can. Now the blade will lock into place so now as soon as the blade begins to spin, jump using Rolling Blaze. If done right the Boomerang will be struck by your Rolling Blaze, fold itself back into place, and going back via the latch it came from without any harm to you. It will then be stunned for sometime, allowing you to attack the core until it regains its composure. (any range-high damage) (Note: When Nightmare is stunned, you can use Meteor Lvl 2) Strategy for Nightmare 2 Now this second battle with Nightmare is less spacious compared to the other battle so no easy movement. Now it will begin by slinking on the ground sending a couple Slugs and trying to send you to its Underworld. Now I leave Nightmare’s Underworld up to you. If you want to leave this as your final hit be my guest but the battle will last a lot more due to the fact that Nightmare will take less damage per hit until you go in. I prefer to do this in the middle of the battle or in the beginning but its your choice I wont make you choose what I want so either go into Nightmare’s Underworld or start off by hitting a Dial so that Nightmare will solidify but remember that you will always have to keep hitting the Dial as the lights don’t last very long. Now it will use his Machine-Gun Orbs to start this battle off so evade accordingly. After that Nightmare will do a move depending on where you are. Now lets get started: If you are in the back of Nightmare, it will trigger him to use his Nightmare Surging Missiles. Now there’s two things you can do: 1. As soon as Nightmare launches his Missiles at you, jump using Rolling Blaze so that the missles will rebound off you and they will smash Nightmare’s core but it does minimal damage 2. Use your gun of your choice (excluding the Nightmare B for obvious reasons) and fire shots at Nightmare as you roll to the side to avoid the Missiles. This hurts Nightmare with the same damage as if you rebounded the Missiles that it creates. Choose your option and after Nightmare ends his Missile barrage, it will use its DT Absorber so Downward Kick the core then pound it with Kick13 and Shotgun blasts or Grenade shots but remember to roll so that you aren’t left in recoil. If you want you can DT and do a Inferno or Kick13 auto-combo as these will waste Nightmare with some good damage to him. As for Magma Drive’s, don’t use it. Sometimes if you charge a full one or you do a quick one, they will hit Nightmare’s armor instead and they will bounce right off becoming ineffective and waste precious attack time. When you are on Nightmare’s side he will do his Triple Fatal Spike Stabs. Now you could avoid this move by running the Nightmare’s back so that this move doesn’t get you but there’s a better way. As soon as Nightmare turns abruptly to his side, prepare yourself. As soon as you see the first spike, jump so that Nightmare’s spike hits your side. If done right, the rest wont come. This now leaves Nightmare defense-less for some time. Downward Kick the core to get close and if you have no DT do a couple Kick13’s to get some, after that DT and do two Kick13 auto-combo’s for good measure or a Inferno. After that get some DT back by Kick13ing the core and it should retract its core. When you are in front of Nightmare, he will start to charge his Ice Beam. As soon as you see this, run away from Nightmare’s barrel area and go on top of Nightmare as he might swivel to get you. Now don’t get near the core either as the Core Lasers will still be active. Once the beam has been stopped, the core will no longer be able to keep up the Core Lasers but it will start to suck your DT so smash the core with a couple Kick13’s and do a Kick13 auto-combo then the core should go back into Nightmare. Now sometimes he wont do his Ice Beam so be prepared for the Hovering Boomerang but remember that the Core Lasers are out so getting on Nightmare’s back isn’t the best idea and also the fact that Nightmare’s Boomerang can hit you from there. Now it will come out and lock into place so there’s two ways to do this: 1. As soon as the Boomerang begins to spin, jump with the Rolling Blaze. If done correctly, it will get stricken and it will go back into place without damaging you. Now this will leave Nightmare’s core open as the core turns of its Core Lasers. This would be the perfect opportunity DT and unleash a Kick13 auto-combo or two to the core. You can also Inferno the core as it is vulnerable at this time. Finally end the barrage by ending with a couple Kick13’s to get DT back 2. Now lets say you don’t get the chance to hit the Boomerang with Rolling Blaze, simply jump onto the balcony and the Boomerang shouldn’t hit you. From there, DT and unleash some Meteor’s at the core. Now as soon as the Boomerang retracts into Nightmare once again, the core will stop the Core Lasers and sucks your DT so Downward Kick towards the core and do a couple of Kick13’s to get the core back into Nightmare and to get DT in the process. Now remeber that near the end of the fight he DT's so be cautious of his Ice Beam that gets magnified. Keep the fight up and you should reign victorious once again. Nightmare 3 Hardness: ********* Description: Same as Nightmare 1 and 2 My opinion: Ok this is the battle where most of your frustrations come out. Nightmare has had enough of your trespassing and goes all out. Now you will feel the true strength and wrath of Nightmare. Now you should have Kick13 (or Kick13 Lvl 2 if you have had the chance to upgrade it) and Rolling Blaze to counter some moves. Inferno is great for this battle due to the fact that it does so much to Nightmare. Now you can have either the Grenade Gun or the Shotgun equipped to get DT at times. Not only will you have to face Nightmare but you’re going to have to face someone that you have trusted all this time... Living Nightmare Moves (Dials off) Nightmare Ice Slugs- As Nightmare is crawling slowly towards you, he will create some Slugs that have the appearance of Nightmare. They will then rush