Devil May Cry 4 Walkthrough

2. General hints and tips

In this page we will deal with the most important aspects of the game: general tips, the score ranking system and the achievements listed with their non-secret description. Please take a read at least at the first section; you can ignore the Ranking Mechanics (although you're probably interested in it), but this first section below is very important.

Game settings and general tips

One is the control mapping system: change the gunshot button of Nero from the " X " (default) button to the " RT " button. This will allow you to charge the gun (after you purchase the skills to do so) while moving around and fighting the enemies with other attacks (you can easily keep " RT " held while pressing the other buttons, while keeping " X " held would be much more complicated).

Among the game settings you can also find the "Target Type": there are three types, and they all have their strong and their weak sides. I personally used Type 1 and Type 3 the most, alternating them in different situations. Type 1 will be very helpful when surrounded by lots of enemies (typically the Gladius or Cutlass enemies), while Type 3 will usually be your best choice for most of the other situations. Unfortunately, some combos of the game require you to press the LS_Backward, and this can be a problem if you're using Type 1 (it targets the enemies towards which you're pointing LS) and an enemy is behind you when you want to perform a combo which uses LS_Backward and your actual target is the enemy you're facing. Type 3/2 would lock on to the one closer/in front of you respectively, making it easier to use those combos. That's your choice anyway, but keep in mind that switching target types takes only a few seconds and can make a big difference in some fights: don't tag it as "boring, I'll do what I can with the current type", and change type even in the same battle if you need.

When you choose a character to start playing, the game lets you choose between a "regular" character and an "Automatic" character. Automatic characters will perform automatic combos as soon as you hit the fight buttons, cancelling almost completely the role of the player in the game. It's not only a matter of "what's the fun of playing a game if the CPU fights instead of you?", but also a matter of "if you let the CPU fight instead of you, it's bound to screw up sooner or later".

The camera is another very important friend of yours, since most of the enemies won't attack you if they're out of your line of sight. If you can, and you usually can, rotate the camera so you include only few enemies in your view. If the enemies excluded from your current point of view weren't attacking/weren't just starting an attack, they *usually* won't be able to hit you. This rule is almost always true, although it rarely happens that an enemy out of your sight manages to land a hit on you (Angelo/Cutlass enemies, for instance). Anyway, make good use of it to avoid dealing with too many enemies at once.

Stunning enemies is also very important, and usually possible simply by attacking them and using charged gunshots (a Lv 3 Charged Shot as Nero, or multiple shots of the Coyote-A/Pandora as Dante). Some enemies are more "stubborn" than others, but with the exception of "big enemies", you can stun them - as Nero - also by using the Devil-Bringer (RB+B) on them. By "big enemies" I mean a group of enemies (including bosses and Angelos) which are considered "too big to be Devil-Bringer-ed", and Nero will actually use them as a grip to move towards them. If that's the case, Devil-Bringer won't equal to stunning them, but you will probably be in position to open their guard more easily (for example, if done on a Bianco Angelo, you will land on his back, which is the weak spot of this enemy).

Devil Trigger is a special power of your characters which is first unlocked in Mission 06; by default, you can use it by pressing LB. When activated as Nero, it creates a shockwave which slightly damages nearby enemies, knocking them back, and also guards you against any attack for the few moments it's being activated. Make sure to remember and use these invincibility frames wisely, because on higher difficulties your Devil Trigger will be your "second life", since activating it can let you get out of otherwise deadly combos.
When activated as Dante, it doesn't provide invincibility frames, but it gives you an "armor" which doesn't let you get stunned by attacks; it's useful to escape from combos too of course, and to some extent it's also better than Nero's "version". The best part of Dante's Devil Trigger is the possibility of "distorting" moves.
While in Devil Trigger, you can also recover your health automatically; it's a small recovery, but in some circumstances (especially the Bloody Palace) even that small recovery can be useful (especially if you can stack it with multiple uses of Devil Trigger thanks to cool fighting).

