Devil May Cry 3: Special Edition Walkthrough :
This walkthrough for Devil May Cry 3: Special Edition [Playstation 2] has been posted at 02 Oct 2010 by wes5566 and is called "Devil May Cry 3 Boss FAQ". If walkthrough is usable don't forgot thumbs up wes5566 and share this with your freinds. And most important we have 20 other walkthroughs for Devil May Cry 3: Special Edition, read them all!
wes5566 |
Walkthrough - Devil May Cry 3 Boss FAQDevil May Cry 3 (PlayStation 2) Boss Guide for Normal, Easy, and Hard Began: 4/5/05 Last Revised: 9/16/05 Authored by: J2DK (Mr_Bombastic9@hotmail.com) LEGAL DISCLAIMER: If this document or any part of it is copied or used without my consent, I will feel free to sue you for plagiarism or copyright infringement. If you would like to use any part of my FAQ, E-mail me telling me what you want to do with it and what parts you would like to use, and I'll reply. Thank you for your consideration. If this FAQ is found anywhere but GameFAQs.com, neoseeker.com, and supercheats.com, please notify me. *~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-* TABLE OF CONTENTS ------ I. Introduction II. Revision History III. General Tips and Notes A. About the guide B. Royal Guard and Parrying notes C. DT Explosion notes/Transformation Flux D. Quicksilver and Doppelganger styles E. Switch-Cancel firing and jump-cancel F. A note about difficulties G. Game sound IV. Boss guide H. Hell Vanguard I. Cerberus J. Gigapede K. Agni and Rudra L. Vergil 1 M. Leviathan Heart N. Nevan O. Beowulf P. Geryon Q. Vergil 2 R. Lady S. Doppelganger T. Mission 19 Boss U. Vergil 3 V. Final Comments VI. Special Thanks *~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-* I. INTRODUCTION ------ J2DK is back and dope as ever. ------ Devil May Cry 3 is one of the hardest games to be released this millennium. If Normal and Hard don't strike you as challenging, try tackling Dante Must Die mode. I might be a little late with the Boss guide, but I'm sure there are many people still having trouble with the bosses on all 4 (not counting Heaven or Hell mode) difficulties. I hope this guide helps all those still stuck on the lower levels and those that are attempting the higher levels. I am assuming that whoever reads this has a decent knowledge of the Devil Arms and how to use crazy combos/the button mash combos such as million stab. If not, please read the in-game tutorials. Please remember, these are not the only ways to defeat these bosses in Normal (easy, and hard) mode, these are simply MY strategies for defeating them easily. Some may seem complicated, but if you read carefully and watch the boss, you’ll completely understand what I’m talking about. With that out of the way, Let's rock! *~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-* II. REVISION HISTORY ------ *4/05/05* Guide composition begins - General Tips and Notes completed. - Introduction completed. - Legal disclaimer completed. - Special thanks completed. - Hell Vanguard guide: begun. - Hell Vanguard guide: completed. - Vergil 3 guide: begun. - Vergil 3 guide: completed. - Cerberus guide: begun. *4/07/05* - Cerberus guide: completed. *4/08/05* - Gigapede guide: begun. - Gigapede guide: completed. *4/09/05* - Agni and Rudra guide: begun - Agni and Rudra guide: completed. - Vergil 1 guide: begun. - Vergil 1 guide: completed. - Leviathan Heart guide: begun. *4/10/05* - Leviathan Heart guide: completed. - Nevan guide: begun. - Nevan guide: completed. - Beowulf guide: begun. - Beowulf guide: completed. - Geryon guide: begun. *4/11/05* - Geryon guide: completed. *4/12/05* - Vergil 2 guide: begun. - Vergil 2 guide: completed. - Lady guide: completed. - Doppelganger guide: begun. - Doppelganger guide: completed. *4/24/05* - Mission 19 boss guide: begun. - Mission 19 boss guide: completed. - Version 1.0: completed. *4/26/05* - Hell Vanguard guide: revised. *4/27/05* - Added Royal Guard cancel in General Tips and Notes. *4/28/05* - Changed Cerberus Recommended guns and guns strategy. *5/2/05* - Tweaked Cerberus Swordmaster strategy. *5/4/05* - Added Doppelganger tip from reader. *5/16/05* - Added some Recommended Styles - Fixed Vergil controls in Mission 19 boss section - Tweaked a strategy here and there *5/18/05* - Added the rest of Recommended Styles *5/22/05* - Touched up my grammar in some places. *8/16/05* - Changing recommended weapons for Vergil fights to Beowulf and Nevan. Introducing the Killer Bee bounce to the FAQ. I never got around to adding it. - Turning 18 today. *8/23/05* - Added supercheats.com and neoseeker.com to authorized list. *8/27/05* - Revised Mission 19 Boss guide. - Added new “One person, two controllers” strategy to Mission 19 Boss. *9/04/05* - Finally fixing the Cerberus section. Sorry for the delay. - Finally fixed Doppelganger. Sorry again. - Added jump canceling melee attacks to General Tips and Notes, section F. - Added quotes. *9/16/05* - Fixed Doppelganger, again. - Fixed Agni and Rudra, again. - Fixed Leviathan Heart, again. - Fixed Lady, again. *~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-* III. GENERAL TIPS AND NOTES ------ A. About the guide: In this FAQ I have included "First time through" and "recommended weapons." "First time through" will list the best weapons considering the weapons available to Dante at the time at hand. "Recommended" is where I will list the best weapons to use on the boss after Dante acquires all the weapons in the game. After "Recommended" are listed, I will list any strategy changes applicable. I will either first address a general strategy, one that can be used for all styles then afterwards I will add style-specific tips if applicable, or I will suggest a style. If you don't know which of Dante's attacks I am talking about, check your weapon/style files in the left D-pad menu screen. ------ B. Royal Guard, RG cancel, and Parrying notes: Guard and release are only the basics. "Just guard" is a special guard. To Just Guard, guard right before the attack connects with Dante. This charges