at Dante and finally they will get on you and crawl all over your body, finally falling on the floor in which they explode in a icy icicle blast. Now many of these Slugs on you will slow down your rate of movement but they also will hurt you with considerable damage. There are a couple of things you can do to shake these guys off: 1. Hit the Rune Dial so it can solidify Nightmare. As soon as you solidify him, he will stop using these. This is the best way to avoid this move 2. As soon as you see one, run. Then hit a Dial to make him stop. There might be some left so keep on the move and they will self-destruct on there own, just don’t be near the explosion and you should be fine 3. When one or two get on you, simply jump until they drop 4. Using the Rolling Blaze jump until they get off. The only difference with this option and option 3 is that Rolling Blaze simply shakes them off you faster. (any range-low to high damage) Constriction- This is a simple move to avoid and easy to see. Nightmare will raise himself to surround Dante to his neck. Finally he will twist himself to hurt you. Now this doesn’t do too much damage but it does stun you and remember that the Ice Slugs can still latch on to you so it will give it opportunity to latch its Ice Slugs. There is only one way to avoid this: don’t stand on Nightmare. If you don’t stand in him, he wont do this but if you do find yourself on Nightmare, jump away from Nightmare and you wont get hurt. (short range-low damage) Nightmare’s Underworld- This move can only be done once every battle with Nightmare. If you are close to Nightmare as he is crawling, he will create a slime trap that will snap and surround Dante finally dragging him down. As soon as Dante arrives, Sargasso’s will appear. Use your Shotgun to blast them away. Finally after killing all of them, a reincarnation of Vergil will come out from the shadows. Use what you need to kill him then surface via light portal but don’t forget to get the orbs. Now it will show you surfacing the Underworld of Nightmare, cutting right through this trap and taking 1/4 of Nightmare’s health. Now there’s other reasons why this is useful: 1. Lets say your on orange or red health and you go in and beat the mini-boss, you can return with nearly all of your health 2. When you go in and come out, the lights from the Dials now become more stronger as they last longer and Nightmare takes more damage that before you went inside of Nightmare. (short range-no damage) Slime Trap- Now once you have done Nightmare’s Underworld and you try to go in again, the Slime Trap will come but instead it will snap and damage you. There’s two ways you can avoid this: 1. Hit the Dial so that Nightmare wont do this move, simple as that 2. If you see this coming up, jump away from it. Though sometimes Nightmare is able to do this move twice so be careful and hit the Dial as soon as you can so that Nightmare will not attempt this move. (short range-low damage) Armored Nightmare’s attacks (dials on) Core Lasers- Now when Nightmare has solidified and he exposes his core, sometimes the core uses this move to get you away from it. Anyway, Nightmare will bring out one of his core’s then a bunch of thin lasers will fly out of the core in every which direction. These lasers usually come out when Nightmare has a attack that either takes time to pull off or cant reach Dante. Good thing about these lasers is that they fire at a short range of the area and does little damage but it does stun you and guess what, this stunning can get you stuck in one of Nightmare’s much more heavier moves. So the best thing to do to avoid this is by not getting too close to the core so that the lasers don’t hit you, then when the lasers go out you can go to the core. Its all about patience with this move and many others. (short range-low damage) Machine-Gun Orbs- Nightmare loves using this between the release of its core’s. Nightmare will release six small orbs to come out of several latches on Nightmare. These orbs then lock on Dante and fire thin bolts of white energy at Dante. Now this will always be the starter-up move that Nightmare uses when a Dial is lit as he never decides to start with the release of one of his cores. Now the damage by these shots aren’t big, but as they get more shots into you the damage adds up. If you don’t move, these shots can hit you a lot eventually giving you some heavy damage. So the best way to avoid these shots? Well there’s two ways: 1. Simply run confusingly and the lock on Dante should be lost as the orbs try to restore it. This should confuse the orbs more than enough to get you through this move 2. Jump confusingly and the lock on will be lost as the orbs try to restore it. This should be the best option to go with. (medium range-low to high damage) Surging Nightmare Missiles- Nightmare will decide to release his core in the back and then the core will then fire its Core Lasers. Now the Missiles come out from the sides of the core and fire at Dante in a rapid and pretty accurate fashion. Now they come out in two ways: a)Lined-Up Formation: Now if you don’t move or you move rarely during this move, the Surging Missiles will line up with four missiles per row. After lining up they will hit you one by one but in a rapid succession. Now many of these rows can hurt you pretty badly. Sometimes Nightmare decides to create two rows of these Missiles and fires them simultaneously. This does even more damage than a single row so you must be careful. b)Scatter Formation: A much more wide spread formation than the Lined-Up Formation but seems to do less damage. Now if you start to move around erratically the missiles wont be able to get a lock-on you and they will spread out. Due to this spreading, a irregular amount of Missiles will be shot at Dante ranging from one single missile to about 3 Missiles per row. This does less damage but can yield more hits so be careful when you encounter both formations. Now there are many ways to avoid