Distorting moves is possible with Dante. Distortion of moves is a way to increase the damage output of these moves by a lot. The most famous distorted move of the game is the "Distorted Real Impact". The mechanics of a distorted move are very simple: if you activate the Devil Trigger in the instant a hit connects, the hit will be more powerful/you may hit more times, dealing a monster damage. Not all the moves can be distorted; in fact, the Distorted Real Impact (also known simply as "DRI") is pretty much the only distorted move used by Devil May Cry 4's players. The only other popular distorted move is Straight. Here you can find an excellent and detailed explanation on how this works. The video suggests to learn the different real impacts, which is a correct suggestion; however, if you want to simplify a bit, just learn the distortion of the third hit, which is one of the easiest and one of the strongest distortions.

Invincibility frames are given when you perform a jump or a roll (a jump is easier to perform): abuse of it to "magically" avoid taking damage from, say, a giant toad splatting you.

You can see your Stylish Points in the mission (on the way as you collect them by fighting) only when you replay a mission. On your first run, you will only see your "style meter" (Deadly, Carnage and so on; read below for more information).

Some achievements pop up only after finishing a mission, even if you fulfill the requirements earlier; for example, "Obtain 10,000 Red Orbs" will pop up only when you complete a mission even if you earn over 10,000 Red Orbs in a mission, before finishing it. This is a less important note, but keep it in mind if you're grinding some of these achievements and wonder why it won't pop up although you have the feeling that you should have fulfilled the requirements. The quickest mission to complete is Mission 01 on Heaven or Hell mode.

Proud Souls are earned with a formula based on your "Devil Hunter Points" (see below); in particular, they are 3% of the Devil Hunter Points. If you quit a mission (or restart it), you will obtain Proud Souls based on your score as if the mission ended when you quit, so it's very possible to grind Proud Souls at the beginning of a mission which starts with a highly-rewarding fight (rewarding from the Stylish Points point of view, since they are the core of the Devil Hunter Points formula), like Mission 09, and restart if over and over again to gain a lot of quick Proud Souls.

I will avoid using them, but on the net you will widely find these typical abbreviations: DH (Devil Hunter mode), SoS (Son of Sparda mode), DMD (Dante Must Die mode), H/H (Heaven or Hell mode; also Hell and Hell mode), DT (Devil Trigger), BP (Bloody Palace), SSS (mission ranked with S on Clear Time, Stylish Points and Orbs Found; also Smokin' Sick Style!!! style meter), DRI (Distorted Real Impact).

If in some videos you see Nero's arm glowing near secret orb spots/secret missions/blue orb (fragments), it's a special power acquired automatically in the story (at the end of Mission 04).

On Dante Must Die difficulty, enemies can enter a sort of Devil Mode where they are much more resistant to stuns and therefore are more dangerous. If you see a demonic aura on their face, that's what just happened. They automatically enter this mode after a certain amount of time from their spawn; defeating them before this happens is the only way you can prevent this.

When playing on Heaven or Hell/Hell and Hell modes, you're given three Gold Orbs by default which will be automatically used to revive your character. This means that you can actually take four hits before really being dead. Do NOT purchase the Gold Orbs again if you happen to die and automatically use them, because they're given for free (always 3x of them when you begin a mission on these two modes).

Secret Missions are not available in Heaven or Hell/Hell and Hell modes.


Ranking Mechanics

At the end of each mission of story mode your performance will be valued according to four factors: Clear Time, Stylish pts., Orbs Found, Bonus & Penalty. All these values will be put in a specific formula, and the result will net you the score you see on the right side of the results screen (your "Devil Hunter Points", which determine the "Devil Hunter Rank").

The only real parameter you have to grind will usually be the "Stylish pts.", and I will tell you the amounts of stylish points you need to achieve an S Rank with some fixed factors (such as "with S on time, S on orbs and the No Item bonus, you will need 5,000 Stylish Points to get an S Rank on Human"). If you prefer to make your own calculations, get different factors, all the information you need to know is here. Otherwise, just take a look at the formula immediately after this line, and then move on.

Devil Hunter Points Formula

(Default Points + Stylish Points) * Multipliers = Points.

Default Points are a fixed value, different from mission to mission, which can't be changed or increased.
On the contrary, Multipliers include all the possible factors except the Stylish Points. Let's deal with them one by one.

