5. Devil May Cry 4 S-Ranking Walkthrough

Introduction

In this page you will find the essential information on the missions: enemies, red orbs, where to go (when it's not obvious). I will start each mission with a table which includes the most relevant data to calculate your Devil Hunter Points. Take a read of the General hints and tips for more information about the formula. After a "summary" of the key information, I will add a quick description (if necessary) on how to fight the enemies.

To make practical use of the data collected here, remember that according to the formula you can calculate how many stylish points you need to S-Rank a mission. In particular:

(Stylish Points to achieve an S Rank) = (Devil Hunter Points required to get the S Rank)/(Multipliers) - Default Points

I'll give you the Devil Hunter Points required to get the S Rank, the Default Points of the mission, and you will usually only want to keep in mind these bonuses: No Item (1.2x), Orbs Found S (95+%) (2x), Orbs Found A (75+%) (1.75x), Clear Time S (3x), Clear Time A (2.5x), Clear Time B (2x). No Damage = 1.5x. Other lower bonuses don't matter, because you never want to die/get a worse clear time than B (which is already very bad, and only on a mission you can afford it) or a worse percentage of orbs found.

I will also suggest to you which multipliers you should try to get for an S Rank on Human (always No Item, and usually S on both Clear Time and Orbs Found). On higher difficulties, you must get S on Clear Time and S on Orbs Found; it will be easy, except for a mission which doesn't give you much time; No Item should also always be earned. On Dante Must Die you still want to get S on Clear Time and Orbs Found, but you may have to use items on some missions: I'll tell you if it's a good idea to use items, or if it will just make things worse because you have to try to get your No Item bonus to get the S Rank.

Other than these suggestions, I'll also calculate the amount of Stylish Points you need with fixed multipliers (those I suggest), so you have an idea on how you have to work to succeed. That's again a specific calculation for Human and Dante Must Die modes, because the other two are very easy to S-Rank.

Mission 01 - Birds of a Feather

S Rank on Human
S Rank on Dante Must Die

Default Points: 500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 00:45 01:00 01:15 01:25
A Rank: 01:05 01:30 01:45 02:00
B Rank: 01:30 02:00 02:15 02:45

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 5,100 6,000 10,800 18,000

S-Ranking
This first mission is the shortest and one of the easiest to S-Rank: with S on time, S on orbs and the No Item bonus, you will only need less than 350 Stylish Points to achieve the overall S Rank.

Walkthrough

Opera House

Orbs: 10x benches.
Enemies: Dante.

Rely on the attacks shown in the video and be brave: being a short mission, you can always retry if your excess of bravery isn't paid back with some luck. Rely on Lv 3 Charged Shots and use Devil Busters if you have a chance.

Mission 02 - La Porte de l'Enfer

S Rank on Human

Default Points: 1,500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 11:00 15:00 21:00 26:00
A Rank: 13:00 17:30 25:00 30:00
B Rank: 15:00 20:00 28:00 34:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 42,500 50,000 108,000 180,000

S-Ranking
This is not an easy mission to S-Rank on Human. If you follow the fighting style described in the walkthrough you will manage to score enough stylish points to achieve it, otherwise you may seriously struggle. Make sure you get S on time and on orbs; with these two bonuses and the No Item bonus you will need less than 5,500 Stylish Points for an overall S Rank.
On Dante Must Die mode, try not to use items because without the No Item bonus you would need 8,500 Stylish Points to achieve an S Rank.

Walkthrough

Opera House Plaza

Orbs: 4x trash canisters, 6x benches, 1x red orb.
Enemies: 3x Scarecrows.

On Human, fight the Scarecrows with Lv 3 Ex High Roller followed by 2-3 shots of the gun in the air, and then an aerial buster. Snatch and Taunt the second Scarecrow and then do the same on him. Make sure that you defeat the second Scarecrow when you're near the third and last one (he's behind the fountain), so you link them all in the same fight.

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Storehouse

Orbs: 2x barrels at the bottom; 3x barrels, 5x boxes and 5 shelves at the top.
Enemies: 3x Scarecrows (at the top).

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Terrace

Nothing.

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Cathedral

Orbs: 1x floating in the air above the gate in front of the door from where you come; 10x chairs at the bottom; 4x benches and 1x red orb (Snatch this one) before the exit.

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Terrace - II

Enemies: 2x Scarecrows first; then a larger group of Scarecrows.

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Residential District

Orbs: several market objects; then 3x red orbs on a side way reached jumping up; 1x trash container; 2x secret orb spots on the turret.
Enemies on Human/Devil Hunter: 3x Scarecrows.
Enemies on Son of Sparda/Dante Must Die: a group of Assaults.

Make sure you defeat the Scarecrows only when another one is close enough, to link them all in the same fight.
For higher difficulties, fight the Assaults possibly in the small part of the area which goes downwards (it's the first turn after you drop below): they can easily jam here, and this also avoids you mistakenly targetting the red orb statue. If you decide to fight in a wider space, possibly hit the red orb statue once so it automatically destroys after some seconds and you won't have to fear targetting it by mistake.

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Port Caerula

Orbs: 2x red orbs (also 2x trash containers, but get them later).

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Custom House

Orbs: 2x red orbs.
Enemies: 3x Scarecrows.

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Port Caerula (after using the switch)

Orbs: 2x trash containers (if you didn't get them earlier).
Enemies: 3x Scarecrows as you exit, then another group of Scarecrows.

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First Mining Area

Orbs: 6x red orbs.

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Ferrum Hills

Enemies: Berial.

Rely a lot on Lv 3 Charged Shots to defeat him more easily. On lower difficulties, use the Devil Trigger rather soon in the fight and smash him to quickly take down his flames; then use a couple of Devil Busters in a row and he's done for. On higher difficulties, play safely to smash his sides (possibly not his rear, just the sides) and/or his face with Roulette Spin. Avoid long combos, and try to avoid his front because he can make a quick slash and ruin everything. If you feel that his flames are wearing off, try to give them the final blow by going Devil Trigger to smash them some more. If you can keep the distance from him, feel free to use a charged Maximum Bet for some extra and safe damage to his body and his flames.

Mission 03 - The White Wing

S Rank on Human

Default Points: 2,000

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 13:30 18:00 20:00 25:00
A Rank: 15:30 21:00 24:00 30:00
B Rank: 18:30 25:00 28:00 35:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 55,250 65,000 117,000 195,000

S-Ranking
On Human, time is very short and you'd better focus on style and orbs. Try to achieve A on time, S on orbs, and the usual No Item bonus. With these factors you will need almost 8,850 Stylish Points on Human. You can also try the No Damage run on this stage, especially if you feel comfortable with the Lv3 Charged Shot which is devastating even on Dante Must Die (and even more on Human), but you will need a bit of extra skill. You can't miss the S Rank on Dante Must Die mode (there's no need to use items either).

Walkthrough

Second Mining Area

Orbs: 1x red orb.
Enemies: 3x Scarecrows first, then 4x Scarecrows.

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Fortuna Castle Gate

Orbs: 1x red orb; 3x tiny pillars; after falling down, 10x tiny pillars, 3x red orbs (to get these you must backtrack, and it's not advisable since you can get S on Orbs Found even without them) and 2x secret orb spots (at the top of bigger pillars just before the path leading to the castle.
Enemies: 2x Frosts.

For the Frosts on lower difficulties, go Devil Trigger if you need some extra help to attempt a No Damage run/make things easier.

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Grand Hall

Orbs: 19x chairs, 4x benches and 3x fences on each of the sides of the area.

To proceed, enter the door Southeast (Southwest also works, but you will prefer Southeast).

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Large Hall

Orbs: 2x candle stands before the gate Southeast; 4x candle stands and 5x chairs past the gate Southeast (use Snatches to destroy them); 4x candle stands North; 2x candle stands before the turn to the Torture Chamber; 2x red orbs behind a breakable mirror to the Southwest.
Enemies on Human/Devil Hunter: a bunch of Scarecrows everywhere from Southeast to Southwest.
Enemies on Son of Sparda/Dante Must Die: 3x Basilisks in the Southeastern half, and 1x more Basilisk Southwest.

Absolutely link all the Scarecrows in a single fight, using Snatches on the last one you see alive to bring him with you to where the next Scarecrow is. You can avoid wasting time with the objects past the gate if you need to save some time (you should hit more than 95% Orbs Found even without them; try to still get what you can with a random Snatch).

On higher difficulties there's no need to link all the Basilisks in the same fight; fight the first three at once, then defeat the last one alone. Lv 3 Charged Shots and Ex Streaks are perfect against these enemies; stay airborne to keep them off your view and turn the volume on to hear if they're attacking.