this move: 1. As soon as the missiles get launched, roll to the side. This is pretty easy to do and you can fire your gun to get DT at the same time. This will probably be the best way to dodge this move if you don’t have Rolling Blaze 2. If you do have Rolling Blaze, simply jump and the Missiles will rebound off of you and hit Nightmare’s core but it will do minor damage to Nightmare. This is another good way to dodge this move 3. If you time a punch, you can hit the Missile back at Nightmare. The only problem with this, is that you can only hit 1 or 2 of the Missiles so the others can still hit you 4. Jump like crazy. Not the best way to do dodge but it still works. The only problem is that you can get pinned a lot more easily so watch out and jump carefully. (medium range-low to high damage) Triple Fatal Spike Stabs- Woo hoo, this is a truly dangerous attack. Nightmare will reveal his core on his “mid-section” and will fire the Core Lasers then it will turn swiftly so that his side is facing you. He will open a latch and release a huge spear-like weapon into Dante’s gut then retracts it. What makes this move even worse is that he release three of these in a rapid fashion. The thing that also sucks is that if you get caught in one, you probably will get caught in the rest. To make things even worse, these spikes can home in on your last position so it can even can pin you in the air and can curve if you are near Nightmare's side so don’t think your safe if you are behind him. There’s a good thing about this move and it is that it can be countered. Now there’s two ways to avoid this: 1. Run as fast as you can to Nightmare’s back so that this move cant get you due to the fact that the arena is so small compared to the cathedral 2. Like I said, this can be countered by means of one thing: Rolling Blaze. Now to counter using Rolling Blaze, Simply allow Dante to get hit in the side as you jump with Rolling Blaze but time it right. If you time it right, the spike will hit and it will retract in Nightmare without causing damage to you. If you simply jump in the air without moving any where, chances are that you will miss the spike and as you land you will get hit by the other. Now Nightmare will be stun for quite a while and the Core Lasers are off so this gives you the opportunity to hit the core for major damage while Nightmare regains its composure. (medium range-high damage) (Note: When Nightmare is stunned, you can use Meteor Lvl 2) Ice Beam- This is Nightmare’s most devastating move but it is actually easy to avoid at times. Nightmare will reveal his core on the very top of his barrel (or face call it what you want) and fires the Core Lasers. Then Nightmare will release the latch that covers its barrel. Once its barrel has been exposed, thin white beams will slink on the ground and travel into Nightmare’s barrel and a white aurora will be shown at the barrel of Nightmare’s “face”. After some time charging, Nightmare will fire a thick, white beam that stretches quite a distance as he moves slowly to hit you with this beam. Now those white beams slinking into the barrel of Nightmare will hurt you but these beams don’t do much damage unlike the initial beam itself though they do stun you. If you get hit by the first slinking beam you can still escape but if you get hit by one of the last ones before the Ice Beam, then you have no possible chance of escaping. Now if you get hit by the beam itself, you get frozen and you lose a good portion of health. Now if you get hit again, you wont freeze but you will take the same damage as if you were hit for your first time with the beam. As if the beam wasn't dangerous enough, sometimes Nightmare swivels to the sides to hit you with the beam. This is even worse when he DT's so there’s only one way to avoid this: as soon as you see Nightmare gathering energy and you see the white beams slinking into his barrel, jump on top of Nightmare and stay near the core but not too near the core as it still has its Core Lasers activated. Once the beam is over you can automatically run to the core and smash it. (long range-high to very high damage) (Note: When you are on top of Nightmare, you can use Meteor Lvl 2) Hovering Boomerang- Now this is dangerous as it can yield many hits as soon as its released and set to its pattern but like the Spike Stabs, it can be countered. Well, Nightmare will show his core on the very top of its barrel and it will fire its Core Lasers but it will not prepare its Ice Beam. This should be the very first sign that Nightmare gives you before the preparation of the Boomerang. Then a latch will open on the left side of its orb and releases a folded blade. The blade will unfurl and lock into its set-position then finally it will spin around the core and certain areas of the arena for quite a while. When it has finished its route for a while it will go back near the core, fold up, and enter the latch it came out from. Now there’s two things you can do: 1. If you don’t get to use the method below, try to find a place where the Boomerang doesn’t pass by and you should be fine. From the standing point that you’re at, you can fire your gun to get DT until the blade retracts back then you can run to the core and attack 2. Using the Rolling Blaze can counter this move. Simply note this move as soon as you can. Now the blade will lock into place so now as soon as the blade begins to spin, jump using Rolling Blaze. If done right the Boomerang will be struck by your Rolling Blaze, fold itself back into place, and going back via the latch it came from without any harm to you. It will then be stunned for sometime, allowing you to attack the core until it regains its composure. (any range-high damage) (Note: When Nightmare is stunned, you can use Meteor Lvl 2) DT Absorber- Nightmare isn't a full demon so he uses this move. Now after moves like the Ice Beam, Surging Missiles, and Hovering Boomerang; Nightmare’s core will do a “DT sequence” in which it will absorb