Multipliers - Clear Time

Each mission has its own clear time: depending on how long it takes you (the longer, the worse), your rank on "clear time" will change.
For example, if you clear Mission 01 on Human mode within 45 seconds you will achieve an S Rank. If you clear it, still on Human mode, within 1 minute and 05 seconds (and more than 45 seconds of course), you will achieve an A Rank. Within 1 minute and 30 seconds (but more than 1:05) is a B Rank, and within 2 minutes and 15 (but more than 1:30) is a C Rank. Any time longer than that will net you a D Rank.

As you increase the difficulty playing on other modes (for example Son of Sparda), enemies are stronger, and you therefore need more time: to achieve the S Rank on time on Mission 01 on Dante Must Die difficulty, you can spend up to 1 minute and 25 seconds, which is much more than the 45 seconds of Human mode.

Cutscenes will never add to the clear time (though you will probably skip them pressing Start since by the time you'll be after S Ranks you will know them already), as well as the time spent doing Secret Missions. On the contrary, using the "Continue" feature (see about it among the Penalties, below) in case of death will not reset your time to what it was when you hit the checkpoint - this is the least of the problems concerning deaths in missions, and I'm mentioning it just for an extra information.

On Human mode, time will often be short, and getting an S on Clear Time can be difficult; on higher difficulties it's usually not a problem.

For all the missions and modes, the "clear time multiplier" given according to your clear time rank will be the same; it goes as follows:

Clear Time S : 3x
Clear Time A: 2.5x
Clear Time B: 2x
Clear Time C: 1.5x
Clear Time D: 1x

Multipliers - Orbs Found

Each mission has its own Red Orbs, usually found by breaking objects, or more rarely in hidden spots in the areas. In addition to these sources of Red Orbs, you will find "Red Orb Statues", "Combat Adjudicators" and "Secret Missions": these are also a source of Red Orbs, but they never count for the total percentage of Orbs Found. For this reason, you want to ignore Red Orb Statues and Combat Adjudicators while going for an S Rank; you will avoid the Secret Missions too, since they won't help for the score at all.

It's important to point out that the game will calculate the percentage of Orbs Found only according to the areas you've visited. Say you are on a mission and you can visit an optional area where you can find two chairs you can break to obtain Red Orbs: if you don't enter that optional area, and collect all the Red Orbs in the areas where you've been, you will score 100% on Orbs Found. On the contrary, if you enter that area, its orbs will be put into account, and if you don't collect them you won't score 100% on orbs, even if you collected all the ones in the "mandatory" areas. For this reason, it's important not to get "lost", and it's usually not advisable to go off track (and if that happens, make sure you get the Red Orbs of the area where you've been).
There will be a few exceptions, since in some optional areas you can find extra enemies to fight, raising your stylish points, and for some missions this can be worth the extra time it takes you to visit/clear them.

Another note about this value is that you get Red Orbs also by defeating enemies, but you usually get them automatically after defeating them. If you don't defeat an enemy, his "Red Orbs potential" won't be taken into account. Example: if you defeat an enemy and don't collect his Red Orbs, your Orb Found percentage will decrease; if you don't defeat the enemy at all, your Orb Found percentage will not decrease.

As a last note, sometimes there will be "non-red" orbs (green for example), which won't count for the Orbs Found. On the other hand, objects containing non-red-orbs will still be counted. Say a pillar contains a green orb: you need to destroy it (getting the green orb in the process), or your Orbs Found percentage will be decreased. On the contrary, if you find a green orb on the ground you won't need to get it.
Green Orbs restore your health; White Orbs restore your Devil Gauge; Blue Orbs (you find them in fragments worth a fourth of an orb each) increase your life gauge by one bar; Purple Orbs (must be purchased) increase your Devil Gauge by one bar; Gold Orbs are consumable items which can revive you when you die (not a good deal, as you will read in the "penalties" section below).

In conclusion, you will need to destroy everything, collect every "free" Red Orb you see and also those you can't see if there are any located in "Secret Orb Spots".

Orbs Found S (from 95% to 100%): 2x
Orbs Found A (from 75% to 94%): 1.75x
Orbs Found B (from 60% to 74%): 1.5x
Orbs Found C (from 45% to 59%): 1.25x
Orbs Found D (less than 44%): 1x

Multipliers - Others

Lastly, there are various Bonuses, Penalties and multipliers based on the difficulty.