up energy for release quickly. There's also "Just Release." It is performed similarly to Just Guard. Perform release just as the attack should hit Dante. This does adds extra damage to an already extremely damaging attack. Devil Trigger amplifies release further. Each level of Royal Guard allows for more age to be stored. To the left of the life bar is the rage indicator. The three green orbs are dark when not charged at all. They blink when partially charged and remain bright when fully charged. Level 1 allows for 1 orb of rage to be stored for release. Level 2 allows for 2 orbs. Level 3 allows for all 3 orbs. Royal guard’s guard is a cancel move like switching weapons and jumping, except for one thing: it’s better. Any time I mention switch-cancel firing, if you’re using Royal Guard, shoot, guard, then shoot again instead. You’ll find that it’s much quicker. It’s especially effective with spiral. Guard also effectively cancels almost every one of Dante’s melee weapon attacks. I will refer to weapon parries as parries and Royal guard parries as deflections. Parries occur when two weapons/fists collide mid attack. Any of Dante's weapons can parry an enemy's attack with one of it's own attacks. Deflections occur when Dante guards the moment an attack hits him. The movement of his arms deflects the attack as a parry would. ------ C. DT Explosion notes/Transformation Flux: DT Explosion is when you create a small field of energy around Dante when he transforms. To perform this, hold down L1 and keep an eye on your DT runes. The runes past the first three will turn red one at a time. To realease the explosion, let go of L1. Make sure you're close to the enemy you want to harm. This makes many boss fights easier, especially if you have a maxed out DT gauge. During any boss fight, charge it and let go when comboing the boss. If you're close enough to combo, you're close enough to hit them with the transformation flux. A transformation flux combined with a release or just release is the most powerful combo in the game hands down. Never forget about the DT explosion, especially when your Devil Trigger is at maximum level. ------ D. Quicksilver and Doppelganger styles: I will not add specific strategies for them (on bosses) because it's always the same. Use quicksilver if you can't dodge or guard a certain attack quickly enough and if you want to combo your enemy for a longer period of time. Use doppelganger if you want to double your melee damage. I don't recommend them for many battles unless you have Super Dante because the Devil Trigger and DT explosion are more useful and more important during boss battles than those. ------ E. Switch-Cancel firing and jump-cancel: This is a technique that increases the firing speed of all the other guns besides E&I. As soon as you fire a shot with any of the other 4 guns, switch to E&I and switch back to the other gun to fire a shot more quickly than normally possible. To learn the time for a certain gun, keep pressing square as you switch to E&I, as soon as you see the first pistol shot, switch to the slower gun. By the way, Spiral adds the most style points. Using spiral, you can get to S combos with gunfire alone. Jump canceling only works with the shotgun and Artemis. For the shotgun and Artemis, fire, hop, fire, land, fire, hop, fire, land, fire, etc. Jump cancel also works for weapons. ------ F. Jump canceling melee attacks/enemy hiking: Some melee attacks can be canceled by jumping off of (most) enemies. Killer bee is a prime example. As the kick connects, Dante can jump off the enemy and perform another killer bee and another and another. This is great for damage. A&R’s Aerial cross can also be abused this way, but only against enemies that do not fall down or go flying when hit. Cerberus’s revolver can be jump canceled out of opening up for a swing. Swing can be jump canceled. Helm breaker can be jump canceled (This is useful mostly against chess pieces). Note: Not all moves that can be jump canceled can be jump canceled against every enemy. These are only examples and Jump canceled melee moves are not limited to only these moves. ------ G. A note about difficulties: On easy, bosses attack less often, do less damage than usual, and seem a bit slow to react. On normal, they seem just right: reacting with near human speed and strength. On hard, bosses are more aggressive (they attack more often) and do more damage than usual. On Dante Must Die mode, the bosses inflict godly damage and (mostly) attack with, at least to DMC3 DMD newcomers, unfair speed and freakish aggression. This guide does not cover Dante Must Die difficulty. ------ H. Game sound: When you play Devil May Cry 3, make sure you can hear the game's sound effects. Most if not all enemies give away their attacks with sounds or words. I made up the names for bosses’ attacks. Sorry if they’re not the official names. *~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-* IV. BOSS GUIDE ------ Read section III. General Tips and Notes before continuing into this guide. ------ H. Hell Vanguard “Hahahaha! Dong.” Weapons first time through - Devil Arms: Rebellion Guns: E&I Notes: The Hell Vanguard is not a true boss. He later becomes a regular enemy/mini-boss. Attacks/moves and how to counter them: Teleport - HV teleports around the fighting area. He disappears in a cloud of black smoke. Lock on to keep track of him. After he teleports, stinger into him and don't let up until your sword clangs into his scythe. He will perform either the Overhead Scythe Slash or the Horizontal Scythe Slash. Either roll or jump over him to avoid his slashes and continue comboing. Overhead Scythe Slash - HV performs a slow and obvious overhead slash. Dodge and combo. Horizontal Scythe Slash - HV performs a horizontal scythe slash if and only if he performs the overhead slash without interruption. Parrying his overhead slash counts as an interruption, but Royal Guarding it does not. Teleport Special (donnggg) - HV teleports away with the sound