whatever DT you have. Even after all your DT is gone, Nightmare will still absorb your DT. This although benefits Nightmare, this will be hell for you. Best and only way to avoid this move is to pound the core so that it will stop absorbing DT. Now in this battle he won't use this as much due to the fact that the current room has DT runes on the ceiling but he might use this for support. (any range-no damage) New Moves Living Nightmare Moves (Dials off) Nightmare Net- Not a dangerous move that hurts you in no way but the move afterwards does. Now Nightmare will expand then stretch himself so that he sticks to the ceiling. Now after doing that, he will send some Surging Missiles afterward which you can counter by the Rolling Blaze. The one way of avoiding this move by running around the edge of the arena so that Nightmare won’t drop the net. Now if you end up under Nightmare, he will extend himself so that a mesh net covers you. Now once under here, the missiles will stop firing but you’re still in the net so there’s only one means of escape and that is to take out one of the corners of the net by using the Rolling Blaze. If you do take one out, quickly run out. Now if you don’t run out the next move will take over... (medium range-no damage) Body Slam- Yes the name gives it away, Nightmare will fall on top of you if you don’t escape the net then Nightmare will either do his constriction maneuver or the Slime Trap for extra damage. This move can take a lot of health from you due to the fact that Nightmare is dropping on you. Now to avoid this move, simply don’t get caught in the Nightmare Net and you won’t run into trouble. Now although you don’t get caught in the Net you can still get hurt by Nightmare as he returns to the ground so be careful. This is pretty easy to avoid but it is still very dangerous. (medium range-high damage) Berserked Nightmare Moves (after depleting Nightmare’s first bar of health) Final Core- This is where most of that DT goes to. Nightmare will die... or so you think. He will then regain 1/16 of his life bar and goes crazy on you with a core that turns red and is high above Nightmare, as he tries to control the DT that is oozing through him which causes him to become a mix of the Living Nightmare and the Armored. He uses some old moves as well as some new ones. I will list the moves down below: a)Berserker Lasers- This move is the same thing as the Core Lasers. The only difference with this one move and the Core Lasers is that these last through the whole Berserker period except on the Rest Period. Not only that but they have a bit more range. Now if you decide to go melee on the core (which you shouldn’t) the Berserker Lasers will hit you and send you to the ground. This will be more than enough time for the other moves that Nightmare’s Final Core has to be unleashed on you. Best thing to do is by not attacking the core melee style. If you attack melee style, you’re practically asking for death. (short range-low damage) b)Nightmare Ice Slugs- As Nightmare is convulsing, he will create the Slugs. They will then rush at Dante and finally they will get on you and crawl all over your body, finally falling on the floor in which they explode in an icy icicle blast. Now many of these Slugs on you will slow down your rate of movement but they also will hurt you with considerable damage which can set you up for some more brutal moves of the Final Core. There are a couple of things you can do to shake these guys off: 1. When one or two get on you, simply jump until they drop 2. Using the Rolling Blaze jump until they get off. The only difference with this option and option 1 is that Rolling Blaze simply shakes them off you faster 3. If you use Air Raid on the Final Core, you can simply fly over them and they won’t bother you. (any range-low to high damage) c)Single Nightmare Surging Missile- Very annoying if you don't focus on what the core is doing. The Final Core will release one missle but it is very fast and more stunning than usual which can set you up for the Multi-Nightmare Lasers. So obviously there’s a couple of ways to avoid this: 1. Jump using Rolling Blaze and the Missile will deflect towards the core allowing it to be damaged by it 2. If you are using Air Raid, strafe to the right or left to avoid this as you damage the core. Probably the easier way to avoid this move 3. Roll to the side to avoid this move. Dangerous yes, but it still works. (medium range-low to high damage) d)Multi-Nightmare Lasers- Additional protection is given by these lasers to protect Nightmare’s final core and it is the Final Core’s most devastating attack. The core will be actively doing its moves and at times it will fire a couple long, white, light beams at you vertically. What’s bad about this move is that it will start by firing at the ground then head upwards towards the ceiling giving you little time to notice the beams so you must be alert. Now every 1/2 a second to 3/4 of a second, a couple of these beams will be released to hit you so you must be alert. If you do get hit by the beam, as it will send you to the ground along with some good damage. As you’re on the ground, remember that the other attacks are in play so be careful. Now to avoid this move, there are a couple things you can do: 1. You can strafe to the right or left with Air Raid 2. Simply roll to the side. Just make sure not to back flip as the beam has a long range and can still hit you in the room. (long range-medium to high damage) e)Slime Trap- Now if you think you can go into Nightmare’s Underworld to finish it, you can’t. Now instead the Slime Traps come out and damage you. Now this only happens if you touch the slime part of Nightmare or if you get near Nightmare so there’s one way to avoid this: simply don’t step on the slimy part of Nightmare and you’ll be fine but remember that Nightmare can create 2 or 3 of these at a time so be careful. (short range-low to medium damage) f)Rest Period- Now when Nightmare feels he