No Damage: 1.5x
No Item: 1.2x

These two are self-explanatory: don't take damage for the former and don't use items for the latter. The former will not be easily accomplished on higher difficulties, but can be a great way to boost your score on lower difficulties. Unfortunately most of the players won't become good at the game very quickly, and so they won't be able to benefit from this bonus to S-Rank missions much more easily on Human (you will probably be a good player on Dante Must Die mode before being able to succesfully pull off No-Damage-runs with ease).


Continues: 0.8x
Enemy Handicap: 0.8x
Gold Orbs: 0.7x
Super Character: 0.2x

"Continues" is when you die and pick the "Continue" option, which is the first of the list.
"Enemy Handicap" is a very unwelcome feature which triggers if you die over five times in the same missions. It will make all the enemies weaker.
"Gold Orbs" are items you can use (you're asked whether to use them or not) to revive your character with full health as you die. Since they are items, this penalty also implies that you lose the "No Item" bonus.

In addition to this, dying means resetting to zero your style points, unless you use a Gold Orb to revive yourself (it's not considered a death anymore, but rather a full-recovery before dying). If you die in a mission you are more than likely to fail at S-Ranking it, unless you die very early in the mission and you're on some modes (Dante Must Die in particular) where your stylish points are no problems. Still though, if you die so early you'd better just restart the mission from scratch. If you're in danger of death on Dante Must Die, in most of the missions you can afford using items to heal yourself, losing the "No Item" bonus but avoiding all of these three possible penalties which are definitely worse.

"Super Character" is the malus for using Super Characters: these are called "Super Nero" and "Super Dante" and are just the same as Nero and Dante. The only difference is that the two "Super" characters have infinite Devil Trigger (you will learn what this is as you play the game), making some fights extremely easier. And that's why, on the other hand, you basically can't S-Rank any mission if you use one of them.

Difficulty Multipliers

Human Mode: 0.85x
Devil Hunter Mode: 1x
Son of Sparda Mode: 1.8x
Dante Must Die Mode: 3x

Looking at this one should be enough to explain why harder modes require higher Devil Hunter Points to be S-Ranked.

Please note that these last values (the difficulty multipliers) are not official values.

Stylish Points

The rank you get on your Stylish Points is not relevant since you're not given a multiplier based on the rank itself. Differently from all the other factors, each Stylish Point counts separately. When calculating the orbs, for example, it would be the same to calculate the bonus given for 95% orbs and the bonus for 100% orbs (it would be an S Rank on Orbs Found and a 2x multiplier either way). On the contrary, if a mission, say, gives you an "A Rank" on stylish points if you score anything between 4,000 points and 5,000 points, it makes a huge difference scoring 5,000 rather than 4,000, despite the rank is "A" for both. The reason for this is the formula itself, since this factor is not a multiplier, but a specific value to multiply.

Stylish Points are the most concerning problem when S-Ranking missions, and that's why it's not enough to survive to be a winner in this game. Stylish Points are obtained as you fight, and any damage dealt to enemies will increase them. Those obtained in secret missions won't count (in fact, you don't earn stylish points in secret missions).

As you fight you will also notice something else: a "Style Meter" on the right side of the screen, which shows you "how stylish" you're being during your current fight. Let's say that performing a specific action (for example a "Streak" attack) nets you 100 points if your meter is "Deadly". The same action performed on an enemy while your meter is on "Smokin'!" will net you 400 points. The reason for this is that there are "style points multipliers" which are based on that style meter. The higher the meter, the higher the multiplier. In particular they go as follows:

Smokin'!/Smokin' Style!!/Smokin' Sick Style!!! = 4x
Atomic = 3x
Brutal = 2.5x
Carnage = 2x
eadly = 1.5x
None = 1x

You will soon notice that your style meter is promoted when you use different actions (if you stick with the same attack, the meter will stop going up very soon and it will actually start decreasing eventually), while doing nothing will decrease it. You can't downgrade your meter if you do nothing/stick with a move though. Say you have a "Brutal" meter: if you change your moves on the enemies and "play stylish", your meter will eventually raise (you can see a green gauge filling, as you fight) to "Atomic", but if you stay idle/use the same moves, the worst thing that can happen is that the green gauge will decrease. Once it's completely decreased, you won't return to a "Carnage" rank, but you will simply stay on your "Brutal" rank, ready to fill the green gauge again as soon as you start playing "stylish" again.
There is a way to be de-ranked in your meter though: being hit, by any hit, will decrease your rank by two positions. Say you are on Atomic and you get hit: you will be de-ranked to Carnage. You can build up your score again of course, but all the stylish points scored while you're building your meter up will be less stylish points than those you would have earned with the highest multiplier all the time (of course).