of a bell tolling. When he does this, get ready to dodge because he's about to perform one of the following two attacks. Teleport Uppercut - HV teleports along with the toll of a bell. The ground ripples under Dante and a few seconds later, HV leaps out of the ground with a scythe uppercut. Run away (Don't roll) from the rippling area as quickly as possible. Teleport Dash - HV teleports along with the toll of a bell. He reappears and dashes forward slashing madly. To dodge, look for a ripple. If you DON'T see a ripple on the ground and you hear HV reappear (hard to explain the sound, hard to miss it), jump or air hike (air hike preferably). All Styles Strategy: When Hell Vanguard first appears, stinger into him (if you have it) then start comboing him. If you don't have stinger, run up to him and start comboing. Use only the normal combos, stinger, and high time into helm breaker (aerial attack). Stay away from using million stab because the damage is not worth the long execution time. Combo until you hear a clang and Dante stutters backwards. Roll out of the way or jump over HV (whichever is easier for you) then begin comboing from that side while HV finishes his attack. HV will then teleport away. If you don't hear a bell toll (donnggg), then lock on and stinger/run to the HV again. If you hear a bell toll (donnggg), pick a direction and air hike. Whether HV is doing the ground slash or the dash slash, Dante will be safe. On Easy mode, HV rarely uses his bell teleport moves. On Normal mode, he uses them more frequently. On Easy and Normal mode, he never uses a bell toll move more than once in succession. On Hard mode, he uses two bell toll moves in succession and teleports more frequently. After HV finishes his bell toll moves, he will reappear normally. Go back to comboing him until you hear a clang again. Make sure you listen for bell tolls. Continue till HV dies. Recommended weapons - Devil Arms: Beowulf Guns: E&I and Kalina Ann Additional tips with Recommended: Use Beowulf's killer bee or straight to get close to HV. Combo as usual. Use Devil trigger whenever and however you want now that it's available. Throw in a KA shot for when you run into him as a normal enemy and other lesser demons are around. Sometimes they will crowd you while you are trying to take him out first. Fire a KA rocket to knock them away and continue with your strategy. Style Specific Tips: Trickster- To dodge the rippling bell toll attacks, simply dash instead of running. It's a bit safer. With Trickster level 2, dodging the teleport dash attack becomes easier. Once you notice the ripples aren't there after a bell teleport, jump/air hike and then sky star in any direction. You can do this a little earlier than simply jumping. With level 3, air trick helps a little if you want to use it. Swordmaster - Level 1, 2, and 3 can help you with combos against HV. Real Impact is a boss killer and this is one enemy you want to kill quickly. When he teleports in and spins hyis scythe, straight into him and initiate real impact. You must be very quick for this to work correctly. Only use real impact when it’s safe: When you catch him right after teleporting (no bell). Gunslinger - While HV is teleporting, charge up some charge shots with E&I and let loose when he reappears (non bell attack). Afterwards, continue as normal. You can use the Shotgun's gunstinger to get close if you so choose. Royal Guard - This one's obvious if you're a royal guard master. Then again, if you're an RG master, you don't need to read this guide. Go about the fight as usual except during combos when you hear a clang, instead of dodging, Just guard the attack. If you see his overhead attack coming and Just Guard it without parrying first, don't forget that HV will perform the horizontal slash as well. The bell toll attacks can be Just Guarded as well, but because it is difficult to time the Just Guard against these attacks, I recommend dodging them instead. To just guard the uppercut, wait for a second then jump (or air hike) and guard when you hear him come out of the ground. Standing on the ground trying to guard will surely get you hit or your guard broken. To just guard the scythe dash, guard when you hear him reappear. Release the stored energy whenever you like while comboing HV. Just Release during DT for maximum damage. Recommended Style: Trickster or Swordmaster ------ I. Cerberus “YOU AREN’T HUMAN, ARE YOU! RAAAAAAAWWWWWWRRRRR” Weapons first time through - Devil Arms: Rebellion Guns: E&I Attacks/moves and how to counter them: Direction change - not really an attack, but Cerberus will turn and face Dante's general direction. When he faces the right more, he barely can hit the left side. When he faces left, he can barely face the right side. Paw swipe - Cerberus lifts one paw and swipes in front of him quickly. Roll then jump out of the way of any following swipes. This takes a quick reaction to dodge. Single paw Crystal - Cerb lifts one paw and roars, then slams his paw into the ground generating a line of jagged ice to rise in a relatively straight line in front of his paw. To dodge this, jump to the side. Air hiking and hovering with E&I works, too. Double paw Million Carats - Cerb lifts both paws and rears a little bit while saying "YOU AREN’T HUMAN, ARE YOU!" or something then slams down and large ice crystals all around him. Jump away avoid this or air hike and hover with E&I. This is the only attack that Cerberus announces by saying something. The rest of the sounds he makes are roars and growls. Head-butt - Cerb lowers his 3 heads and nudges forward a little bit. You can tell he did the attack because his heads get a white "whisping wind" effect around them. To dodge this, when he lowers his heads, back away. Gnash - If you stay close too him for too long, he will perform a quick, almost undetectable biting attack. Just don't stay in his face too long. Pounce/dash attack - Cerberus lowers his entire front body and slightly raises his hindquarters. If you've