has given you a beating, he will start to absorb your DT and stop using attacks for a certain time. This is very annoying as you try to defeat Nightmare but he will absorb whatever DT you have left. Now this will leave you frantic for DT but all you have to do is either: 1. Use Round Trip in the Rest Period to gain DT and you Grenade Roll as support 2. Smash the core 3. Use a Holy Water at this time. It's best that you go with option 1 if you want to beat him the honest way or then use a Holy Water. (any range-no damage) Trish (only in the last part of the battle and the Berserker stage) Trish’s Lightning- When Nightmare has 1/6 of his life bar left; a cut-scene will be triggered. At that point Trish helps Nightmare by firing a Lightning bolt for the rest of the battle. Now first a yellow mark will be marked on you then a stronger lightning bolt will hit you from Trish. This does pitiful damage but it stuns you. This is very bad as it will probably stun you long enough for Nightmare to hit you with his move. Now avoiding this move is easy. Usually when you stand still, she will mark you so simply jump out of the way and it won’t get you. Easy as pie... (medium range-low damage) Strategy for Nightmare 3 Now you are going to feel the pain in this battle. Nightmare tries to finish you in this battle so teach him a lesson for being annoying and persistent. Now it will begin by slinking on the ground sending a couple Slugs and trying to send you to its Underworld. To warn you in advance: remember that Nightmare likes to use his net. So when you see him spring himself on the ceiling, stay on the move. Now if you get caught in the net, Rolling Blaze or Kick13 the corners so that you can be set free. Also remember that he can still hurt you if you avoid the Net and he falls to return to the ground. Now I leave Nightmare’s Underworld up to you. If you want to leave this as your final hit be my guest but the battle will last a lot more due to the fact that Nightmare will take less damage per hit until you go in. I prefer to do this in the middle of the battle or in the beginning but its your choice I wont make you choose what I want so either go in or start off by hitting a Dial so that Nightmare will solidify but remember that you will always have to keep hitting the Dial as the lights don’t last very long. Now it will use his Machine-Gun Orbs to start this battle off so evade accordingly. After that Nightmare will do a move depending on where you are. Now let’s get started: If you are in the back of Nightmare, it will trigger him to use his Nightmare Surging Missiles. Now there’s two things you can do: 1. As soon as Nightmare launches his Missiles at you, jump using Rolling Blaze so that the will rebound off you and they will smash Nightmare’s core but it does minimal damage 2. Use your gun of your choice (excluding the Nightmare B for obvious reasons) and fire shots at Nightmare as you roll to the side to avoid the Missiles. This hurts Nightmare with the same damage as if you rebounded the Missiles that it creates but it gets you DT. Choose your option and after Nightmare ends his Missile barrage, it will use its DT Absorber so Downward Kick the core then pound it with Kick13 and Shotgun Blasts or Grenade Shots but remember to cancel out the recoil of a Grenade Shot with a roll. If you want you can DT and do a Inferno or Kick13 auto-combo as these will waste Nightmare with some good damage to him. As for Magma Drive’s, don’t use it. Sometimes if you charge a full one or you do a quick one, they will hit Nightmare’s armor instead and they will bounce right off becoming ineffective and waste precious attack time. When you are on Nightmare’s side he will do his Triple Fatal Spike Stabs. Now you could avoid this move by running the Nightmare’s back so that this move doesn’t get you but there’s a better way. As soon as Nightmare turns abruptly to his side, prepare yourself. As soon as you see the first spike, jump so that Nightmare’s spike hits your side. If done right, the rest won’t come. This now leaves Nightmare defense-less for some time. Downward Kick the core to get close and if you have no DT do a couple Kick13’s to get some, after that DT and do two Kick13 auto-combo’s for good measure or a Inferno. After that get some DT back by Kick13ing the core and it should retract its core. When you are in front of Nightmare, he will start to charge his Ice Beam. As soon as you see this, run away from Nightmare’s barrel area and go on top of Nightmare. Also remember that when he DT's, his beam gets more damaging and he spins himself to hit you so get on Nightmare’s back as soon as you can. Now don’t get near the core either as the Core Lasers will still be active. Once the beam has stopped, the core will no longer be able to keep up the Core Lasers but it will start to suck your DT so smash the core with a couple Kick13’s and do a Kick13 auto-combo then the core should go back into Nightmare. Now sometimes he won’t do his Ice Beam so be prepared for the Hovering Boomerang but remember that the Core Lasers are out so getting on Nightmare’s back isn’t the best idea also the fact that Nightmare’s Boomerang can hit you from there. Now it will come out and lock into place so there’s two ways to do this: 1. As soon as the Boomerang begins to spin, jump with the Rolling Blaze. If done correctly, it will get stricken and it will go back into place without damaging you. Now this will leave Nightmare’s core open, as the core turns off its Core Lasers. This would be the perfect opportunity DT and unleash a Kick13 auto-combo or two to the core. You can also Inferno the core as it is vulnerable at this time. Finally end the barrage by ending with a couple Kick13’s to get DT back 2. Now lets say you don’t get the chance to hit the Boomerang with Rolling Blaze, You now must determine where the Boomerang won’t hit and stay there as you fire your gun. Now as soon as the Boomerang retracts into Nightmare once again, the core will