For these reasons, it's almost always a good idea to run away from messy situations, and avoid being hit as much as possible. This is also why you want to attempt a "no damage" run anyway: even if you get hit once (preventing you from getting the no-damage bonus), it's still great to keep your character away from being hit, since this will mean fighting for a longer time with higher multipliers.

As far as the "S/SS/SSS" meters are concerned, there's no substantial difference between one or the other. SSS is simply "cooler", but that's pretty much it. Also, SSS can automatically downgrade to SS and SS can automatically downgrade to S (but S can't decrease to A), which is an exception to the usual rule. It doesn't make any practical difference anyway, since the multiplier for each of these three "different" style meters is the same (4x).

Unfortunately, once a battle is over, the style meter won't be carried over to the next battle. Say you end a fight with an Atomic meter, you will still start the next fight from "Nothing" (and then Deadly, Carnage, and so on) again.

This is why Human mode provides usually few stylish points to achieve an S Rank without some "planning": you will end up killing most of the enemies too quickly, and this will mean having low style meters all the time. You can pretty much forget about S Ranks on missions without an high result on Stylish Points: give your best to raise the meter and get all the points you can.

The rank of Stylish Points at the end of a mission, as already said, is a useless bit of information for calculation purposes (you need the specific value of Stylish Points). It still gives you an idea on your performance though: it goes without saying that achieving a "B" on Stylish Points implies that you are not doing very well, while achieving an "S" on Stylish Points hints that you're on the right path.

Mission Rank

For the achievements, your goal will be to get a Devil Hunter Rank of S ("S-Ranking a mission"), and it doesn't matter how that comes: as long as you score enough Devil Hunter Points (calculated with the main formula written at the beginning of this section), your rank will be the same.

The Devil Hunter Points and Devil Hunter Rank work just about the same as the Stylish Points and the Stylish Rank, and they vary according to the mission and difficulty too. For example, in Mission 02 on Human mode you need between 20,400 and 42,500 Devil Hunter Points to get an A-Rank. Anything less and it's a B-Rank (unless you score so much less that it's actually a C or even a D-Rank; hopefully this will never happen), anything more and it's an S-Rank, "the" S-Rank you want for the achievements. Still in Mission 02, but on Dante Must Die mode, you need between 105,000 and 180,000 Devil Hunter Points to get an A-Rank. Everything is proportional after all, since Dante Must Die has a much better "difficulty multiplier" and its enemies have so much health as to guarantee you very high Stylish Points.

As a side note if someone is confused, the name "Devil Hunter Rank/Points" has nothing to do with the "Devil Hunter" difficulty setting: they simply chose to name these points/rank after the same title ("Devil Hunter", that is), but "Devil Hunter points/rank" are calculated also if you're playing on Human/Son of Sparda/Dante Must Die difficulties. I know this will sound obvious, but if anyone was wondering if there was any relationship between that difficulty mode and these points...well, there's not.

Complete Formula and Example

At this point we can make an example. Let's say, Mission 04 on Human mode and then Mission 04 on Dante Must Die mode. I will tell you how many points (minimum) you need for the S Rank on each mission and on each difficulty, as well as the "Default Points" of each mission.

In this case you need 42,500 Devil Hunter Points on Human and 195,000 on Dante Must Die, and the Default Points of Mission 04 are 2,000.

Let's say you clear it with S on time, S on orbs and no other multipliers. Let's say your Stylish Points are 6,500 on Human and 8,000 on Dante Must Die.

Human: (2,000+6,500) * 3 (clear time multiplier) * 2 (orbs found multiplier) * 0.85 (difficulty multiplier) = 43,350 Points. Devil Hunter Rank S: achieved.
Dante Must Die: (2,000+8,000) * 3 (clear time multiplier) * 2 (orbs found multiplier) * 3 (difficulty multiplier) = 180,000 Points. Devil Hunter Rank S: failed.