You want to take the West exit.

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Torture Chamber

Enemies on Human/Devil Hunter: a bunch of Scarecrows.
Enemies on Son of Sparda/Dante Must Die: a bunch of Scarecrows mixed up with many Gladiuses.

Give the Scarecrows a good Lv 3 Ex Streak to start, then work on them as usual (for lower difficulties).
Use Devil Trigger if you feel like speeding things up with the Gladiuses in the room (for higher difficulties); you won't need it anywhere else other than here in this mission.

On higher difficulties watch out for the grips on the upper floor, because they will vanish and move, unlike on Human where they are just standing there for use.

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Grand Hall (upper floor, West side)

Orbs: 2x red orbs leading to 1x secret orb spot (use Lv 3 Ex High Roller to reach the latter).

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Central Courtyard (West)

Enemies: 2x Frosts (3x on higher difficulties).

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Foris Falls

Nothing.

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Central Courtyard (East)

Enemies: 2x Frosts (3x on higher difficulties).

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Grand Hall (upper floor, East side)

Nothing.

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Gallery

Orbs: many items in the room; make sure you get 2x wooden boxes in the Northwest corner, the only ones hard to spot.
Enemies: many Scarecrows.

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Library

Orbs: 1x secret orb spot before the fight; 2x pots and 1x bench on the lower floor of the building; 3x benches on the upper floor of the building.
Enemies: 4x Bianco Angelos (1+1+2).

For the first two Bianco Angelos alone, break their shields with the combination Y, then B, then release Lv 2/3 Charged Shot, then finish them off with an enhanced buster (tap B while performing the buster). For the two of them at once rely on Lv 3 Charged Shots to keep one busy and destroy the other one from his back.

Mission 04 - Cold Blooded

S Rank on Human

Default Points: 2,000

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 13:30 18:00 21:00 33:00
A Rank: 15:30 21:00 24:00 38:00
B Rank: 18:30 25:00 30:00 45:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 42,500 50,000 117,000 195,000

S-Ranking
Get A on time, S on orbs and No Item bonus; with these factors you will need less than 6,500 Stylish Points on Human, obtained easily. It's a very easy mission to S-Rank on Dante Must Die too, and you shouldn't need to use items.

Walkthrough

Library

Orbs: 2x pots and 1x bench on the lower floor of the building; 3x benches on the upper floor of the building; 1x secret orb spot outside.

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Gallery

Orbs: many items in the room; make sure you get 2x wooden boxes in the Northwest corner, the only ones hard to spot.
Enemies on Human/Devil Hunter: a group of Scarecrows and 2x Frosts.
Enemies on Son of Sparda/Dante Must Die: instead of many Scarecrows, a Blitz will spawn after killing the 2x Frosts.

Do not use the gyro blades to kill the enemies, or you will waste a ton of style points. For higher difficulties, check here on how to deal with Blitzes as Nero.

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Grand Hall

Orbs: 2x red orbs and 1x secret orb spot Northwest on the upper floor; two sets of chairs, benches and fences on the lower floor.

You don't have to use the gyro blades in the room to break the blue item (you only need to do this once in your playthrough, and possibly in the next mission): don't waste time with it and proceed through the door in the Southwest on the lower floor.

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Large Hall

Ignore the red orbs at first. On Human, if you need, go off-track and enter the Torture Chamber (West) for an extra fight for easy style points.
To proceed, enter the Dining Room (East).

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Dining Room

Orbs: 8x chairs and 4x dinner sets.
Enemies: 2x Bianco Angelos.

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Large Hall (behind the gate)

Orbs: 4x candle stands and 5x chairs before the gate to the Southeast; 2x candle stands past the gate; 4x candle stands North; 2x candle stands before the turn to the Torture Chamber; 2x red orbs behind a breakable mirror in the Southwest.
Enemies on Human/Devil Hunter: many Scarecrows in the gate area; then more Scarecrows in the hallway.
Enemies on Son of Sparda/Dante Must Die: some Scarecrows and 3x Mega Scarecrows before the gate; more Scarecrows in the hallway.

Defeat all the enemies (in the gate area and in the hallway) without the gyro blades, and link all those of the hallway in the same fight.
Then use the gyro blades to smash the blue barrier to the Southwest and access another gyro blade; then punch both these gyro blades all the way to the Northern area.

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Courtyard

Enemies: Bael.

For the antennae, use aerial snatches until you finally get one; when you succeed, use a Buster and release a Lv 3 Charged Shot just after the buster. For Bael himself, use Calibur to quickly reach him when he's getting away, and rely on powerful combos when he's on the ground. Use Devil Trigger soon in the battle, on lower difficulties, to quickly take him down and stun him for a Devil Buster (do so in front of him, and tap Y and B during the buster animation for extra damage/style meter/style points). Rely on Lv 3 Charged Shots too for extra damage, and always stay on his sides to avoid being eaten by the monster. Should this happen, use Devil Trigger to set you free instantly.

Mission 05 - Trisagion

S Rank on Human

Default Points: 1,500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 09:00 12:00 18:00 21:30
A Rank: 10:30 14:00 21:00 25:00
B Rank: 13:00 17:30 25:00 30:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 34,000 40,000 90,000 150,000

S-Ranking
On Human it's a very short-timed mission, but it's possible to score S on time and on orbs (and the usual No Item bonus) if you do everything fast and you know what to do. With these factors you need less than 4,100 Stylish Points. If you achieve A on time, S on orbs and No Item bonus, you need less than 5,200 Stylish Points. Do your best to attempt the S on time; if you just can't make it, it's a quite easy mission to complete with No Damage; try with that bonus as a last resort. On higher difficulties you won't need to use items, and the S on time will make your life easier.

Walkthrough

Soldier's Graveyard

Orbs: many objects to destroy in the central area; remember the horse statue at the top of the fountain. Then also 1x red orb on a high arch and 2x secret orb spots on the East side.
Enemies: 2x Mephistos.

To reach the big red orb on the arch, jump in the fountain after destroying the horse statue; from here, jump to the central arch, then use Roulette Spin to gain some height, and then use Air-Hike (a second jump) to reach the central arch. From here, use Streak to go right (where the red orb is) and then Air-Hike to reach the right arch. From here, get the red orb and continue. If you fail more than a couple of times, restart the mission. You can also Air-Hike from the fountain and aim with a Snatch to get the red orb.

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Master's Chamber

Orbs: various pieces of furniture on the side and opposite the bed.
Enemies: 3x Bianco Angelos.

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Torture Chamber (upper level)

Nothing.

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Spiral Well

Orbs: many red orbs and 1x secret orb spot (after the second red jumping platform).
Enemies: 2x Mephistos (on higher difficulties, also a Faust).

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Torture Chamber (lower level)

Enemies on Human/Devil Hunter: some Scarecrows and 2x Mephistos.
Enemies on Son of Sparda/Dante Must Die: 3x Mephistos and 2x Frosts.

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Large Hall

Orbs: 2x candle stands and 2x red orbs behind the mirror in the Southwest; 4x cande stands to the North; 6x candle stands and 5x chairs in the Southeast.
Enemies: 3x Frosts.

Stay near the door from where you came to fight the Frosts, and use Devil Trigger to make quicker work of them. Be careful not to stay too close to the door though, or you may accidentally press A/B, entering the Torture Chamber again and resetting the spawns of the Large Hall.

To continue, take either of the Southern exits to the Grand Hall.

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Grand Hall

Orbs: two sets of chairs, benches and fences on the lower level; 2x red orbs leading to 1x secret orb spot on the upper level.

Get the orbs on the upper level after cutting the chandelier to continue, since this will bring you right there.

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Underground Laboratory

Nothing.

Mission 06 - Resurrection

S Rank on Human

Default Points: 2,500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 16:30 22:00 25:00 30:00
A Rank: 18:30 25:00 28:00 35:00
B Rank: 22:30 30:00 35:00 45:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 68,000 80,000 144,000 240,000

S-Ranking
This is a very easy mission to S-Rank, since time is very generous even on Human, and Stylish Points won't be lacking either. Aim for S on time, S on orbs and No Item bonus, you need a bit more than 8,600 Stylish Points. On Dante Must Die, should you need, use items to recover your health; you need little more than 10,800 Stylish Points without the No Item bonus, with S on time and S on orbs.

Walkthrough

Undeground Laboratory

Orbs: 8x barrels (1x before jumping down, the rest on different ledges).

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RED Access

Orbs: 3x debris.
Enemies: 3x Cutlasses.

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Game Room

Orbs: 1x red orb.

Dice sequence: 1 - 4 - 2 - 6 - 3 - 5 - 1 - 4 - ...
Quickest sequence to get through: 2, 5, 3, 6, 3/4/5/6.