ever seen an animal get ready to pounce, especially a feline, it looks just like that. Garfield fans should be very familiar with this. This means he's about to dash forward only to be pulled back because of his chains. Roll out of the way or air hike over him. If you don’t have air hike, don’t jump, roll instead. Jumping won’t get you high enough or far enough to avoid the attack and you get a few tons of doggy on top of you. Chain break - Cerberus rustles around in his chains. This isn't really an attack, but he's held back by 5 chains. Sometimes when he rustles, he breaks one. He can break up to 4 of them. When he is held back by only one chain, his pounce goes to the other end of the room and he dashes very quickly. While Cerberus is messing with his chains, helm breaker him in the face(s). Head rotation - Cerberus will roar and rotate his 3 heads. The head in the middle delegates which attack the heads will perform. The heads each have different colored eyes. Freeze breath (red/orange eyes) - Cerberus rears up on his hind legs roaring and blue light shines from his mouth. He comes back to the ground and blows freezing breath on the floor. Touching the frozen floor causes damage. To dodge this, jump/air hike and hover with E&I or run to the non-affected area: the side of the room Cerberus isn't pointing towards. If he's facing toward the left, run to the right, etc. Ice balls (light blue eyes) - Cerberus lowers his front body. Blue light appears by his middle mouth and when it's released, he shoots an ice ball in Dante's direction. These can be deflected back at Cerberus with a quick swing of Rebellion or you can wait for the balls to be shot and roll. Only roll if an ice ball is going your way or you might end up rolling into one. Icicle drop (yellow eyes) - Cerberus's most dangerous move because it hits multiple times and drops from directly above Dante's position. To dodge this attack, simply roll around until it stops. It's possible to tell where the icicles will drop because the floor looks "cold" (it frosts a little) where the icicles will drop. When the floor stops frosting around Dante (or when the icicles stop coming o_o) the attack is over. Ice Armor - Cerberus rears up like the freeze blast, but lets out a slightly higher pitched roar. He renews the Ice Armor he began the fight with. Blue lights sparkle all over his character. General Strategy: Shoot like a madman to knock the ice armor off of Cerberus's weak spots. Try to target both paws and the yellow head first (L3 switches targets). The yellow eyed head uses Cerberus's most accurate attack, Icicle drop, so the faster you kill it, the less you have to worry about it. Stinger into a paw and perform a few helm breakers while paying close attention to the rest of Cerberus. Using helm breaker on a paw usually gets Dante hitting one of the side heads as well as the paw. Make sure you are listening for his attacks and watching his heads' movement. Dodge any crystal attacks and if Cerberus starts to swipe at you, QUICKLY roll away from him (left paw, roll right; right paw, roll left) and jump away. Target the other headswith E&I to knock off the ice guarding them. When Cerberus stops swiping around with his paws, Stinger into that same paw again and continue to combo it. Sometimes while attacking a paw, one of his heads takes damage, too. Eventually, Cerberus will collapse from his paw being weak. Jump in the middle of the heads and go to town on them with stingers, helm breakers, and (Triangle, pause, triangle, triangle) combos. Hitting two or more heads does more damage than hitting one, but still try to concentrate attacks on the yellow eyed head. Keep attacking Cerberus as he gets up, but once he stands up fully, be safe and back away. From this point on, alternate between getting up close and personal with Rebellion (jumping high times and helm breakers) and firing away with E&I from a distance. Remember to never stay in his face too long. While head-butt and pounce are pretty easy to see coming, the gnash attack is just about impossible to telegraph. If Cerberus pounces, stinger into him and Helm breaker like mad while he is recovering. Continue until he stands all the way up. If at any time Cerberus recovers his Ice Armor, simply shoot it off him again. After knocking Cerb's paw out once, concentrate on damaging the heads. The time it takes to knock Cerb down via attacking his paw a second time is not worth the effort. Once you destroy the yellow eyed head, decide which attack (freeze breath or ice balls) gives you more trouble. I usually kill the yellow eyed head, then the light blue eyed head (ice balls attack), leaving the pitiful freeze breath attack as the only special "head attack" since it's the easiest to avoid. When Cerberus has only one head left, he begins to attack very rapidly often doing the head's special attack several times in a row. This is why we leave the easiest to dodge for last. Sometimes when Cerberus stands up from being stunned, he will shake his chains off. While he is shaking his chains off, helm breaker him in the face(s) as many times as you can. Often times, your breakers will catch more than one head. Now that Cerberus is down to his freeze breath attack, look for the icy mist give away. Whenever you see him to start misting at the mouth, run in close and get ready to jump. When he starts freezing the ground, target him, jump, and start to hover with E&I once you reach the highest point of Dante’s jump. When he’s done freezing the ground, come down in him with a nice helm breaker, then perform a rising high time followed by another helm breaker. Back away and wait for another freeze breath attack; repeat as needed. Why do we need to back off before the next freeze breath attack? Cerberus still uses his headbutt, swipes, and his gnash attacks. These would be difficult to dodge if you stayed in front of him. If you don't want to attack him with melee in his last stage of fighting, stand on the side of the room Cerberus