Other than an example, this is also to point out that scoring on higher difficulties the same amount of stylish points you score on easier difficulties isn't good (in the example "you" would score more on Dante Must Die, but 8,000 would still not be enough), because enemies are supposed to last longer and earn you more points as an obvious consequence. Don't worry though: if you can get enough stylish points to S-Rank a mission on Human, you will most likely be able to do the same on Dante Must Die.

For most of the missions on Human mode you will have to achieve S on time, S on orbs and the No Item bonus. For Devil Hunter and Son of Sparda modes you will have to achieve S on time, S on orbs and possibly No Item bonus. On Dante Must Die you can usually afford "throwing away" the No Item bonus, thus basing your entire score only on S on time/orbs and many stylish points.
Of course you're free to attempt different approaches to get the S-Ranks, but the ones suggested should fit anyone's skills, provided you're willing to practise.

Achievements List

As explained in the first page of the walkthrough, the achievements are quite particular and you can't find their description in the Devil May Cry 4 main page. Below they will be grouped and described with the official description. Quick memo: Son of Sparda is unlocked by beating the game on Devil Hunter; Dante Must Die is unlocked by beating the game on Son of Sparda; Heaven or Hell is unlocked by beating the game on Son of Sparda; Hell and Hell is unlocked by beating the game on Dante Must Die. The Bloody Palace is unlocked by beating the game on Devil Hunter, and the difficulty of the enemies of the Bloody Palace is set on Son of Sparda.

Story mode achievements: there are achievements for completing the game on the several (six) modes, and there are usually two achievements per each mode (one for clearing Mission 11, and the other for clearing Mission 20, the last one).

A Comfortable Place - Clear mission 11 in Human Mode.
Easy Does It - Clear all missions in Human Mode.
Half Way There - Clear mission 11 in Devil Hunter Mode.
Done and Done - Clear all missions in Devil Hunter Mode.
Rock and a Hard Place - Clear mission 11 in Son of Sparda Mode.
Hardly A Simple Task - Clear all missions in Son of Sparda Mode.
Easier Said Than Done - Clear mission 11 in Dante Must Die Mode.
All Bow Before You - Clear all missions in Dante Must Die Mode.
Step into the Light - Clear all missions in Heaven or Hell Mode.
Tonight, We Dine in Hell - Clear all missions in Hell and Hell Mode.

S-Ranking story mode achievements: there are four achievements for S-Ranking all the 20 missions on all the four main difficulties. One achievement is for your first mission S-Ranked.

Simply Spectacular - Complete a mission with an S ranking.
The Best of the Rest - Clear all missions in Human Mode with an S ranking.
A Cut Above - Clear all missions in Devil Hunter Mode with an S ranking.
A Stunning Feat - Clear all missions in Son of Sparda Mode with an S ranking.
Never Say Die - Clear all missions in Dante Must Die Mode with an S ranking.

Completing game modes also nets a couple of generic achievements, and clearing the 12 secret missions nets another achievement.

A Throne of Glory - Clear all game modes.
This includes the six modes of the story (Human, Devil Hunter, Son of Sparda, Dante Must Die, Heaven or Hell, Hell and Hell) and the Bloody Palace. It comes automatically as you go for other achievements.
Speak of the Devil - Clear the game with Super Nero (Dante).
Clear the game means complete Mission 20. It's likely to come naturally as you complete Hell and Hell, because you will probably use Super Nero on Mission 20 (as well as Super Nero/Super Dante for the other missions).
Nothing Left Unsaid - Clear all secret missions.

Bloody Palace offers 101 stages, and every 10 stages you earn an achievement. Clearing it with an S Rank also earns you another achievement.

The First Circle - Clear stage 10 of Bloody Palace Mode.
The Second Circle - Clear stage 20 of Bloody Palace Mode.
The Third Circle - Clear stage 30 of Bloody Palace Mode.
The Fourth Circle - Clear stage 40 of Bloody Palace Mode.
The Fifth Circle - Clear stage 50 of Bloody Palace Mode.
The Sixth Circle - Clear stage 60 of Bloody Palace Mode.
The Seventh Circle - Clear stage 70 of Bloody Palace Mode.
The Eight Circle - Clear stage 80 of Bloody Palace Mode.
The Ninth Circle - Clear stage 90 of Bloody Palace Mode.
Covered in Blood - Clear all Bloody Palace Mode stages.
King of the Palace - Clear all Bloody Palace Mode stages with an S ranking.