stop the Core Lasers and sucks your DT so Downward Kick towards the core and do a couple of Kick13’s to get the core back into Nightmare and to get DT in the process. Now when you knock off about 1/6 of Nightmare’s health, Trish will begin to help Nightmare so avoid her move as it is easy to see. Now keep the fight up and you should reign victorious once again... or so you think. Nightmare will regain 1/16 of his health and go into its Final Core. This is the harder part of the battle as he will do simultaneous moves all at once and you can’t go melee on the core as the Berserker Lasers will be on for most of the battle so there’s three ways to defeat the core: 1. Get a full gauge of DT and equip the Alastor (its better that you have you gauge full before the battle). Finally jump to your highest position and commence Air Raid. Begin to fire bolts as you evade his moves. If that doesn’t finish him, get more DT by Round Tripping the core in the Rest Period and do Air Raid again until he dies 2. A much easier way to finish the core but your rank will go down. Simply uncork a Holy Water. In Normal, one Holy Water wipes the core clean of its health but on the later modes, you have to use 2 or more and its a waste so don't do it because your just wasting items 3. When Nightmare is in his Rest Period, Go up to the core and smash it. After the core is down, the Nightmare is over. ------------------------------------------------------------------------------ NOTE: As of right now, I won't be able to get to the Mundus Strategy. It is quite a tough one to record and im also in the development of a new FAQ so don't expect to see it soon ------------------------------------------------------------------------------ -------------- Intro to DMD -------------- After you get through the hardships of Normal and Hard, you get the very infamous, Dante Must Die mode. Here is where the enemies give no mercy to whoever is playing and they come by the dozens. After playing a solid 4 hours of DMD, I have specifically made these four sections to the DMD enemies, Mini Bosses, and Bosses. Now your asking "Why not do one for Hard?" Simple, it's the fact that Normal and Hard have basically no difference but that Hard mode enemies do more damage. I have discarded the idea of making that so it is more of a better idea to just do one for DMD. These strategies will not be as long as the ones above but mostly refer to specific weapons that you should use and what methods to beat them. Moves will not be specified on the matter of dodging but on which are the ones that are most familiar during combat. 6. DTed Enemies (By The Nightmare Alpha) Marionettes/Bloody Mari's a)Notes What once used to be easy, now become dangrously hard. Be fully aware of what is going on in the current situation as a pack of these guys can ultimatly lead to a quick death. b)Most Used Moves Slash/Double Slash Weapon Hurl Dead Aim (refering to the Shotgun Marionettes/Bloody Mari's) Mounted Stabbing Death Spin c)Combat Tips Marionettes Never take your time with these guys in DMD. The more time you spend, the more these guys DT. You don't want to have a group of DTed Marionettes, I assure you want the easy way. When facing 1 or 2, Kick13's and Stinger's make quick work of them. Use the Shotgun when one of these guys get too close for your comfort. When 1 or 2 DT, it's best to start using DT. Meteor makes quick work of them easily as well as Inferno. If you feel more comfortable with the Alastor, Use Air Raid to finish them or use DTed Stinger's. Once you find yourself with a group of Marionette's, take the Grenade Gun out. Start abusing the Grenade Roll technique to gain DT and pull off quick Kick13/ Stinger's to whatever is moving. Ifrit's 4 Hit Combo, is still effective but it will take more hits. Also use the Downward Kick of the Ifrit to mess the Mari's up if needed. With Alastor, you will probably want to stick with the Stinger's, Hight Time's, and 5 Hit Combo's (DO NOT DO THE STABBING COMBO TO A MARI. When the group DT's, get Ifrit. DT and begin to Meteor whatever is alive in the room. If you can get a group of Marionettes together, you can use a single Meteor to finish the entire group but they must be close. If you want leverage, play dirty and go to higher ground. From a high point, Marionettes won't be able to get you but they can do some other long range moves so be aware. 7. DTed Mini-Bosses 8. DMD Bosses 9. Easy - Norm - Hard - DMD! Enemy layout (By Vesperas) These sections will describe the different enemy layouts and minor changes for all the difficulties. Here’s some general notes... 1: In DMD! There is "Do or Die" in which a time limit is shown before a enemy could DT. 2: I don’t back track and find enemies (because it’s mainly pointless) but if I do, I will write it down. 3: For places with re spawning enemies, I will only go over the placed ones. 4: For places with re spawning enemies when you must kill all, I go over everyone. 5: If I don’t write anything new for a place that means it didn’t change. Mission 1 Staircase room Easy: 2 Mari’s and 1 Bloody Mari Norm: 2 Mari’s and 1 Bloody Mari Hard: 2 Bloody Mari’s and 1 Fetish DMD: 2 Bloody Mari’s and 1 Fetish Mission 1 Arena Easy: 11 Mari’s Norm: 11 Mari’s Hard: 8 Mari’s and 3 Bloody Mari’s DMD: 8 Mari’s and 3 Bloody Mari’s (40) Mission 1 Biplane Room Easy: 5 Mari’s and 1 Bloody Mari Norm: 5 Mari’s and 1 Bloody Mari Hard: 5 Bloody Mari’s and 1 Fetish DMD: 5 Bloody Mari’s and 1 Fetish Mission 2 Banana Hallway Easy: 6 Mari’s then 3 Mari’s and 1 Bloody Mari Norm: 6 Mari’s then 4 Mari’s and 1 Bloody Mari Hard: 1 Shadow or 4 Mari’s DMD: 1 Shadow or 4 Mari’s Mission 2 God of Time Library Easy: None Norm: None Hard: 5 Beelzebub (1 big) DMD: 5 Beelzebub (1 big) Mission 2 Fountain Room Easy: 3 Mari’s and 1 Bloody Mari or 4 Mari’s Norm: 3 Mari’s and 1 Bloody Mari or 4 Mari’s Hard: 3 Sin Scythes or 3 Blades DMD: 3 Sin Scythes or 3 Blades (40) Mission 2 Soul Recharge Room Easy: 7 Mari’s Norm: 7 Mari’s Hard: None