Land deliberately on red dots if you need extra style points. The exit, after the dice game is complete, is North/Northwest.

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Containment Room

Orbs: 1x secret orb spot in the middle of the blue beam; 2x chairs; all after the fight.
Enemies: many Gladiuses and the mini-boss "mirror" to break.

Do your best to stay airborne if the main enemy is attacking with electricity, and remember to use Target Type 1.

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Foris Falls - II

Orbs: 6x explosive canisters below and 2x explosive canisters upstairs.

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Angel Creation

Orbs: 1x explosive canister in the first fighting area; 1x explosive canister and 1x secret orb spot in the third fighting area.
Enemies on Human/Devil Hunter: 3x Bianco Angelos; then 2x Bianco Angelos; then 5x Bianco Angelos.
Enemies on Son of Sparda/Dante Must Die: 1x Alto Angelo followed by 2x Bianco Angelos; then 2x Bianco Angelos; then 5x Bianco Angelos.

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Underground Laboratory

Nothing (you can break the barrels if you missed them earlier).

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Grand Hall

Orbs: 2x red orbs leading to 1x secret orb spot on the upper level; two sets of chairs, benches and fences on the lower level.

Go to the Central Courtyard (upper level) East or West from the broken picture-wall.

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Central Courtyard (upper level)

Enemies: 3x Frosts.

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Foris Falls

Go to the bridge leading North.

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Forest Entrance

Nothing.

Mission 07 - The She-Viper

S Rank on Human

Default Points: 2,500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 15:00 20:00 23:00 28:00
A Rank: 17:00 23:00 26:00 32:00
B Rank: 20:00 27:00 30:00 38:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 42,500 50,000 90,000 150,000

S-Ranking
You have a large amount of time to do everything even on Human mode, and with S on time, S on orbs and No Item bonus you will need less than 4,500 Stylish Points. On Dante Must Die this mission is harder than usual, but you can afford to use items to make it easier: with S on time, S on orbs, without the No Item bonus, you will need little more than 5,800 Stylish Points.

Walkthrough

Forest Entrance

Orbs: 2x eggs on the left as you start; 7x eggs in the trunk; 3x eggs Southwest of the red orb statue.

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Windswept Valley

Orbs: 1x egg on the left before jumping down; 1x egg on the right after jumping down (but not completely), attached to the mountain; 3x eggs at the bottom, plus 2x eggs still at the bottom (on the right of the stairs) and finally 2x eggs in the fountain area.
Enemies: 3x Chimera Seeds.

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Ruined Church

Orbs: 19x eggs (two lonely and a group of 17x).
Enemies: 3x Chimera Scarecrows.

Rely massively on Lv 3 Charged Shots against these enemies.

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Ruined Valley

Enemies: 2x Mephistos.

On higher difficulties, if you're having problems, use a Holy Water to make the passage easier. If you fall down you will enter the Ruined Lowlands optional area, where you have to fight some enemies to return here. On Human it's just a bunch of Scarecrows, but on higher difficulties it will be a big mixed fight of Chimera Hybrids/Assaults/Mephistos. Make sure to get the orbs from 4x eggs and 1x secret orb spot in the Northwest part of this side area, if that accidentally happens.

The Mephistos of the area will respawn on higher difficulties, if you fall down; on lower difficulties they will be gone when you return here from the Ruined Lowlands. Instead of skipping the fight with the Holy Water, you can also spawn them and quickly return on the land from where you came to fight more safely; then use the blue switch again to actually proceed. This is time consuming, but you should have enough time to afford this.

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Lapis River

Orbs: 1x egg in front of you, 2x eggs South from this one; then 1x big egg past the bridge on a column, 4x eggs below the bridge and 4x eggs before the exit to the Southwest.

Exit Northwest.

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Ancient Plaza

Orbs: 2x eggs in front of you, 1x egg East of the circle in the middle; 2x eggs West of the circle and 2x eggs further West from these last ones, attached to the mountain; 2x eggs South of the circle.
Enemies on Human/Devil Hunter: Chimera Seeds and Scarecrows.
Enemies on Son of Sparda/Dante Must Die: Chimera Seeds and Assaults.

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Windswept Valley

Orbs: 2x eggs on the left past the barrier; 2x eggs on the left past the other barrier.
Enemies: Chimera Scarecrows.

Possibly defeat the enemies without the gyro blades, for extra style points. The exit is the central South door.

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Ruined Valley - II

Orbs: numerous eggs.

Select Target Type 1 and use Streaks to break the eggs and run away from the monster chasing after you.

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Forgotten Ruins

Orbs: 1x egg, then 1x egg after a small tunnel, then 2x eggs.
Enemies: 2x Chimera Seeds, 2x Scarecrows and 2x Chimera Scarecrows.

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Den of the She-Viper

Orbs: 3x eggs Northwest, 3x eggs Southeast and 2x eggs Southwest.
Enemies: Echidna (and, if summoned, also Chimera Seeds).

Use Lv 3 Charged Shots rather than timing a buster if she rushes around the arena; if she's in her default position, use Roulette Spin; if she plants herself in the ground, use Red Queen Combo C avoiding her roots/antennae; if she plants her roots in the ground, use a Devil Buster below her and make sure to defeat the Chimera Seed spawned to avoid mis-targeting (a simple buster will do it). While bustering her, use LT and tap Y (for busters in her default position/planted in the ground/grabbed while she rushes), or tap B (for busters below her when she plants her roots and prepares to spawn the Chimera Seed).

On higher difficulties, just be careful about her projectiles when she goes berserker, and absolutely avoid being hit by her charging attack because it's devastating. Always pay attention to when she's about to un-plant/up-root too.

Mission 08 - Profession of Faith

S Rank on Human

Default Points: 2,000

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 11:00 15:00 17:00 21:00
A Rank: 13:00 17:30 20:00 24:00
B Rank: 15:00 20:00 23:00 28:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 42,500 50,000 90,000 150,000

S-Ranking
Aim for S on time and S on orbs and No Item bonus on Human; with these factors you will need less than 5,000 Stylish Points. On Dante Must Die you can use items if you need; in that case, with S on time, S on orbs but without the No Item bonus, you will need more than 6,300 Stylish Points.

Walkthrough

Ancient Training Ground

Orbs: 1x egg first, then 2x eggs before the tunnel, 2x eggs inside the tunnel, 1x egg past the tunnel.
Enemies: 2x Chimera Seeds and 2x Scarecrows.

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Lapis River

Orbs: 12x eggs (2+1 before the bridge; 1x past the bridge; 4x below the bridge; 4x near the Northwest exit).

Exit Northwest.

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Ancient Plaza

Orbs: 9x eggs.
Enemies: 5x Assaults.

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Windswept Valley

Orbs: 13x eggs (2x on the left as you go; 2+1 at the bottom of the mountain; 1+1 as you climb up; 2x on the right of the stairs; 2x on the way to the central South exit; 2x in the fountain area).

Ignore the "1+1" eggs to save the time on the climb up, if you like, since you will score S on orbs even without them.
Exit East to the Ruined Church.

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Ruined Church

Orbs: 17+1+1 eggs.
Enemies on Human/Devil Hunter: a total of 3x Assaults (1 first, 2 then) and 3x Scarecrows (2 first and 1 then).
Enemies on Son of Sparda/Dante Must Die: a total of 3x Chimera Assaults (1 first, 2 then) and 3x Chimera Scarecrows (2 first and 1 then).

Exit Southeast past the cursed tree below the stairs.

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Lost Woods

Orbs: 8x eggs (2x on each of the paths).

Path to take: forward (East), right (South), left (North).

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Forgotten Ruins (upper level)

Orbs: 2x eggs (more if you jump down).

Avoid jumping down on the left side, you would just make things longer and more complicated. This means skipping some eggs (a total of four) below, but you can still get S on orbs found without them.

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Ancient Training Ground (upper level)

Orbs: 2x eggs.
Enemies: 2x Scarecrows, 2x Assaults.

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Grand Album Bridge

Enemy: Angelo Credo.

Attack him and attempt a buster to damage his shield (like you would do with a Bianco Angelo, more or less); then jump to dodge his counter and use another buster after his counter (this time it will connect); release a Lv 3 Charged Shots afterward. Dodge his attacks and try to stick with this simple pattern to massively damage him. If he uses his spear attack, stay away from him and hold RB; be ready to press B to perform a snatch, and immediately after pressing B press A+LS_Left/Right to roll (just in case you don't time your snatch perfectly, so you can still at least dodge the spear). You could also buster the spear and then manually throw it to the boss, but it's not a good idea if you're not confident with the fight (besides, it won't deal much damage and you still get a ton of extra style meter just with the simple snatch). Be careful because if he uses the spear three times in a row he will throw it more quickly every time. Use a Devil Buster if he kneels for extra damage. If he summons some blades around you, quickly defeat them before they can close on you and attack: activating Devil Trigger with them around you is enough to instantly defeat them. When he's about to die, be careful when dodging his combos because they will be longer.