isn't facing and just blast away at the final head. Cerberus either faces the left or the right side of the room. If he faces left, run to the right; if he faces right, run to the left. This position is applicable whenever firing E&I from a distance. This gives you more space to shoot and eliminates the need to dodge *most* attacks. Melee is simply more efficient. On hard mode, shooting from the side he isn't facing isn't as useful because he turns to face Dante more often. Shooting one head for a little bit of extra time after knocking the ice off of it delays Cerberus’ pounce attack. The windup becomes longer as does the recovery (sliding back to his corner). Helm breaker is obviously your best friend during this fight since you only have the Rebellion at this point. Recommended weapons - Devil Arms: Agni & Rudra and Beowulf/Nevan (Swordmaster) Guns: E&I and Spiral Extra tips for Recommended: Cerberus is elementally weak to Agni & Rudra. Replace helm breakers with Aerial crosses. To inflict damage more quickly, aerial cross -> E&I shot -> Aerial cross then jump back up or air hike and repeat. Whenever comboing Cerberus (or his paw), use A&R instead of your other weapon. Use Beowulf to get close after pounces (killer bee). Regarding Nevan, see the Swordmaster section for notes and tips. Regarding guns, use whatever like best. E&I are most useful because of their rapid fire. Spiral is the most useful alternate gun because of it’s range and power. Fire it as quickly as possible (cancel) when distancing yourself from Cerberus. You have a devil trigger now. Use it. :) Devil trigger when you get in Cerberus's face with aerial cross for maximum efficiency. A fully charged DT Explosion usually knocks Cerberus down. Style Specific Strategies: Trickster: Trickster gets you around the room faster. You can use a dash anytime in place of a roll. If you have level 2 trickster, you can sky star to Cerberus's heads or paw after dodging an attack to connect with a helm breaker. If you have level 3, air trick saves a second or two when traveling from a long distance away from Cerberus. If you're using A&R, then trickster is a bit more useful. Air Trick into Cerberus's face when it's clear, aerial cross -> E&I shot -> aerial cross -> sky star forward -> aerial cross -> E&I -> aerial cross -> air hike -> aerial cross. Well, you get the idea. Trickster can enhance your ability to use aerial cross repeatedly in a short amount of time. Swordmaster: Aerial rave will be very useful against Cerberus's heads. Aerial rave->helm breaker is even better. For A&R, sky dance canceled into (not performing the last spinning attack) aerial cross -> E&I shot -> sky dance (canceled) -> aerial cross with an air hike for when you drop too low. If you have Nevan, I recommend taking Nevan and A&R into this fight with Swordmaster. Knock the ice off of all 3 of Cerb’s heads, jump into the middle head, perform both air slashes with Nevan, then aerial cross, then air slashx2, then air hike and do both moves some more. Jump away to avoid being gnashed or headbutted. The goal with air slash is to hit all 3 heads with each slash. Hack at a paw with A&R to take them down or unleash a fully charged DT explosion during your onslaught of air slashes to knock Cerberus down. Gunslinger: Oh man is this fun. The rapid fire allows you knock off Cerb's ice more quickly while charge shots let you do more damage from a distance while waiting for Cerberus to calm down. Close up, air hiking over his heads and using Rain Storm is very effective for both destroying the Ice Armour and damaging Cerberus. It does more damage than shooting E&I normally. For the other guns, don't use KA's abilities, only shotgun's gunstinger and point blank are useful (on the paw), Artemis' lock on abilities come in a bit handy from a distance, and spiral's gunslinger abilities are good for long range damage. Royal Guard: I recommend not Royal Guarding the Icicle Drop and rolling instead. It is possible to just guard the first icicle easily, however. When the ground starts to frost, guard. You may attempt to take Just guard the rest by watching the ice carefully and using quick reflexes. I’d rather take the minimal damage from guarding them normally or just dodging. The ice balls can be just guarded by...well, waiting for Cerb to finish shooting it out and guarding right before it hits you. O_O The freeze breath can be Just guarded very easily. Guard AFTER (*AFTER*) you see the ground freeze. Once in a while, you'll get two hits: One that is just guarded and one that does *very* minor damage. Guarding his pounce is about reflexes. Don't stand immediately in front of Cerberus, allow yourself some space. The instant he moves from his get-ready-to-pounce stance, hit circle and hope you did it in time. Just guarding the head-butt is simple: once he lowers his head, guard. Paw swipes are easily just guarded if you have quick reflexes: guard when he swipes at you. Guard Million Carats and Crystal as the ice crystals appear. Release on your head of choice during devil trigger for maximum effect. Getting a Just Release on Cerberus is a bit tricky. It's easiest to do against his (head's) physical attacks (pounce, head-butt) while in the air. Releasing on the ground is risky, it sometimes misses Cerb's head. Recommended style: Swordmaster (Nevan’s Air slash) or Trickster (Air trick and Sky Star) ------ J. Gigapede “Zap” Weapons first time through - Devil Arms: Rebellion and Cerberus Guns: E&I - Attacks/moves and how to counter them: Spin - Hurt him too much and he’ll be covered in white electricity that doesn’t damage you. (?) It does, however, mean he’s going to spin. Air hike while he spins to not let him escape. Purple electric balls - Gigapede shoots these from the sides of his body. They home in. Blue lightning balls (disconnected) - The disconnected electric balls attack solo. They shoot lightning bolts straight down at the ground and travel at a set height. The set height is whatever height they are