DMD: None Mission 2 Shotgun Library Easy: 2 Sin Scissors Norm: 3 Sin Scissors Hard: 3 Sin Scissors DMD: 3 Sin Scissors (60) Mission 2 Banana Halfway Easy: 45 Phantom Babies Norm: 45 Phantom Babies Hard: 45 Phantom Babies DMD: 45 Phantom Babies Mission 3 Underwater Easy: 6 Sargasso’s Norm: 6 Sargasso’s Hard: 6 Sargasso’s DMD: 6 Sargasso’s (25) Mission 3 Alter Room Easy: Phantom Norm: Phantom Hard: Phantom DMD: Phantom Secret Mission 1 Underwater Easy: 1 Sin Scissors Norm: 1 Sin Scissors Hard: 1 Sin Scissors DMD: 1 Sin Scissors Secret Mission 2 Alter Room Easy: 150 Phantom Babies Norm: 150 Phantom Babies Hard: 150 Phantom Babies DMD: 150 Phantom Babies Mission 4 Banana Hallway Easy: Phantom then 2 Sin Scythes Norm: Phantom then 2 Sin Scythes Hard: Phantom DMD: Phantom Secret Mission 3 God of Time Library Easy: 120 Phantom Babies Norm: 120 Phantom Babies Hard: 120 Phantom Babies DMD: 120 Phantom Babies Mission 4 Fountain Room Easy: 2 Sin Scythes Norm: 1 Shadow Hard: 1 Death Scissors DMD: 1 Death Scissors (60) Secret Mission 4 Arena Easy: 3 Shadows Norm: 3 Shadows Hard: 3 Shadows DMD: 3 Shadows Mission 4 Fountain Room Easy: 3 Sin Scythes Norm: 3 Sin Scythes Hard: 1 Shadow DMD: 1 Shadow Mission 4 Lift Room Easy: 2 Mari’s and 1 Bloody Mari Norm: 2 Mari’s and 1 Bloody Mari Hard: 4 Mari’s DMD: 4 Mari’s Mission 4 Out Doors Easy: Nelo Angelo Norm: Nelo Angelo Hard: Nelo Angelo DMD: Nelo Angelo Mission 5 Out Doors Easy: 3 Sin Scythes Norm: 1 Shadow Hard: 2 Shadows DMD: 2 Shadows Mission 5 Lift Room Easy: 2 Sin Scythes Norm: 2 Sin Scythes Hard: 1 Death Scythe DMD: 1 Death Scythe Mission 5 Fountain Room Easy: 3 Mari’s and 1 Bloody Mari then 3 Sin Scythes Norm: 3 Sin Scythes then 1 Shadow Hard: 1 Phantom DMD: 1 Phantom Mission 6 Sewer Key Room Easy: 12 Beelzebub (2 big) Norm: 12 Beelzebub (2 big) Hard: 3 Plasmas DMD: 3 Plasmas (30) Mission 6 Sewer Hallway 1 Easy: 8 Beelzebub (1 big) Norm: 8 Beelzebub (1 big) Hard: 3 Plasmas DMD: 3 Plasmas Mission 6 Sewer Hallway 2 Easy: 1 Death Scissors Norm: 1 Death Scissors Hard: 1 Death Scissors DMD: 1 Death Scissors Mission 7 Sewer Hallway 2 Easy: 5 Mari’s and 1Bloody Mari Norm: Phantom then 8 Beelzebub (1 big) Hard: Phantom then 8 Beelzebub (1 big) DMD: Phantom then 8 Beelzebub (1 big) Mission 7 Sewer Hallway 1 Easy: 8 Beelzebub (1 big) Norm: 3 Sin Scythes Hard: 2 Frosts DMD: 2 Frosts Secret Mission 5 Sewer Key Room Easy: 2 Kyklops Norm: 2 Kyklops Hard: 2 Kyklops DMD: 2 Kyklops Mission 7 Lift Room Easy: 8 Beelzebub (1 big) Norm: 8 Beelzebub (1 big) Hard: 4 Mari’s DMD: 4 Mari’s Mission 8 Roof Top Easy: Phantom Norm: Phantom Hard: Phantom DMD: Phantom Mission 9 Court Yard Easy: 3 Blades Norm: 3 Blades Hard: 3 Blades DMD: 3 Blades (1:30) Mission 9 Ifrit Room Easy: 3 Blades Norm: 3 Blades Hard: 3 Blades DMD: 3 Blades Mission 9 Court Yard Easy: Griffon Norm: Griffon Hard: Griffon DMD: Griffon Mission 9 Forested Area Easy: 5 Mari’s Norm: 11 Mari’s and 4 Fetishes Hard: 7 Mari’s, 3 Bloody Mari’s, and 5 Fetishes DMD: 7 Mari’s, 3 Bloody Mari’s, and 5 Fetishes Mission 9 Last Room Easy: 5 Mari’s and 1 Bloody Mari Norm: 3 Fetishes Hard: 3 Fetishes DMD: 3 Fetishes Mission 10 Canyon 1 Easy: 5 Mari’s Norm: 5 Mari’s and 1 Fetish Hard: 3 Fetishes DMD: 3 Fetishes Mission 10 Canyon 2 Easy: 3 Sin Scythes Norm: 3 Sin Scythes Hard: 3 Blades DMD: 3 Blades Mission 10 Canyon 3 Easy: 3 Blades Norm: 3 Blades Hard: 2 Shadows DMD: 2 Shadows Mission 10 Green House Entrance Easy: 1 Kyklops Norm: 2 Kyklops Hard: 2 Kyklops DMD: 2 Kyklops Mission 11 Green House Easy: 1 Death Scythe Norm: 1 Death Scythe Hard: 1 Death Scythe DMD: 1 Death Scythe Secret Mission 6 Green house Entrance Easy: 5 Sin Scissors Norm: 5 Sin Scissors Hard: 5 Sin Scissors DMD: 5 Sin Scissors Mission 11 Underground Easy: 3 Blades Norm: 5 Blades Hard: 9 Blades DMD: 9 Blades Mission 11 Chalice Room Easy: Nelo Angelo Norm: Nelo Angelo Hard: Nelo Angelo DMD: Nelo Angelo Mission 12 Stair Room Easy: 3 Mari’s and 1 Bloody Mari Norm: 3 Mari’s and 1 Bloody Mari Hard: 3 Mari’s and 1 Bloody Mari DMD: 3 Mari’s and 1 Bloody Mari (15) Mission 12 Underwater Room 1 Easy: 1 Blade Norm: 1 Blade Hard: 1 Blade DMD: 1 Blade Mission 12 Ship Easy: 2 Blades Norm: 2 Blades Hard: 2 Frosts DMD: 2 Frosts (60) Mission 12 Underwater Room 2 Easy: 1 Blade Norm: 1 Blade Hard: 1 Blade DMD: 1 Blade Mission 12 Deck Easy: 1 Death Scythe Norm: 1 Death Scythe Hard: 1 Death Scythe DMD: 1 Death Scythe Mission 12 Deck (While Sailing) Easy: Griffon Norm: Griffon Hard: Griffon DMD: Griffon Mission 13 Ship Easy: 2 Blades Norm: 2 Blades Hard: 2 Blades DMD: 2 Blades Mission 13 Underwater Room 2 Easy: 3 Blades Norm: 3 Blades Hard: 3 Blades DMD: 3 Blades Mission 13 Underwater Room 1 Easy: 2 Blades Norm: 2 Blades Hard: 2 Blades DMD: 2 Blades Secret Mission 7 Captain’s Room Easy: 8 Blades Norm: 8 Blades Hard: 8 Blades DMD: 8 Blades Intermission 3 Ship’s Crash Site Easy: 2 Mari’s and 2 Bloody Mari’s Norm: 2 Mari’s and 2 Bloody Mari’s Hard: 2 Mari’s and 2 Bloody Mari’s DMD: 2 Mari’s and 2 Bloody Mari’s Mission 14 Doughnut Spike Room Easy: None Norm: None Hard: 3 Sin Scissors DMD: 3 Sin Scissors Mission 14 Cliffs Easy: 1 Death Scythe or 3 Blades (1 Big), Norm: 1 Death Scythe, 3 Blades (1 Big), or 2 Shadows Hard: 1 Death Scythe, 4 Blades (1 Big), or 3 Shadows DMD: 1 Death Scythe, 4 Blades (1 Big), or 3 Shadows Mission 14 Room with Tree Branches Easy: 5 Mari’s Norm: 5 Mari’s and 1 Fetish Hard: 1 Death Scythe DMD: 1 Death Scythe (60) Mission 15 Courtyard Easy: 2 Kyklops or 3 Blades (1 big) Norm: 2 Kyklops or 3 Blades (1 big) Hard: 2 Kyklops or 3 Blades (1 big) DMD: 2 Kyklops or 3 Blades (1 big) Secret Mission 8 Doughnut Spike Room Easy: 3 Shadows Norm: 3 Shadows Hard: 3 Shadows DMD: 3 Shadows Mission 15 Ifrit Room Easy: 1 Death Scythe or 3 Blades Norm: 1 Death Scythe or 3 Blades Hard: 1 Death Scythe or 3 Blades DMD: 1 Death Scythe or 3 Blades Mission 15 Blue Shield Room Easy: 3 Mari’s and 1 Bloody Mari Norm: 3 Fetishes Hard: 3 Fetishes DMD: 3 Fetishes Mission 15 Blue Shield Trap Room Easy: 3 Sin