Mission 09 - For You

S Rank on Human

Default Points: 1,500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 09:30 13:00 23:00 28:00
A Rank: 11:00 15:00 26:00 32:00
B Rank: 13:30 18:00 32:00 40:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 51,000 60,000 153,000 255,000

S-Ranking
With S on time, S on orbs and No Item bonus, you need more than 6,800 Stylish Points; with A on time, S on orbs and No Item bonus you need 8,500 Stylish Points. You won't need to use items on Dante Must Die (should you use them, with S on time, S on orbs, you'll need 8,500 Stylish Points too).

Walkthrough

Grand Album Bridge

Orbs: 6x separators and 4x pieces of furniture.
Enemies: 1x Alto Angelo, 2x Bianco Angelos.

Wait on the North side of the arena until they use the energy ball attack (try to include only Alto Angelo in your view), then send it back with a Lv 3 Charged Shot. If it takes too long before they do so, restart the mission.

===========

Grand Hall

Orbs: 6x benches, 2x pots, 1x secret orb spot (Southwest).

Touch the red pillar in the South first, then exit East to continue.

===========

Key Chamber

Orbs: 4x separators.
Enemies on Human/Devil Hunter: 1x Alto Angelo + 3x Bianco Angelos.
Enemies on Son of Sparda/Dante Must Die: Gladiuses, 1x Alto Angelo and 2x Bianco Angelos.

Exit West.

===========

The Gauntlet

Orbs: 1x secret orb spot (where the cage will land).
Enemies on Human/Devil Hunter: 4x Scarecrows; then 3x Frosts (2+1); then 4x Assaults.
Enemies on Son of Sparda/Dante Must Die: 4x Scarecrows and 2x Mega Scarecrows; then 4x Frosts (2+2); then 5x Assaults (3+2) and 1x Blitz.

Before taking the second and third cages, activate the warp device before them (you wouldn't need it to just proceed) to take an advantage and start the fight while the enemies are moving slowly. This won't last for long, but is still better than nothing.

===========

Agnus's Room

Orbs: 3x chairs, 1x table, 1x candle stand before the fight; 3x cages during the fight.
Enemies: Agnus (and minions, including Gladiuses, Cutlasses and Basilisks).

Agnus is not as powerful as he may seem at first. If he says "Your strength will be mine!" or "Time to die", activate Devil Trigger and smash him to avoid his deadly health-draining attack (on lower difficulties it's enough to release a Lv 3 Charged Shot). If he's summoning Gladiuses behind his back, go Devil Trigger and smash his back to destroy them and beat him up. If any Gladius enemy survives, dodge and use a buster on it to throw the Gladius itself to Agnus. If he summons the Cutlasses, avoid them and release Lv 3 Charged Shots at the enemy to continue dealing damage. If he uses Cutlasses to spin and corner you, do your best to run to the opposite side of the arena and be ready to jump when he throws them against you. If he summons the Basilisks, possibly try to ignore them and go full-assault with Devil Trigger to end the fight as soon as possible (he should only summon them when he's about to die). You have to play very aggressively in this fight. If he's stunned, immediately use a Devil Buster: he will recover very quickly if you don't catch him right as he's stunned. Calibur is a good attack to reach him quickly.

Mission 10 - Wrapped in Glory

S Rank on Human

Default Points: 2,500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 15:00 20:00 25:00 30:00
A Rank: 17:00 23:00 29:00 35:00
B Rank: 20:00 27:00 34:00 41:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 59,500 70,000 135,000 225,000

S-Ranking
Get S on time and S on orbs; with the No Item bonus you will need more than 7,200 Stylish Points. On Dante Must Die you may seriously need to use items: without the No Item bonus you will need 10,000 Stylish Points provided you get S on time (easy) and S on orbs (not so easy). With S on time, A on orbs, without the No Item bonus, on Dante Must Die you will need less than 11,800 Stylish Points.

Walkthrough

Agnus's Room

Orbs: 3x cages, 3x chairs, 1x table, 1x candle stand.

===========

The Gauntlet

Orbs: 1x secret orb spot at the bottom.
Enemies: 2x Mephistos and 1x Faust.

You have to jump off the platform (on the right side) after using the blue switch.

===========

Key Chamber

Orbs: 4x separators.
Enemies: 1x Alto Angelo + 3x Bianco Angelos.

Take advantage of the time device in the middle to make the fight easier on lower difficulties. Especially on higher difficulties, possibly wait for their energy ball (don't use the time device in this case) to gather many style points.
Exit East.

===========

Grand Hall

Go South.

===========

Security Corridor

Orbs: 2x benches before the lasers; 1x fence past the lasers; 3x wooden boxes at the bottom of the spinning fans.
Enemies: 2x Mephistos and 1x Faust.

You have to ride the slowed (use the Key of Cronus) fans up, but not necessarily to the top, to reach a platform and door leading South.

===========

Experiment Disposal

Orbs: 4x stone statues; 2x stone statues and 1x fence at the top.
Enemies: 2x Bianco Angelos first and then 2x Bianco Angelos.

Hit the red orb statue once before fighting, to avoid mis-targeting problems. It's basically not possible to link the four enemies in the same fight, so just fight the two couples separately.

===========

Meeting Room

Orbs: 4x candle stands (after the fight).
Enemies: 2x Alto Angelos (also 2x Basilisks on higher difficulties).

===========

Ascension Chamber

Orbs: 2x candle stands by the door in front of you; 2x candle stands, 1x small drawer and 2x pots on each of the sides of the room.
Enemies: Dante.

Especially on higher difficulties, rely only on three openings to deal damage. First: if Dante is attacking you, let him come close to start his combo (taunt him as he's approaching you), then jump and release a Lv 3 Charged Shot. He may dodge sometimes, but you will hit him eventually. Second: if Dante is using Revenge with the Pandora, jump and release a Lv 3 Charged Shot. Third: if Dante goes in Royal Guard style (light-blue aura around him), use the Devil Trigger and then use a Snatch followed by a Devil Buster. Avoid anything else, because this is the safest strategy you can pull off. Try to break something while you're letting him come close to you, so you raise up your orbs found percentage.

Mission 11 - The Ninth Circle

S Rank on Human

Default Points: 2,500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 11:00 15:00 17:00 21:00
A Rank: 13:00 17:30 20:00 24:00
B Rank: 15:00 20:00 23:00 28:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 68,000 80,000 144,000 240,000

S-Ranking
Get S on time, S on orbs and No Item bonus; with these factors you will need more than 8,600 Stylish Points (you will easily score them, although the mission is short). You won't need to use items on Dante Must Die.

Walkthrough

This is a big area. In this order, you will: fight 2x Mephistos and 1x Faust; fight 2x Scarecrows; break 1x Fence and get 1x secret orb spot near the fence; get 2x red orbs in the air and 1x red orb below them; get 2x red orbs and 1x secret orb spot past them (defeat 3x Bianco Angelos if you fall down from here; one of the Bianco is an Alto Angelo on higher difficulties); defeat 1x Alto Angelo and get 1x red orb before going further up; defeat 4x Bianco Angelos and 1x Alto Angelos (one of the Biancos is an Alto on higher difficulties); then defeat a large group of Scarecrows and Angelos (5x Scarecrows and 2x each of Alto and Bianco Angelos). You may not need to fight them all; skip the fight if you see that your style points are already high enough.