dropped from. Just stay on top of Gigapede or on a ledge. Blue lightning balls (connected) - Two joined lightning balls result in horizontal lightning. Stay on top of Gigapede and you should be fine. Giant Purple orb of DEATH! - Gigapede rarely uses this. He shoots it out of his mouth, so it can’t hit you if you’re on him. It’s very, _very_ easy to dodge. General strategy: When the battle starts, jump on Gigapede’s head and start to combo his head with either Rebellion of Cerberus. Whenever white electricity shocks his body, air hike and once again land on top of him. Continue to combo him (his head as much as possible). Revolver (level 2) is an excellent move to use against Gigapede. Drop off of Gigapede only if he flies into a tunnel. Whenever you have to drop off of him as he enters a tunnel, jump and use Cerberus’s swing (air attack) on the Gigapede’s underside as he goes into the tunnel. Let loose with E&I after he hides in a tunnel till he emerges again and jump on him. Whenever Gigapede shoots blue lightning balls, stay on top of him as best you can. When Gigapede shoots purple electric balls, attacking with alternating Revolver level 2 -> triangle (once) -> Revolver level 2 as quickly as you can in hopes of deflecting the balls back at Gigapede is quite effective. If you’d rather take a safer route, when you see the purple orbs being charged, drop off of Gigapede and knock them back at him with carefully timed hits. It’s easy to tell when to attack the balls. They’ll be right in front of you. To avoid the blue lightning balls, stay on top of him. If you happen to get knocked off of Gigapede or drop down on purpose, follow him to the hole he tunnels into and wait for him. Stay on his head and keep attacking and he’ll go down quickly. Sorry, there’s not much strategy to this fight. Recommended weapons - Devil Arms: Agni & Rudra and Nevan (having Nevan makes Mission 4 easier) Guns: E&I Extra Tips for Recommended: Use A&R for all comboing purposes. When he shoots purple electric orbs, activate devil trigger and repeat A&R combo 1 (Triangle, T, T, T, T) to knock them easily back at him while taking _minimal_ damage. Style Specific strategies: Trickster: If you fall far from Gigapede, sky star and/or air trick toward him. No effective way for Trickster to be used unless you plan on dodging those orbs instead of hitting them. Swordmaster: Instead of jumping off and knocking the orbs back at Gigapede, you can activate Cerberus’s Ice Age (SM Level 3) when you see Gigapede charging purple orbs and immediately follow it with (Devil Trigger) A&R combo 1 (T, T, T, T, T) for any following orbs. If you have the recommended weapons, use Nevan’s Feedback/Crazy Roll to deflect mad orbs or Jam Session. DT as each move ends to minimize damage. Gunslinger: Nothing new to add to this fight, sorry, just follow the general strategy. If you feel like using gun moves, go for it. Royal Guard: I don’t recommend Just Guarding the purple orbs. Chances are you’ll mess up once and get hit twice. I recommend bringing RG for only one reason: RG canceling. You can hop off of Gigapede, lock on, and knock his purple orbs back by timing the first hit of A&R’s default combo. Triangle, guard cancel, triangle, etc. Recommended Style: Swordmaster (Nevan’s Feedback/Crazy Roll) or Royal Guard (guard cancel) ------ K. Agni and Rudra “Ashes to ashes, dust to dust.” Weapons first time through - Devil Arms: Cerberus and Rebellion Guns: E&I Agni only Attacks/moves and how to counter them: Horizontal swing - Agni says “Seya!” and attacks with a horizontal slash. Short range and long execution time. When you see Agni bring his sword back and say “Seya!” Perform Cerberus’s revolver 2 or windmill to parry or simply roll away. Guard and parry - Agni guards by putting the sword in front of him. Attack him 3 times while he is guarding and he will parry your attack. Stab - Agni says “It’s over!” and stabs while sliding forward slightly. Has a long range. When you hear him say “It’s over!” either dodge or perform revolver level 2 to parry it. Running slash - Agni runs toward Dante and slashes horizontally. Jump over him or roll. Forward tumbling sword slam - Agni jumps into the air and tumbles forward while holding his sword in front of him then slams it into the ground as he lands. Roll out of the way. Spinning sword jump - Agni jumps into the air at an angle while spinning and cutting the air around him. Agni only performs this when Dante remains airborne for a long time. Don’t abuse E&I hovering. Flaming sword - Agni stands in place, roars, and thrusts the sword into the air. The sword is covered in flames which makes his attacks stronger and allows him to perform Crawler. Crawler - Agni spins the flaming sword, then hops into the air and plunges the sword into the ground. This shoots a line of flame that crawls along the ground. This can be dodged by rolling, jumping, or simply not standing straight in front of Agni. Rudra only attacks/moves and how to counter them: Uppercut slash - Rudra makes a weird noise “Er!” and uppercuts with the blade. This has a long execution time. Parry with revolver level 2 or windmill or roll/jump away. Guard and parry - Rudra guards by putting the sword in front of him. Attack him 3 times while he is guarding and he will parry your attack. Stab - Rudra says “Eat this!” and stabs forward. Treat like Agni’s stab. Running slash - See Agni’s Forward tumbling sword slam - See Agni’s Spinning sword jump - See Agni’s Windy sword - Rudra thrusts his sword hand into the air and says something like “Errrrrrr” in an increasing pitch (it gets higher as it gets longer) and his sword glows with the power of wind. It allows him to perform Tornado. Tornado - Rudra hops into the air and kind of hovers there then slams the sword into the ground creating a tornado around him. Just don’t stand near him. Agni and Rudra combined moves: Running formation - Occasionally, both brothers will run off into designated corners of the room and follow it by running