Scythes Norm: 3 Sin Scythes Hard: 1 Death Scythe DMD: 1 Death Scythe Mission 15 Courtyard Easy: 4 Sin Scythes Norm: 4 Sin Scythes Hard: 1 Death Scythe DMD: 1 Death Scythe Mission 15 Red Shield Room Easy: 3 Mari’s and 1 Bloody Mari Norm: 3 Fetishes Hard: 3 Fetishes DMD: 3 Fetishes Mission 15 Red Shield Trap Room Easy: 2 Blades Norm: 2 Blades Hard: 2 Shadows DMD: 2 Shadows Mission 15 Coloseum Easy: Griffon Norm: Griffon Hard: Griffon DMD: Griffon Secret Mission 9 Coloseum Easy: 13 Sargasso’s Norm: 13 Sargasso’s Hard: 13 Sargasso’s DMD: 13 Sargasso’s Mission 16 Main Hall Easy: 1 Plasma Norm: 1 Plasma Hard: 1 Plasma DMD: 1 Plasma Mission 16 Biplane Room Easy: 2 Blades Norm: 1 Plasma Hard: 1 Plasma DMD: 1 Plasma Mission 16 Banana Hallway Easy: 5 Mari’s Norm: 3 Mari’s, 1 Bloody Mari, and 1 Fetish or 4 Mari’s and 1 Fetish Hard: 1 Shadow or 5 Fetishes DMD: 1 Shadow or 11 Fetishes (60) Mission 16 Alter Room Easy: Nightmare Norm: Nightmare Hard: Nightmare DMD: Nightmare Mission 16 Nightmare Easy: 6 Sargasso’s (1 big) and Phantom Norm: 6 Sargasso’s (1 big) and Phantom Hard: 6 Sargasso’s (1 big) and Phantom DMD: 6 Sargasso’s (1 big) and Phantom Secret Mission 10 Biplane Room Easy: 2 Shadows Norm: 2 Shadows Hard: 2 Shadows DMD: 2 Shadows Secret Mission 10 Main Hall Easy: 1 Shadow Norm: 1 Shadow Hard: 1 Shadow DMD: 1 Shadow Secret Mission 10 Main Gate Easy: 1 Shadow Norm: 1 Shadow Hard: 1 Shadow DMD: 1 Shadow Secret Mission 11 Broken Bridge Easy: 1 Death Scythe Norm: 1 Death Scythe Hard: 1 Death Scythe DMD: 1 Death Scythe Mission 17 Stair Room Easy: 1 Mari Norm: 1 Mari Hard: 2 Fetishes DMD: 2 Fetishes Mission 17 Outside Arena Easy: 3 Plasma’s Norm: 2 Frosts Hard: 4 Frosts DMD: 4 Frosts (2:00) Mission 17 Banana Hallway 2 Easy: 5 Mari’s Norm: 4 Mari’s and 1 Fetish Hard: 2 Nobodies or 5 Fetishes DMD: 2 Nobodies or 9 Fetishes (60) Mission 17 Gallery Easy: 1 Hit to kill Dino Norm: 3 Hits to kill Dino Hard: 3 Hits to kill Dino DMD: 3 Hits to kill Dino Mission 17 Throne Room Easy: Nelo Angelo Norm: Nelo Angelo Hard: Nelo Angelo DMD: Nelo Angelo Mission 18 Underwater Easy: 3 Sin Scissors Norm: 3 Sin Scissors Hard: 3 Sin Scissors DMD: 3 Sin Scissors Mission 18 Fountain Room Easy: Nightmare Norm: Nightmare Hard: Nightmare DMD: Nightmare Mission 18 Nightmare Easy: 6 Sargasso’s (1 big) and Giffon Norm: 6 Sargasso’s (1 big) and Giffon Hard: 6 Sargasso’s (1 big) and Giffon DMD: 6 Sargasso’s (1 big) and Giffon Mission 19 Out Doors Easy: 3 Nobodies Norm: 3 Nobodies Hard: 3 Nobodies DMD: 3 Nobodies Mission 20 God of Time Entrance Room Easy: 2 Nobodies Norm: 2 Frosts Hard: 2 Frosts DMD: 2 Frosts Mission 20 Runic Room Easy: Nightmare Norm: Nightmare Hard: Nightmare DMD: Nightmare Mission 20 Nightmare Easy: 6 Sargasso’s (1 big) and Nelo Angelo Norm: 6 Sargasso’s (1 big) and Nelo Angelo Hard: 6 Sargasso’s (1 big) and Nelo Angelo DMD: 6 Sargasso’s (1 big) and Nelo Angelo Secret Mission 12 Maze 2 Easy: 3 Nobodies Norm: 3 Nobodies Hard: 3 Nobodies DMD: 3 Nobodies Secret Mission 12 Dino Room Easy: 1 Dino and Norm: 1 Dino and 2 Frosts Hard: 1 Dino and 4 Frosts DMD: 1 Dino and 4 Frosts (15) Mission 21 Maze 1 Easy: 3 Nobodies Norm: 3 Nobodies Hard: 3 Nobodies DMD: 3 Nobodies Mission 21 Lava\Pillar Room Easy: 2 Plasma’s Norm: 2 Plasma’s Hard: 2 Plasma’s DMD: 2 Plasma’s Mission 22 Mundus’s Throne Easy: Mundus Norm: Mundus Hard: Mundus DMD: Mundus Mission 23 Circle Room with 3 Doors Easy: 2 Plasma’s Norm: 1 Frost Hard: 1 Frost DMD: 1 Frost Mission 23 Runic Room Easy: 2 Nobodies Norm: 2 Nobodies Hard: 2 Nobodies DMD: 2 Nobodies Mission 23 God of Time Entrance Room Easy: 1 Nobody Norm: 1 Frost Hard: 1 Frost DMD: 1 Frost Mission 23 Alter Room Easy: 4 Mari’s and 1 Bloody Mari Norm: 4 Mari’s and 1 Bloody Mari Hard: 3 Mari’s and 2 Bloody Mari’s DMD: 3 Mari’s and 2 Bloody Mari’s Mission 23 Banana Hallway Easy: 7 Beelzebub Norm: 2 Blades Hard: 1 Shadow DMD: 1 Shadow Mission 23 Sewer Key Room Easy: Mundus Norm: Mundus Hard: Mundus DMD: Mundus 10. Enemy orb listings (By Vesperas) Some notes a) Most enemies will drop more orbs when you kill them with more stylish, here they are. b) I’ll be giving just the range from Dull to Stylish they may not be exact but they will by close. c) Remember some enemies can be Critical hit which is why they list twice. d) I’m pretty sure it’s mostly random, but I’ll give you lows and highs that I get e) I’m also sure you get more and more, the more you go, I will stop at Stylish. (I got 68 one time from Sin Scissors from just shooting him with DT E+I shots…) Marionettes 1 - 15 Bloody Mari 1 - 25 Sin Scissors 20 - 34 (46 - 54 CH) Sin Scythe 40 - 51 Death Scissors 51 - 75 Death Scythe 51 - 75 Shadow 40 - 67 (284 - 307 CH) Little Beelzebub 2 Beelzebub 15 - 33 Phantom 500 Phantom Babies 1 Kyklops 71 - 75 Nelo Angelo 500, 800 Blade 31- 49 (50 - 51 CH) Big Blade 43 - 87 (62 - 63 CH) Griffon 500 Griffon’s Wing 20 Sargasso 1 - 3 Nobody 150 - 175 Fetish 40 - 61 Frost 102 - 131 Nightmare 500 - 525, 800 Plasma 71 - 88 Mundus 1000 11. Frequently Asked Questions Here we will answer all of your questions about the FAQ or the game (we haven't gotten any questions so e-mail us and send them in) 12. Credits/Thanks Thanks to: CJayC- for making a great site. Skyrax- For all his help in the making of the FAQ. Thanks!! Vesperas- For his neat strategies and for doing this FAQ with me. Me- For actually doing this and not wasting my time by sitting on my butt. Bobby Mattern- For encouraging me to do this FAQ. TV- For not exploding in a matter of seconds. PS2- For not shootiing the disc back out at me. Komplete Club- For very low but acceptable support. (Damn they just don't care) Solid Dante- For giving me his new Mundus 2 Strategy. 13. Copyright This FAQ is owned by The Nightmare Alpha a.k.a Kevin Nunez and Vesperas a.k.a Brian David Kacaba. No one can use this FAQ with out our permission. E-mail us then we will make our choice. If we say no, it ends there and you may no longer ask us. Also, look at GameFAQ's for the latest version. Copyright 2003