Then the boss fight against Sanctus. The fight is easy, but you have to know exactly how it works. I'll just paste the full description from the other page of the walkthrough:

Enemy attacks: the two "lamps" before the enemy can attack you and respawn. The main enemy can use a shockwave attack (stay airborne to avoid it), can attack with fireballs, with some vertical lasers (jump away in this case), and with some horizontal lines of fire on the ground. Each of these attacks can be easily dodged with jumps or runs. The enemy can also regenerate his shield after you break it, and this creates a little shockwave; stay away from him when this happens.
Strategy: use snatches on the lamps to quickly reach the boss; you'll have to grip on them multiple times to eventually reach him for good. Walking to him is sometimes a better idea than using the grips, because he tends to run away less if you're running instead of gripping. On the other hand it may take you too much time to reach him if you run, so try to balance the two things and use snatches on the lamps when he's far, and run to him when he's decently close to you already.
To deal damage to him, you first have to break his two-layered shield. Roulette Spin works wonders on that, and you also want to help yourself by exceeding the hits whenever possible. When his two shields are down, smash him a bit and then perform a Devil-Triggered Buster for massive damage. He will always regenerate his shield afterward, so don't even bother trying a second buster or other attacks and instead use the time of his shield regeneration to reload your exceed gauge. Use your Lv 3 Charged Shots on him (even when he still has the shield), so you can buy some time to reach him when the shot bursts (this is very important on higher difficulties, to have enough time to reach him before he runs away to regenerate his shield just when you were about to destroy it).
When he's about to die, he will take cover inside the statue; the statue will punch you: jump away on time to avoid the hit. He will be available again after the punch. On lower difficulties you only have to smash him some more after this happens. On higher difficulties you may not be able to finish him off immediately as he comes back. If you're not quick enough to destroy his shield, in this second phase of the fight he will be able to take cover inside the statue again and regenerate the shield inside of it. If this happens, the statue will try to punch you again: instead of jumping away, perform a buster to tackle the punch of the statue and make the enemy come out of the statue, already stunned and shield-less, ready for your strong buster.

Mission 12 - A New Beginning

S Rank on Human

Default Points: 1,000

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 07:30 10:00 11:30 14:00
A Rank: 09:00 12:00 13:30 17:00
B Rank: 10:30 14:30 16:30 20:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 38,250 45,000 81,000 135,000

S-Ranking
Time is very short, especially on Human, but there is a little trick to skip part of the stage and save enough time to make it within 7 minutes and 30 (which is also possible without skipping that part, but it's a very limited amount of time). Aim for S on orbs and S on time and the usual No Item bonus; with these factors you will need 5,250 Stylish Points. With S on orbs, A on time and No Item bonus you will need 6,500 Stylish Points, which are possible but quite unlikely if you skip that part of the stage. You can either aim for S on time and orbs (and No Item of course), skipping the specific part of the stage, or A on time and S on orbs, not skipping the specific part of the stage (it takes less than 1:30 to clear it, so it's not a loss); I would suggest the former, but make your choice depending on how quick you can rout the enemies. Also, it's not a hard mission to complete with No Damage, and aiming for No Damage, at least on Human, is worth a thought if you can't get the S Rank otherwise.

Walkthrough

Ascension Chamber

Orbs: 2x candle stands on the sides from where you start; 2x candle stands, 1x small drawer and 2x pots on each of the sides of the room.
Enemies: 8x Scarecrows.

Give it your best to use Dance Macabre and Over Drive (fully charged) on these weak enemies to instantly raise your style meter despite their weak health. A Real Impact/Straight is also good, for a change.

===========

Meeting Room

Orbs: 4x candle stands.
Enemies: 3x Mega Scarecrows.

Tackle them one by one and do your best to hide the others from your view. Dance Macabre is good, and Real Impacts are also effective; Coyote-A shots followed by Over Drive are particularly effective to raise the style meter easily before killing them. Prop opens the Mega Scarecrows' guard for Real Impact.

===========

Experiment Disposal

Orbs: 1x fence, 2x statues; then 4x statues.

Go Trickster, use Stinger near the edge to instantly run, then make a jump with Air Hike when you've covered the longest possible distance with the "stinger long jump", and finally use an aerial dash (B while in Trickster) to reach the opposite side of the area. If you need, go Devil Trigger to have another jump and another dash to make it to the opposite side in case you can't do it otherwise. This will allow you to save precious time to achieve the S Rank on Clear Time for lower difficulties. Avoid falling down, because you would waste time and have to fight 2x Frosts (4x on higher difficulties).

===========

Security Corridor

Orbs: 3x wooden boxes, 1x fence, 2x benches.
Enemies: 3x Mephistos.

Charge Ebony & Ivory and use Rain Storm for the cloaks, then use Prop>Real Impact (Distorted Real Impact on higher difficulties) to defeat them easily. On lower difficulties you can also use other attacks, like Dance Macabre; everything only after taking the cloaks off. You could also defeat them with aerial combos (Aerial Rave and Aerial Rave V) without taking their cloaks off, that's up to you and how you feel about the fight.

===========

Grand Hall

Orbs: 2x pots, 1x secret orb spot, 6x benches.
Enemies: 3x Bianco Angelos + 1x Bianco Angelo + 1x Alto Angelo.

Kill two Bianco Angelos first, then wait near the South part of the area for their energy ball attack; then send it back with Pandora's default attack on the ground. Hopefully Alto Angelo won't send the Bianco Angelos to suicide; if you don't want to run the risk (and if you can afford this, depending on your style points), defeat them regularly instead of waiting for the energy ball. Being a short mission, I'd still advise trying to wait for the energy ball for a bunch of extra style points.

Exit North.

===========

Grand Album Bridge

Orbs: 6x separators, 4x small drawers.

Mission 13 - The Devil Returns

S Rank on Human

Default Points: 2,000

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 13:30 18:00 23:00 29:00
A Rank: 15:30 21:00 27:00 33:00
B Rank: 18:30 25:00 32:00 40:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 42,500 50,000 99,000 165,000

S-Ranking
On Human, aim for S on time, S on orbs and No Item bonus; with these factors you will need less than 5,000 Stylish Points. On Dante Must Die you may need to use items: with S on time, S on orbs but without the No Item bonus, you will need less than 7,200 Stylish Points.

Walkthrough

Ancient Training Ground

Orbs: 2x eggs; jump down on the right and destroy 1x egg past the tunnel, 2x eggs in the tunnel, 2x eggs before the tunnel; then go East and break 1x egg.

Exit: East.

===========

Forgotten Ruins

Orbs: 2x eggs before jumping down; then jump down for 1x egg before a tunnel, 1x egg past the tunnel.
Enemies on Human/Devil Hunter: 2x Chimera Seeds and 2x Scarecrows.
Enemies on Son of Sparda/Dante Must Die: 1x Blitz.

Check here to see how to deal with Blitzes as Dante.

Exit: Southeast.

===========

Windswept Valley

Orbs: 1x egg before jumping down, 1x egg attached to the mountain, 3x eggs at the bottom, 2x on the right of the stairs.
Enemies: 3x Chimera Assaults.

Against these monsters, if you fight freestyle you may achieve better results than using a strategy which works for other people; for advice you can check the third page of the walkthrough. For quick reference, Coyote-A shots can knock them down; Real Impact can finish them off afterward. Straight also works good, and Lucifer's Pin-Up>Bondage works fine too.

Exit: East.

===========

Ancient Plaza

Orbs: 9x eggs.
Enemies: 5x Assaults.

You can consider them as "hyperactive Scarecrows", so use the same attacks but be more careful when they get out of the combos, if they do at all. On higher difficulties, use Real Impact after knocking them down to clean up the place more quickly.

Exit: North.

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Lapis River

Orbs: 12x eggs; for those below the bridge, you can destroy 2x from one side and 2x from the other side.
Enemies: 2x Mephistos.

Exit: warp gates below the bridge (either).

===========

Windswept Valley (near Ruined Church)

Orbs: 2x eggs.

Exit: enter the church.

===========

Ruined Church

Orbs: 19x eggs.

Exit: Southeast.

===========

Lost Woods

Orbs: 8x eggs.
Enemies: 2x Chimera Assaults.

Exit: forward, backward, right, right (East, West, South, South).

===========

Forgotten Ruins (near the Den)

Orbs: 2x eggs.

Exit: East.

===========

Den of the She-Viper

Orbs: 8x eggs (Southeast, Southwest, Northwest).
Enemies: Echidna.

Especially on higher difficulties, rely on Trickster for safety and Pin-Up for massive damage and style meter. The best opening is when she plants herself in the ground. If she's rushing all over the area, detonate the stinger that she should still have in her body to instantly stop her, increase your style meter, damage and points.

Mission 14 - Forest of Ruin

S Rank on Human

Default Points: 1,500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 13:30 18:00 24:00 29:00
A Rank: 15:30 21:00 28:00 33:00
B Rank: 18:30 25:00 33:00 40:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 36,125 42,500 90,000 150,000

S-Ranking
The hardest, or one of the hardest missions to S-Rank. On Human you have to attempt S on time, S on orbs and No Item, and score a total of 4,400 Stylish Points (they seem a small amount, but it's not so true). On Dante Must Die, with the same factors you will need less than 5,500 Stylish Points, which again seems a small amount, but you'll have to deal with a lot of Chimera Hybrids (and not just them), and this may cause you to need to heal with items. With S on time, S on orbs and without the No Item bonus, on Dante Must Die you will need more than 6,800 Stylish Points. The good news is that at least there will be several respawning groups of enemies for extra stylish points, and with a lot of time you should be able to gather the required stylish points, while using items, to end the mission with an S Rank. On Human you will just have to do your best.

