Devil May Cry Guide – Part 9

What's up guys? Welcome to the ninth part of my Devil May Cry guide. Last time I told you how to get into a couple of secret rooms that hid valuable items, how to overcome two areas full of traps, and how to defeat the giant bird once and for all. What's coming up next is one of the longest levels in the game with secrets that are not easy to obtain, so as I always say, get ready.

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As soon as you start the sixteenth mission, collect the blue orb you see and go up in the elevator. Exit the colosseum and re-enter to start a side mission. In this one you must reach the blue orb fragment by jumping over the harmless skulls floating and forming a staircase. Although this looks very easy do it requires quite a bit of practice since at the slightest miscalculation you will find yourself on the ground cursing the outrageous skulls. When you get the prize exit the coliseum.

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Go through the door through which you first accessed the esplanade. Return to the drawbridge and place the Wheel of Destiny to lower it. Go back inside the castle. When you're inside you will notice that everything has changed: instead of the statue of the angel you will find a circular seal that you must activate by hitting it. At this point, the knight in the central statue will come to life and transform into a new enemy that turns into a bat or human at will and throws laser beams. Kill him quickly to prevent him from tripling and to unlock the blue door.

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Once the enemy is defeated, collect the two blue orb fragments in the room, one in a corner on the floor and the other floating. Go through the blue door to end up in the seaplane room. Go through the other door and you will reach the hallway. Continue down the corridor destroying if you want the armor to get several red orbs. At the end you will see how an ordinary door gives you access to the large chapel. Examine the puddle on the floor and get ready to face an enemy that will literally make you lose sleep: Nightmare.

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This boss comes in three different forms: a gelatinous mass that crawls on the ground, the Nightmare World, in which it takes the form of a familiar enemy, and as a solid body, which is the one you must attack. In his gelatinous form you can't damage him, but he can harm you: he will catch you with a claw and send you directly to the Nightmare World. In this world, you must defeat all the enemies you see, which in this case are skulls and a dark version of the giant scorpion. Once done, an elevator lights up and you can escape. This way, you will cause great damage to the monster. The disadvantage is that you can only do this once.

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Outside the nightmare world, the only technique is to activate one of the circular seals on the cathedral walls and attack the energy sphere that emerges from the monster’s body, with all your fury, using Ifrit or Alastor's Air Raid attack. But while you try that, he will launch a few attacks on you: shoot small bullets, attack you with a big hook, shoot an ice beam capable of paralyzing Dante and release small worms that will explode if they catch you.

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When the circular seals are deactivated and the room goes dark, the monster will recover its gelatinous form, so activate any of the four seals again. Against this enemy, anything goes, whether you use holy water or an untouchable. In any case, attack him as soon as he shows his “heart” and watch out for his devastating attacks
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After you defeat the trash mob, go back to the corridor and return to the seaplane room to activate another side mission. Your objective in this one is to locate four Shadow demons and eliminate them so that the last one gives you a blue orb fragment. The first two are located next to one of the seaplane's wings. The third is hidden to the left of the circular symbol in the castle’s main hall, and the fourth is located in the small room between the main hall and the drawbridge. This last one is the most complicated to kill due to the small size of the room, but if you want something, it costs you something, right? When you have the reward, return to the chapel.

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Go outside and cross the destroyed bridge. Use the Staff of Hermes on the symbol behind the inscription. This will bring up two paintings that are actually teleporters. Jump to the one on the right to materialize you in the bedroom where you met the dark knight. On the bed there is a healing item and in a corner a blue orb fragment. Step on the circle on the floor to return to the two paintings and jump to the one on the left to finish the mission.

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Well that was all, thank you very much to those who take the time to read me and especially to those who are supporting me.

Translation to English made with the help of DeepL Translator.

All images in this post are screenshots from my Devil May Cry HD Collection game.



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9 comments
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That boss was interesting, with several phases, and the fact that you change dimensions is great. The gelatinous mass form is a little disturbing, ha ha ha, although the dimension it sends you to reminded me a little of both Dante's Inferno and the Zen level in Half Life, ha ha ha.

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That boss is disgusting and scary; if you analyze it closely, it makes sense because this game was originally going to be a Resident Evil installment. Thanks for stopping by.

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What device are you playing game? I think I need to play it again for nostalgic reasons.

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Devil May Cry 1 is a great game. I played it and recorded it. This game is awesome, but sometimes the controls can be a little clunky, or rather awkward. There are parts where you have to be very patient to get through the game. It's an epic and amazing game. Thank you for sharing your knowledge about this video game.

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(Edited)

Yeah, the controls did not age well; however, the levels, soundtrack, and enemies' design are still really good. Best regards.

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