Lastly there are collectibles/grinding achievements, and three achievements for reaching a particularly high style meter in the game (the latter are bound to come naturally as you play). There are also two achievements for extending the life and devil gauge to the max capacity, as well as purchasing every skill of both the characters (Nero and Dante). For the collectibles you will need to defeat a total of 10,000 enemies, get a total of 1,000,000 Proud Souls, get a total of 1,000,000 Red Orbs, and have the maximum amount of each item at once.

Smokin'! - Complete a Stylish Rank S (Smokin'!) combo.
Smokin' Style!! - Complete a Stylish Rank SS (Smokin' Style!!) combo.
Smokin' Sick Style!!! - Complete a Stylish Rank SSS (Smokin' Sick Style!!!) combo.

Modus Vivendi - Extend the Vitality Gauge to maximum capacity.
You need to get all the 14 Blue Orbs for this: there are 32 fragments (each worth 1/4 of blue orb) available in story mode (some found in the dungeons, others given as reward for completing a secret mission or beating the "combat adjudicators"; you'll know about them as you play), for a total of 8 Blue Orbs, and 6 Blue Orbs can be purchased in the Item Shop; their cost will increase as you buy them (the first costs 3,000 Red Orbs, the second 5,000, then 10,000, 15,000, 30,000, 50,000) for a total of 113,000 Red Orbs.
Bat Out of Hell - Extend the Devil Trigger Gauge to maximum capacity.
You need to get all 7 Purple Orbs for this: they are all only for sale at the Item Shop; their cost will increase as you buy them (from the first to the seventh, they cost 2,500 Red Orbs, 4,500, 8,000, 13,000, 20,000, 30,000, 50,000) for a total of 128,000 Red Orbs.
For both these achievements you need to end any Mission to unlock them, after fulfilling the requirements.

River of Red - Acquire 10,000 Red Orbs.
Your Cup Runeth Over - Acquire 100,000 Red Orbs.
Red Orb Millionaire - Acquire 1,000,000 Red Orbs.
Red Orb Statues are your best way to get Red Orbs; there are some at the beginning of some Missions; in particular, on Mission 03 and 07 there is a Red Orb Statue just as you start; on Mission 07 there are also other Red Orbs to get by quickly destroying 7 eggs in a trunk, but on Mission 03 there are also 3 Scarecrows you can kill to work on your 10,000 kills (play this mission on Heaven or Hell to instantly defeat them). You will get 1,000,000 Red Orbs far before the 10,000 Enemies Killed. Keep in mind that the Red Orb Statue will self-destruct after a few seconds from your first hit, regardless of how much you hit it afterward: your Red Orb income is proportional to how much you smash it, and therefore you want to hit the statue as much as possible before it breaks down. To make it more effective, use Super Characters and activate the Devil Trigger to smash more than usual.
Another important note is that the Red Orbs you spend are counted for the million, and therefore you don't have to hold 1,000,000 orbs at once: if you have, say, 600,000 Red Orbs, and you spent 400,000 Red Orbs for items, you already have the 1,000,000 required for the achievement. For this reason, there's no need to avoid purchasing Purple and Blue Orbs to get "Red Orb Millionaire" more quickly, because those you spend are still counted.
Remember to complete any Mission to unlock the achievement after fulfilling the requirements.