Walkthrough

Ancient Training Ground

Orbs: 1x egg, 2x eggs before the tunnel, 2x eggs inside the tunnel, 2x eggs on the upper level (jump on the right pillar before the tunnel), 1x egg past the tunnel.
Enemies: 2x Chimera Seeds and 2x Scarecrows.

Kill only the essential Faults (the plants swallowing you) which are on your way in the fighting parts of the area, and use two fists of the Gilgamesh to do so quickly. They won't contribute for style points/meter, that's why you want to avoid unnecessary killing of them. If you get swallowed you will be thrown into a side area (Ruined Lowlands) where you have to fight to return up. Should this happen, make sure to break 4x eggs and get 1x secret orb spot to the Northwest of the side area. The spawns of the area where you get swallowed will be reset at your return.

Exit West (on the lower level).

===========

Lapis River

Orbs: 12x eggs.
Enemies: 2x Mephistos and then 1x Faust.

The Faust spawns from under the bridge, so you want to fight the Mephistos possibly on the bridge to be able to link the Faust in the same fight. For the Faust, use Prop>Real Impact (Distorted Real Impact on higher difficulties).

Exit Northwest.

===========

Ancient Plaza

Orbs: 9x eggs.
Enemies on Human/Devil Hunter: a group of Assaults.
Enemies on Son of Sparda/Dante Must Die: 2x Assaults and 1x Blitz.

Beat up the two closest Faults before starting the real fight. On higher difficulties it's advisable to deal heavy damage to both the Assaults before killing one of them: the Blitz spawns as you kill the first Assault, and if you've already prepared the other one for death, you'll be able to finish the Assault off quickly before the Blitz joins in too. This time he doesn't spawn already in his "ready to get kicked" stance; if you need, take your time and let him eventually appear with the announced yellow circle on the ground, so you have the same opening you had on Mission 13 (if fought on higher difficulties) to start the carnage of the Blitz and come out with a sweet SSS.

===========

Windswept Valley

Orbs: 2x on the left; then 3x at the bottom of the mountain, 2x on the right of the stairs, 2x on the way to the central South exit, 2x near the fountain before the church (ignore these two if you want), then 1x as you climb up the mountain to return to the entrance and 1x at the top of the mountain after climbing up.
Enemies: 4x Chimera Scarecrows and 2x Chimera Assaults.

The presence of Faults makes this fight terrible. Try to clean up a spot of the arena and work on the enemies there, and use all your arsenal (Devil Trigger included) to make the fight shorter. Give priority to the Chimera Assaults if you manage to lure them far enough from the Chimera Scarecrows. Use Straight and especially Real Impact on higher difficulties.

If you already have enough style points by now, use a Holy Water (or two) to end the fight without pain. Keep this in mind especially for Dante Must Die difficulty.

Exit: return to the Forest Entrance by climbing the mountain back up.

===========

Forest Entrance

Orbs: 3x eggs Southwest, 7x eggs in the trunk, 2x eggs on your way back.

===========

Foris Falls

Nothing.

Mission 15 - Fortuna Castle

S Rank on Human

Default Points: 3,000

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 21:00 28:00 34:00 41:00
A Rank: 23:00 31:00 38:00 46:00
B Rank: 26:00 35:00 42:00 50:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 59,500 70,000 153,000 255,000

S-Ranking
This is an easy mission to S-Rank on Human, but it's quite brutal on Dante Must Die. You have a considerable amount of time to earn S on clear time; orbs aren't a guaranteed S, but you can easily score at least an A on orbs; with also the No Item bonus, on Human you will need more than 8,100 Stylish Points (to give you an idea, A on style is 9,500 points, because this mission is highly style-rewarding); with S also on orbs you would need more than 6,700 Stylish Points. On Dante Must Die you may need to use items, and a lot of them; with S on time, S on orbs and without the No Item bonus you will need (on Dante Must Die) less than 11,200 Stylish Points; with S on time, A on orbs and without the No Item bonus, again on Dante Must Die, you will need less than 13,200 Stylish Points.

Walkthrough

Foris Falls

Take the eastern path.

===========

Central Courtyard (upper level, East)

Enemies: 1x Blitz.

===========

Grand Hall

Orbs: 2x red orbs leading to 1x secret orb spot (you have to use Devil Trigger's triple jump this time).

Take the Eastern door to the Gallery.

===========

Gallery

Orbs: all the items of the room, including 2x wooden boxes Northwest.

===========

Library

Orbs: 1x secret orb spot before the fight; 2x pots and 1x bench on the lower floor of the building; 3x benches on the upper floor of the building.
Enemies: 4x Bianco Angelos and 1x Alto Angelo (one Bianco is another Alto on higher difficulties).

Wait for their energy ball to get a boost of score if you want, but it's not very important if you could already get the SSS win against the Blitz.

===========

Large Hall (East)

Orbs: 6x candle stands and 5x chairs.

===========

Dining Room

Orbs: 8x chairs and 4x dinner sets.
Enemies: 6x Scarecrows and 3x Mega Scarecrows (not all at once).

===========

Large Hall (North and West)

Orbs: 4x candle stands North, 2x candle stands on the way to the Torture Chamber, 2x red orbs behind the mirror in the Southwest.

===========

Torture Chamber

Enemies: 5x Frosts (on higher difficulties, one of the Frosts is replaced by a Faust).

Fight the Frosts with (Distorted) Real Impacts if you manage to knock them down.

===========

Spiral Well

Orbs: various red orbs and 1x secret orb spot after the second jumping platform.

You have to use a blue switch to create a special jumping platform (green-blue, not red as usual) to continue, but you first want to use the regular red ones to get the orbs.

===========

Torture Chamber (upper level)

Nothing.

===========

Master's Chamber

Orbs: all the pieces of furniture.
Enemies: 4x Scarecrows and 1x Blitz.

The Blitz joins later; if possible, damage all the Scarecrows before killing them, so you can finish them off before the Blitz spawns. The space is very tiny, do your best to avoid being hit, and stick with Trickster when you're not attacking.

===========

Soldier's Graveyard

Orbs: break everything in the area, including the horse statue; get 2x secret orb spots on the East side, and use Air Hike and aerial dashes of Trickster (possibly helped with Devil Trigger) to reach the bigger 1x red orb on the right arch. If you don't get it, you will probably miss S on orbs found even if you got all the other ones.

===========

Central Courtyard

Enemies: Dagon (= Bael).

Start the fight using Pin-Up as much as you can, and when he eventually decides to come at you (trying to eat/stomp you), go Devil Trigger and use more Pin-Ups; this will quickly stun him. At this point, switch to Gilgamesh and use Distorted Real Impact on his face for extreme damage. You should have enough time for a second Distorted Real Impact, and he can (not necessarily will) survive this one only on Dante Must Die difficulty. Against the antennae, use Kick 13 and Stingers.

Mission 16 - Inferno

S Rank on Human

Default Points: 3,000

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 18:30 25:00 30:00 37:00
A Rank: 21:00 28:00 34:00 41:00
B Rank: 24:30 33:00 40:00 48:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 59,500 70,000 135,000 225,000

S Ranking
Human lets you easily score S on time, S on orbs and No Item bonus; with these factors you will need more than 6,700 Stylish Points (6,500 are the minimum for a B rank on style, to give you an idea), so that's all easy. On Dante Must Die, with S on time, S on orbs but without the No Item bonus, you will need 9,500 Stylish Points. It's definitely easier than mission 15.

Walkthrough

Underground Laboratory

Nothing.

===========

RED Access

Enemies: 3x Cutlasses.

===========

Game Room

Orbs: 1x red orb.
Enemies: a large group of Gladiuses.

Skip the fight if you don't feel like spending time and effort just for a small amount of style points. If you decide to fight, use a lot of Straight attacks after knocking the Gladiuses to the ground, since this will give you a boost of style meter despite their low health.

===========

Containment Room

Orbs: 1x secret orb spot, 2x chairs; both after the fight.
Enemies: a large group of Gladiuses and 2x Bianco Angelos.

Defeat the Bianco Angelos first by using Prop>Real Impact, then deal with the Gladiuses with charged shots of the Coyote-A. While fighting the Bianco Angelos it might be better to use Target Type 2/3, but then use Type 1 for the Gladiuses themselves.

===========

Foris Falls - II

Orbs: 6x explosive canisters below, 2x more upstairs.

===========

Angel Creation

Orbs: 2x explosive canisters and 1x secret orb spot.
Enemies: 3x Bianco Angelos and 2x Alto Angelos (1x each is a respawn).