toward Dante and either perform the running slash or the forward sword slam. 90% of the time it’s the forward sword slam. Super Agni/Super Rudra attacks/moves and how to counter them: Flaming and windy swords - The swords are always glowing. Super Agni or Rudra can perform any attack without having to charge the swords first. Agni’s Horizontal swing - Same as before but higher damage. Agni’s Stab - Same as before but higher damage. Rudra’s uppercut - Same as before but higher damage. Rudra’s stab - Same as before but higher damage. Forward tumbling sword slam - Same as before but with higher damage. Spinning sword jump - Same as before but higher damage. Jet stream - A running dual slash. This slash is like the running slashes, but much stronger. Roll or jump out of the way. Crawling tornado (Rudra only) - The demon host holds up both swords while spinning Agni. He hops into the air and slams both swords down creating a tornado and a crawling line of fire. Stay away from him and don’t stand directly in front of him. Flame whip (Rudra only) - The demon host spins both swords and puts them hilt to hilt. He then whips them around creating circles of flame around him. He does this 5 times. The flaming circles have limited range, so running away from him will be enough to avoid them. Fire at him while he’s showing off his pyrotechnics. Super Crawler (Agni only) - The demon host holds up both swords while spinning Agni. He hopes into the air and slams the swords into the ground shooting a super form of crawler. Get the hell out of the way. Flaming wind (Agni only) - The demon host spins both swords and puts them together (hilt to hilt). He swings the sword throwing flaming wind at Dante. Dodge it by air hiking over the first wave, then hover with E&I until he shoots the second wave. Drop to the ground allowing the second wave pass over your head. Repeat to dodge third and fourth waves. General Strategy: Here are the attacks that best parry the brother’s slashes: Three parries (normal mode) makes them lose the sword and they kneel there begging to be hurt. Revolver Level 2 - I’m sure by now all of you are tired of hearing people say, “Dude, just spam Revolver 2, it’s so easy! lol!” while you’re getting knocked out of the air. Spamming Revolver 2 is not a good idea, but timing it well is a good idea. Don’t try to Revolver parry stabs, you’ll get knocked out of the air like a rag doll. When a brother slashes at you, wait a couple of seconds before initiating Revolver. If you learn the timing of their slashes, then initiate Revolver only slightly before the sword would connect with Dante. When you get deflected, perform a Swing in the air and repeat the parry. Cerberus attack 1 - This is the move that happens when you press triangle once on the ground. This only works if you know the timing of each brother’s slash (which is the same for both). Lock onto a brother as he is about to slash at you. Just as the attack is about to hit Dante, press triangle. You will deflect the attack while staying on the ground. It kind of looks like a just guard when done correctly. Windmill - Yes, windmill. Windmill has a slight wind up, so it’s a little slower than Revolver and Cerberus attack 1. The benefit, however, is that the timing is easier and it covers you from all sides. Even though the attack is in front of Dante, it will parry an attack from behind or from the sides. Mash this move to make it last longer Helm breaker - This is Rebellion’s easiest parry. When a brother is slashing at you, jump and air hike if you have to. Land in the slash with a helm breaker. When fighting Agni (the red guy), Cerberus will be your best friend. He’s fire based and he’s weak to ice. When fighting Rudra, Cerberus will provide more protection while Rebellion will do more damage overall. When you fight the brothers, they start by doing from-the-corner-double- forward-tumbling-sword-slam. Fire at them as they come toward you and roll to the side as each one lands. Stinger to one and combo a little bit. Just a little because the brothers will start attacking. While you’re fighting, try to stay away from the corners of the room. The camera goes to hell when you’re fighting in the corner and it’s easy to lose track of the other brother. You have three options: Concentrate on keeping both brothers’ health close together so that you don’t have to face a super Agni/Rudra, concentrate on Agni then kill super Rudra, or concentrate on Rudra and kill super Agni. The brothers can hurt one another. Rely on this for a lot of damage. The brothers can guard your attacks with their swords (putting them in front of them covering their chests). After blocking three or four attacks, they will push guard you and your attack will be interrupted. They are vulnerable after the push guard. If a brother is guarding, keep attacking anyway. After the push guard, let loose. Always listen for the other brother. If you’re fighting one brother and the other brother says anything (“Eat this!” “It’s over!”), then jump out of the way. One brother will stab the other. Come down on one of them with a helm breaker. When you knock one of the brother’s swords out of their hands, listen VERY CAREFULLY for the other brother. If you hear him say anything, jump out of the way. Drop down with a helm breaker and continue. It’s possible to parry attacks of one brother while you’re attacking the other one. Revolver does this well. If you’re confident, you can spam revolver on an unarmed brother while the other attacks you. You can knock the other sword away while still damaging the other brother. If you ever hear a whirling sound and you can’t see the other brother, roll. He’s doing a forward tumbling sword slam. If you’re paying attention to the sounds the brothers make, not abusing E&I hovering, and not spamming Revolver mindlessly, then this should be easy. Fighting Super Agni/Rudra: If you’re going to fight one of the super brothers, I recommend killing Agni first since he goes down faster (he’s