Filled with Pride - Acquire 10,000 Proud Souls.
Brimming with Pride - Acquire 100,000 Proud Souls.
Proud Millionaire - Acquire 1,000,000 Proud Souls.
Proud Souls are only obtained by "completing" missions. Actually, if you quit/restart a mission, you will also earn Proud Souls according to what happened in that mission until the point where you quit. In particular, Proud Souls are 3% of the Devil Hunter Points you earn at the end of a mission, but if you quit a mission before it ends, the game will still (luckly) calculate your score, and although it won't show you that directly, it will reward you with the Proud Souls you earned until then. For this reason, the fastest way to earn Proud Souls is to start Mission 09 on Dante Must Die difficulty; break the objects on the "bridge" where you start (there are ten items as you go) and fight against the first group of enemies: 1x Alto Angelo and 3x Bianco Angelos. Wait until they send the energy ball at you, and send it back with a Lv 3 Charged Shot. This will all be more clear when you go and do this, don't worry if you don't know what a charged shot or what their "energy ball" is right now. After sending it back, they should be all dead; if they are not, finish off the survivors. This should earn you a lot of stylish points (the energy ball sent back nets you immediately an SSS rank most of the times), so you can just restart the mission and get your Proud Souls in the process. Try also not to take damage, because the No Damage bonus is worth 1.5x on your score and, therefore, on your Proud Souls.
An alternative stage is also Mission 19, but it's not so easy to get SSS by sending the energy ball back because the group on Mission 19 is made of 4x Bianco Angelos and for some reason you usually get only a B rank for sending the energy ball back. Some people also suggest to play the Bloody Palace over and over again until you finally reach the million; see what fits best for you, but I would go with Mission 09 all the way since the Bloody Palace earns decent points only if you complete it; should you die before completing it (even if you die on level 101), you would get only like a third of its score, and a third of Proud Souls as a consequence. Not advisable, since you also need to sit there for more than an hour before being able to save the progress, but that's up to you.
As it was for the Reb Orbs, the Proud Souls spent are counted for the million, and you also have to complete a Mission to unlock the achievement after fulfilling the requirements.

Rookie Devil Hunter - Defeat a total of 100 enemies.
Skilled Devil Hunter - Defeat a total of 1,000 enemies.
Legendary Devil Hunter - Defeat a total of 10,000 enemies.
Heaven or Hell kills work for this achievement, although some people suggest playing the Bloody Palace over and over again. Heaven or Hell = one-shot-kill; Bloody Palace = Son of Sparda mode. Is there really a choice? To give you some reference, by the time you S-Rank missions on the four main difficulties and complete the game on Heaven or Hell, Hell and Hell, and the Bloody Palace, you should have about 6,000 kills, calculating that you have probably replayed missions on Human about three times each before succeeding in the S-Rank. More if you had problems with S-Ranking missions, less if you succeeded on your first tries. That's the average anyway. After doing everything else in the game, if you haven't unlocked this achievement yet, play Mission 12 on Heaven or Hell and open the slaughterhouse of Scarecrows. You can defeat the 8 Scarecrows in the first room, then exit the room and enter it again for 8 more Scarecrows; exit and enter again for the last 8 Scarecrows; then exit the room, defeat the 3 Mega Scarecrows and restart the mission (no need to end it to update your statistics), for a total of 27 enemies each run (each run lasts about a minute or less). Remember to complete any mission to unlock the achievement after fulfilling its requirements (you can't know how many enemies you've routed, so just complete Mission 01 (on Heaven or Hell is quicker) every 20-30 minutes when you feel you're close to 10,000 kills).

Item Collector - Acquire a maximum number of all items.
On your playthroughs on the four main modes of the story (Human, Devil Hunter, Son of Sparda, Dante Must Die) you will be able to collect items in specific locations, listed in the walkthrough. On each of your first playthrough on these modes you will find 5x Vital Star S, 1x Vital Star M, 2x Devil Star S, 3x Holy Water, 4x Gold Orb. The rest must be purchased. The items you consume do NOT count towards the total: you must have all the items maxed out at once (you have to get 30 of each the Vital Star S/M/L, 10 of Devil Star S and Devil Star L, 30 Holy Waters, the 6 Blue Orbs of the shop, the 7 Purple Orbs of the shop, and 3 Gold Orbs. Some can be maxed out even just with the items found on the missions, but for the most you will need to spend Red Orbs, and a lot of them. It's not a bad idea to go after this achievement before playing Dante Must Die mode, especially if you plan on using a lot of healing items to survive.
Skill Collector - Nero - Acquire all of Nero's skills.
Skill Collector - Dante - Acquire all of Dante's skills.
It takes 290,400 Proud Souls to purchase all Dante's Skills and 290,450 Proud Souls to purchase all Nero's Skills. The Proud Souls spent to purchase the skills of the one are not spent to purchase the skills of the other one, so you can purchase all the skills of Nero and Dante at once as soon as you have 290,450 Proud Souls. You will have this amount far before finishing with S-Ranking missions. As usual, finish any mission to unlock the achievements once the requirements are fulfilled.

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