===========

Underground Laboratory

Orbs: 7x barrels on your way up and 1x barrel at the top.

===========

Grand Hall

Orbs: 2x red orbs leading to 1x secret orb spot, two sets of chairs, benches and fences.

You can take either of the side doors from the picture, on the upper level, to fight some Frosts (and Blitz on higher difficulties) if you need to boost your score. Otherwise, exit South from the lower floor.

===========

Fortuna Castle Gate

Orbs: various tiny pillars (3x are after climbing up) and 3x red orbs; then 1x red orb (West, on some rocks) before exiting.
Enemies: 5x Basilisks (7x on higher difficulties) as you go out, and 3x more at the top.

===========

Second Mining Area

Orbs: 1x red orb.

===========

Ferrum Hills

Enemies: Berial.

As it was for Dagon, stay on his sides and wait for an opening for Real Impact (after one of his attacks) or just keep spamming Pin-Up on his sides, dashing when necessary to avoid his attacks.

Mission 17 - Adagio For Strings

S Rank on Human

Default Points: 2,500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 13:30 18:00 21:00 25:00
A Rank: 15:30 21:00 24:00 29:00
B Rank: 18:30 25:00 29:00 35:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 85,000 100,000 180,000 300,000

S-Ranking
The mission is very demanding on Stylish Points: with S on time, S on orbs, No Item bonus, on Human you will need less than 11,400 Stylish Points (for reference, 13,000 is the minimum for an A rank on style). On Dante Must Die you may need to use items: with S on time, S on orbs but without the No Item bonus, you will need less than 14,200 Stylish Points.

Walkthrough

First Mining Area

Orbs: 6x red orbs.

===========

Port Caerula

Orbs: 2x trash containers, 1x+1x red orbs,
Enemies: 7x Scarecrows, then in the same fight will spawn 2x Bianco Angelos and 1x Alto Angelo.

Defeat the Scarecrows first and wait for the energy ball of the Angelos from the South side. If they don't use the attack, restart the mission to make sure you get this great start for style.

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Residential District

Orbs: 1x trash container, 2x secret orbs spot, 3x red orbs, various market objects.
Enemies: 5x Assaults and 2x Mephistos (one of the Mephistos is a Faust on higher difficulties).

Fight on the narrow stairs to try to jam the enemies; if that's not a good spot for you, choose a different part of the area of course.

===========

Business District

Orbs: various benches and trash containers on both the sides of the street (7x benches, 4x of which on the West side; 8x trash containers, 4x on each side).
Enemies: Scarecrows, Mega Scarecrows and then also Basilisks.

===========

Opera House Plaza

Orbs: 3x trash containers (one is empty and leads to a secret mission; this and another one are before the fight, the last is afterward).
Enemies: 2x Mephistos, 2x Alto Angelos, 1x Faust.

The enemies spawn gradually; focus on the two Mephistos first, then knock the rest of the enemies down with Prop>(Distorted) Real Impact (for the Faust, take his cloak off first of course). Give priority to the Alto Angelos: two at once are dangerous. Try to save as much Devil Gauge as possible (finish the last enemy with regular Real Impacts even if he needs a distorted one because you're on higher difficulties) for the next boss.

You could go to the Storehouse (where you went in Mission 02, as Nero), but you have to enter the Opera House to continue.

===========

Opera House

Enemies: Angelo Agnus and his minions (Gladiuses, Cutlasses and Basilisks).

Instead of Pin-Up, spam Distorted Real Impacts. If he's too high, use Aerial Rave and Aerial Rave V (one after the other) for good damage; this also stops him from his draining attacks. Pin-Up can be very good (as usual), but these two attacks are better. On higher difficulties, Distorted Real Impacts are harder to land because of too many minions. If you have a lot of Devil Trigger/are going to use items, you can land them more easily by using Devil Trigger before starting your attack, so you don't get knocked back if anything hits you, and then releasing it just as the first hit is connecting; then activate it again on the third hit. If he gets stubborn and continuously uses the Cutlasses near the end of the fight, use only Pin-Up and Bondage to deal damage because he's probably not going to change his attack. Unfortunately his position will decide whether your Distorted Real Impacts will be succesful or not. If you're on higher difficulties and can afford the use of items, regenerate your Devil Trigger with devil stars and use all you've got (like a storm of Devil Pin-Up) to finish him off. Also pray that he uses the attack to summon Gladiuses/Basilisks more than the absorbing move, because you probably won't manage to land a Distorted Real Impact on him if he's using the absorbing attacks.

Mission 18 - The Destroyer

S Rank on Human

Default Points: 1,500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 07:30 10:00 11:30 14:00
A Rank: 09:00 12:00 13:30 17:00
B Rank: 10:30 14:30 16:30 20:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 32,300 38,000 68,400 114,000

S-Ranking
Time is very short in this mission, but you can make it well ahead of time if you have the Revenge attack for your Pandora. There are no red orbs to collect, and therefore it's a guaranteed S rank on them. With No Item bonus, you will need: more than 6,400 Stylish Points with B on time; more than 4,800 Stylish Points with A on time; less than 3,800 Stylish Points with S on time. This applies to any difficulty. Without the No Item bonus, with B on time you would need 8,000 Stylish Points (this starts to be a lot, only realistic on higher difficulties); with A on time that would be 6,100 Stylish Points, and with S on time a bit more than 4,800 Stylish Points.

Walkthrough

All you find here are Angelo enemies, some Faults here and there, and the boss. No red orbs to collect other than those coming from defeated enemies. Regarding the mechanics of this mission, I'll just paste what's written in the other page.

This mission is a whole big boss fight with minions around every now and then. Minions are always Angelos (either of the two types, but never in a good combination for the energy ball attack), and on a couple of platforms of the arena there are also some Faults on the ground (if you get eaten you will end in a hidden pit and have to fight for a warp device; absolutely avoid this).

The fight has three phases, but the attacks of the opponent are always the same except for a special attack available only in the two last phases. He can use punches, kicks, summon minor and major energy balls to throw against you. The minor energy balls come in large amounts and can be broken for a lot of boost on your style meter (even Ebony & Ivory can break them), while the bigger ones must just be avoided by jumping away. Kicks can be dodged, but they will eventually break the platform where you are standing (you would fall down to another platform, with a malus on your style meter even if you don't get directly hit). Punches can be dodged too (they won't destroy the platforms), and you can also "get on" his left hand/arm after his attack, to reach a couple of cores (one near the hand, the other near the shoulder) and also a third core, on his head.

In addition to this, the enemy can be stunned by several means. What the game gives you are a cannon and a laser beam, which can both be activated through a blue switch near them. The lasers will block the hand of the enemy, stunning him and allowing you to get on the arm (either of the two; he always strikes with the right arm first, and then the left one) and reach the two cores on it. The cannon will stun his whole body, allowing you to reach all his cores, including those on his legs.

Other than that, you can also use Revenge instead of the rare cannon of the platforms; you have to be quick and aim for his body (and hope that he doesn't move), but you can land the shots and quickly stun him (not so quickly on higher difficulties, but this works wonders on Human mode).

After stunning him, your task is to break the blue cores everywhere. In particular, besides the 2x blue cores on each arm, you also have to break 1x blue core on each of his legs and 1x blue core on his back, and finally also the core on his head.

The arena

As soon as you stun him, there will be two blue jumping platforms near you: jump on the left one. You will now have two platforms near you: a red one and a blue one. The red ones leads upwards, where Faults and Angelos are, and it lets you reach the right arm (both the cores can be hit from here, although the one near the shoulder is quite far and will take many more hits to be destroyed). The blue one leads you to a platform from which you can break the core of one of his legs (the right one) and fight against an Alto Angelo; then use another jumper on this very platform to reach the core of his left leg and fight another Alto Angelo. From here, another jumper will lead you near the core of his left arm (the one closest to the hand) and this time there will be only Faults. Another jumping platform from here leads you to the core on his back and two Alto Angelos. From here, another jumping platform will bring you back to the blue and red jumping platforms.

When he's not stunned, the arena is a bunch of random platforms with the lasers and cannons lost on some of them. It's not a very good idea to jump around, because this means finding a lot of other Angelos and most of all, wasting time.

The fight

The most advisable pattern to defeat him is therefore: stun; blue jumper to destroy the cores on his legs (2/8), back (3/8), one of those of the left arm (4/8); at this point he will probably recover from the stun. Stun him again, and this time take the red jumper to destroy the two cores of his right arm (6/8). Now you only have to wait for him to recover, and then wait for his left punch: ride his arm, so to speak, and break the second core of his left arm and finally also the core on his head (8/8). It goes without saying that if you have the chance of getting on his left arm while you're attempting to stun him, you should definitely do so and aim mainly for the cores on his shoulder and head. He will blow you away after a while (or you will automatically get off when you destroy the core on his head).