elementally weak to Cerberus) and he loses his elemental weakness when he gains Rudra’s power. The first thing you should do is ROLL! RIGHT NOW! ROLL! At the end of the little scene where the two swords join, the host jumps forward. He already started a forward tumbling sword slam and Dante’s just watching it happen. Fighting this super brother will change a few things: You only have to worry about one person, it takes twice as many parries to knock his swords away, his attacks do more damage, and he has new moves. Stay close to super brother. This will discourage him from using Jetstream and his elemental moves. Basically, attack him and he’ll start guarding. Keep attack and he’ll push guard. Keep attacking and he’ll start to slash, parry, parry, parry, parry, parry, parry, and he loses his sword. Wail on him with Rebellion. Repeat. If he does do an elemental move, which will be less often if you stay close to him, run away and ready yourself. Read the attack info above, please. When it’s safe, stinger to him quickly so he doesn’t Jetstream you in the face. Recommended weapons - Devil Arms: Cerberus and Rebellion Guns: E&I and Spiral Extra tips for Recommended: Same strategy except as they run to the corner, switch-cancel fire Spiral. Style Specific strategies: Trickster: Dash instead of rolling since it’s faster. Air trick/sky star/dash toward them if you accidentally run too far or if you don’t want to use attacks to get in close. One last tip: locking on a brother, sky starring past him, then using helm breaker on his back is pretty damn effective. Swordmaster: Knock the swords out of their hands like usual and throw in a Real Impact for monster damage if you have time. Gunslinger: Replace Spiral with Shotgun. Knock the swords out of their hands like usual and spam Gunstinger -> fireworks -> gunstinger etc. If the other brother starts to move in, Revolver level 2. There is also a way to spam Gunstinger, fireworks, and normal blasts the entire fight without taking damage. 2 or 3 unguarded shotgun blasts will stun Agni or Rudra opening them up to a gunstinger -> fireworks -> gunstinger. Fireworks sometimes stuns both bosses. Using fireworks and shotgun blasts to open the bosses up to gunstinger fireworks -> gunstinger is a bit of a risky strategy. It is, however, just as effective as it is risky. Once you get the hang of it, you’ll be able to stun them at will and still avoid all the attacks. The first hit of gunstinger can parry in case you gunstinger into an attack. If you go with the shotgun spam strategy, don’t forget to bring Cerberus anyway. It’s still the easiest way to knock their swords away. Royal Guard: Probably the best style for this fight if you can use it well. To guard Agni’s horizontal swing and Rudra’s uppercut, Just guard right before it hits you. The attacks take longer to execute than you think. The stabs can be Just guarded in the same fashion except the stabs come out faster. To Just Guard the forward tumbling sword slams, hop into the air and meet them with a guard before they hit the ground. To Just guard crawlers, guard it as it reaches you. To Just guard the tornado, jump and guard just as Rudra’s sword hits the ground. To just guard the spinning sword jump...wait, you should never see this attack. Just Guard Super Agni/Super Rudra’s attacks similarly. For crawling tornado, run behind him as he spins the fire sword and Just guard the tornado. I recommend Roll guarding the flaming wind and flame whip attacks. All dash slashes including Jetstream can be just guarded by guarding just as the boss reaches you. This is tricky, I recommend dodging it. Release when you charged maximum energy for your Royal Guard level. Release when a boss is swordless or Just Release as the bosses are doing spinning jump slashes from the corner. Jump guard the first one and Release as the second one is landing. You should get an easy Just Release and you’ll hit both bosses. Don’t try to just release against Horizontal swings, uppercuts, and stabs. Sometimes it results in a parry where neither you nor the boss takes damage and your built up rage goes to waste. Fire RG canceled Spiral shots when they run to their corners. Recommended Style: Royal Guard or Trickster (shotgun) ------ L. Vergil 1 “This may be fun.” Weapons first time through - Devil Arms: Rebellion and Agni & Rudra Guns: E&I and Shotgun or Artemis Attacks/moves and how to counter them: Air Trick - Vergil has a better version of Dante's Air trick. He has an unlimited range with it and can teleport anywhere, not just to an opponent. Royal Guard - He has a better version of Royal Guard, too. He lifts his forearm in a blocking stance. The guard has a deflection effect for about 3 seconds. This means if you attack him while his arm is even slightly raised still, your attack will be deflected and you will be stunned. Sword flicker - Blocks gunfire of any sort by spinning his sword quickly in front of him. Combo 1 - Two vertical slashes, one up, one down. Dodge it by staying away. Jump/roll away if you have to. Stinger towards him (as many times as you need to reach him) and go crazy on him. After he grunts and stumbles don't melee attack him. He'll deflect it with royal guard and attack you. Instead, shoot him a couple times with E&I, then quickly switch-cancel fire your other gun once or twice and be ready to dodge. Combo 2 - Two sheath attacks, horizontal slash. The horizontal slash has great range. Jump/roll away. Treat it like combo 1. Combo 3 - Two sheath attacks, slash upward, slash downward. Treat it like combo 1 and jump/roll away. Dash slash (he one like Kurow's super from Project Justice. ) aka "DIE!" - He dashes forward. Kind of like a slower stinger with less range. Jump away and stinger into him, then switch-cancel fire your spare gun with E&I once or twice. Often times he does this a couple times in a row. Be ready to dodge |
Comments
Another Devil May Cry 3: Special Edition Walkthrough :
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3