You may notice a core on his breast, but it's not of interest for the first phase of the fight. Breaking the core of his head also triggers a cutscene, but never mind about it (it was probably supposed to be the last one you'd break, but it doesn't have to be the last one).

After this first phase (very easy on Human, quite a pain on higher difficulties), there will be a "linking phase" where you only have to run from his devastating attack (the area changes color and you will clearly notice him loading it): use the jumping platforms on either side to move away. You will eventually reach a platform with a shop statue. From this platform, move on the last blue jumper to trigger another short scene.

The third and final phase of the fight starts with another of his most powerful attack, and you will also start seeing his health bar. You'll now have two possible directions; take either of them and stick with it (you obviously don't want to use a left jumper after using a right one, because you would only go back). Your goal now is to stun him again, and the Pandora is again a great choice. When he's stunned, you can finally reach the core on his chest: devastate it with Distorted Real Impacts and you will earn an easy victory.

Especially on higher difficulties, some extra damage can come from another good spot from where you can perform a Distorted Real Impact: if you go on the highest of the platforms, the enemy will come to you, but since you're very high he will need to raise himself to reach you. To do so, he will raise slowly just in front of your platform, and you will be able to smash his head-core first, and then his breast-core too, dealing heavy damage and also probably stunning him. When the third phase of the fight starts, use the right blue jumper and you will land on this platform (in the video I'm on it about at 4:18, but I keep running past it to rank up the style meter; on higher difficulties it's better to use the platform for Distorted Real Impacts as soon as you can).

Conclusion

Make sure that you don't mistake the path to take, and stay on Trickster whenever you're not fighting (or also if you're fighting, why not). Clear the mission as quickly as possible, and do your best to avoid being damaged, because you won't have many chances (apart from shooting the smaller energy balls he throws at you) to raise your style meter up again if you get hit and lose it.

Mission 19 - The Successor

S Rank on Human

Default Points: 3,500

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 22:30 30:00 50:00 60:00
A Rank: 25:30 34:00 55:00 68:00
B Rank: 30:00 40:00 66:00 80:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 76,500 90,000 225,000 375,000

S-Ranking
This is one of the easiest missions to S-Rank on any mode. S on time is as easy as never before, and S on orbs is also very easy considering the small amount of items to break. With these factors and No Item bonus you will need 9,000 Stylish Points for the S Rank on Human. With S on time, S on orbs but without the No Item bonus, on Dante Must Die you will need more than 17,300 Stylish Points.

Walkthrough

Orbs: 4x stone pillars before the final exit; 8x eggs in Echidna's arena; 3x cages in Angelo Agnus's arena.

I'll paste what's written in the other page here too.

This whole place is a set of "game rooms" with a dice to hit and enemies to fight. It works exactly as the game room on mission 06. For a quick memo, the spinning order is: 1 - 4 - 2 - 6 - 3 - 5 - 1 - 4 - ...; the white circles have no effect, the yellow ones will bring you to the one before the door, the blue ones will spawn orbs (red ones won't count for the ending percentage of the level, but you can use the green ones for free healing), the red ones will spawn enemies and the circle before the door will let you proceed.

The only difference with the previous game is that you need to hit exactly the circle in front of a dimensional gate in order to proceed. The statue rapresenting Nero will move always anti-clockwise (facing the gate), and this time all the yellow circles will immediately warp you to the last circle.

As you land on the last circle, a fight will trigger; apart from the first fight, there will be four boss fights. During the waves you can land deliberately on the blue circles to get free green orbs until you're fully healed again, and you can also boost your Stylish Score a lot by landing on the red circles on purpose. Among the four bosses there isn't Dante. Could we expect anything better?

First level: hit (5-1-)4. You will fight 4x Bianco Angelos and 1x Alto Angelo. Wait for their energy ball and send it back with a Lv 3 Charged Shot; if they don't do so, you can just restart the mission. You don't "have to" wait for the energy ball, although it's the best possible start for this mission, and also a very quick way.
Second level: hit (4-2-)6. Berial here.
Third level: hit (5-1-)4; you'll land on a yellow dot, and it will send you straight to the purple dot in front of the door: Bael/Dagon here
Fourth level: hit (5-1)4; again, you'll land on the yellow one and be sent to the next enemy: defeat Echidna, and then destroy the 8x eggs in this arena.
Fifth level: hit (4-2-)6; yellow dot to the end: Agnus. Destroy also the 3x cages in the arena, if they survived the fireworks of the fight.

Here break the 4x pillars and finish the mission (you have to break the lava stones on your way).

Mission 20 - La Vita Nuova

S Rank on Human
S Rank on Dante Must Die

Default Points: 1,000

Clear Time

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 02:30 03:15 03:45 04:30
A Rank: 03:45 05:00 05:30 07:00
B Rank: 06:00 08:00 09:00 11:00

Devil Hunter Points

Human Devil Hunter Son of Sparda Dante Must Die
S Rank: 28,050 33,000 59,400 99,000

S-Ranking
This mission leaves no choice but to make a good boss fight. Similar to the first mission, it has no orbs to collect, so that's a guaranteed S. Absolutely avoid the use of items (it's only a fight after all) on all the modes. With fixed S on orbs and No Item, you will need less than 5,900 Stylish Points with B on time; 4,500 Stylish Points with A on time; less than 3,600 Stylish Points with S on time.

Walkthrough

Once again, there are no orbs to collect and all you need to know was already written in the previous page.

There will be two parts of this mission. The main part is the boss fight; then you'll have to time two easy busters ("easy" as long as you know the timing) to end the mission. While the credits are rolling, you will also be fighting against some enemies, but these ones do not count (and you can skip them and the credits by pressing Start as you would skip any cutscene).

The fight

Nero vs Sanctus in Mission 20 is somehow easier than the previous fight in Mission 11, because the arena is much smaller and you won't spend half of the time chasing Sanctus; if you know how to get to him, that is.

Sanctus attacks: he can send two shockwaves, shoot fireballs (the number increases as you take his health down), create an electric shockwave on the ground, summon vertical lasers, regenerate his shields (creating a shockwave around him in the process), send the lamps to attack you. That's the same as earlier, so far. In addition to this, he can now also disappear from the arena and summon lamps to surround you: just jump when they're closing the circle on you to avoid the hit. At last, he can now also warp to the ground (only after taking down part of his shield) and attack with one or (as you're taking down his health) two swings of his scythe. He can also guard against your attacks by using his scythe: if he does so, use a buster to break his guard instantly, then attack again with the Red Queen/Blue Rose.

Strategy: the key to the fight is once again your trusted Lv 3 Charged Shot. Instead of using the lamps to reach him, it's VERY important to run to him, because this will often make the lamps hide behind him and avoid him running away (he will attack you with something you can easily dodge). To take down his shield, use Roulette Spin (YY, pause, Y; all in the air), possibly exceeded of course. When you take down his first shield, take down the second one too, but make sure to shoot your Lv 3 Charged Shot like I do in the video (this is particularly important on higher difficulties), because the bursting bullet will buy you enough time (stunning him) to let you reach him without him going away, so you can break his second shield too and finally attack with a buster for massive damage. After the buster he will always recover his shield, as it was on Mission 11.
This is pretty much all you have to know about the fight. Roulette Spin for the first layer; run to him and shoot a Lv 3 Charged Shot, and take advantage of the short stunning moment of the enemy after the shot explodes to take down his second shield; then Devil Trigger and buster the enemy.
After the first buster, his health will already be low enough (I'm speaking of higher difficulties here) to make him teleport to the ground. When this happens, let your shot go on him when he's attacking, so he gets stunned (that's the same thing you would do if he was in the air); make sure you Air-Hike to be safely out of his scythe's range.

When the fight is almost over, unless you finish him off before this can happen, he will come to the ground and start a special attack. He will be charging for a few seconds, and then rush at you: time your Buster to intercept him and finish him off with it.

With practice you will be able to replicate a run similar to the video shown on Dante Must Die difficulty: remember to run to him instead of snatching the lamps, because this is what makes the difference most of the time.

After this fight, you'll have to punch-back with your buster the attacks of the giant statue. The timing is shown in the video, but anyway: the first arm (the right arm of the statue) will first raise up a bit, and then start to descend; you want to press B a blink after it's descending. The second arm (his left one) will also first raise up a bit and then descend, but you want to wait another couple of blinks before pressing B this time.
After blocking both the arms, jump and press B near his fallen head to end the game.

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