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  1. Nov 25, 2017 · After beating Plutonian. Back in the courtyard of the ruins, Dante walks along the pathway. He stops as he notices Matier. He extends the item to her. Matier motions for Dante to put the Arcana...

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    • PS2, NS
  2. Nov 25, 2017 · Disc 1: Dante. Mission 11 (Dante) Guidepost. [text] He wields a spear and is obeyed by the wolves. His single eye possesses knowledge and hate. He is the one who brings misfortune. -"Guidepost...

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    • PS2, NS
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  4. Nov 25, 2017 · Disc 1: Dante. Mission 08 (Dante) Guidepost. Start. Arius walks to the helicopter, and at the same time Dante comes in from the stairs behind him. Noticing this, Arius stops and turns around....

    • Overview
    • Mission 10
    • Boss: Noctpteran and Larva
    • Mission 11
    • Boss: Bolverk, Freki and Geri
    • Mission 12
    • Boss: Plutonian
    • Mission 13
    • Boss: Arius

    By Stephanie Lee, IGN-GameGuides, Ginger Smith, +257 more

    This walkthrough section covers Missions 10 through 13 of Dante's segment.

    The next mission takes place in the ruined garden of some kind of temple. First things first. As you begin, move forward and locate the higher of two broken pillars on the right side of the path. Land on top of it to get a shower of Red Orbs. Then swing around and explore the narrow alcove to the right of the start point to grab a Blue Orb Fragment. All kinds of goodies! There are lots of flavors of 'Mancers about, but none of them should give you trouble at this point.

    Move across the area to find a locked gate. To open it, you'll have to hit a couple of lock balls, but in order to light them both at the same. You know what that means... Quick Heart! Make sure your Devil Trigger is half full, then head to one of the sides of the area to find a lock ball. Hit it, then go into DT and cruise directly across the level. You'll have to jump over a wall to get where you're going. When you light both balls at once, the sealed door will open. Hit the blue globe inside until all the cubes turn purple, which will open a hole at the center of the level. As you attempt to head over there, you'll get sucked into the ground!

    A large Mothra lookalike, Noctpteran stays in the unfriendly skies throughout the fight, and lets her larva do the dirty work. The larva are especially nasty, because they're slimy and quick, and very, very big. Big enough to swallow you? Yep. And that's just what they'll try to do. That means you have to stay in the air as much as possible, because getting eaten by a worm will really mess up your health.

    The pattern to this level is: Air Hike, shoot twice with your Shotgun, land, repeat. Devil Trigger whenever you can on the moth. When she goes down, focus on the larva. As they come out of the soil, double jump, then slam down with a sword attack as they move underfoot. If you do get eaten, whale on the SQUARE button until you burst out. There are Green Orbs on the perimeter if you need them, but if you follow the pattern, it's unlikely you'll get hit. When everything is dead, a beam will appear. Step into it to go back up to the garden. Then step in that huge hole you made to end the mission.

    This tomb-like level begins with a long, descending path above an abyss. Move down it until you reach a bridge with glowing blue crystal spires. Near here is an eye on the wall. Press CIRCLE next to it to go into the secret room.

    Back outside, move across the bridge to an ornately decorated foyer with plenty of enemies--Agonofini and Goatlings, to be exact. When they're dead, move down the next staircase and through a set of Persian arches, and a door will seal behind you. Drop into the room below and take on the Gbumsira, careful to avoid their blue poison spit. When they die, bust up the statue here for Orbs, then move to the next room.

    Drop into a circular chamber beyond and move around the circular lip, jumping into the red-lit cubbies above to gain Red Orbs. The second one to the left of the opening will yield bonus Orbs. Then head to the platform at the center of the room and strike it until the cubes turn purple. This will rotate the room. The chamber will also become infested with Demonochorus. Slay them, then move through the same door you came in through--it will lead somewhere else because of the rotation.

    Follow the ensuing path up, shattering any casks you see for Orbs. Soon, you'll come upon a striking stone. Nail it to score some more Orbs, then continue forward and down. When you reach a hallway with a trail of Red Orbs, equip your Quick Heart. When a glowing ball appears and starts rolling at you, Devil Trigger to outrun it, or it will transport you into a battle room where you'll have to slay some Savage Golems before you can be allowed back on the path.

    When you make it past the rolling ball, you'll drop into a chamber with a huge, spiked smashing plate. Wait as it retracts, then run under it and start hacking at the far door. Hit it six times, then run back and let the plate smash again, then repeat. When the door breaks down, a door will open behind you. Jump up to it and run down the hall to find the Merciless sword. Grab it and the Orbs, then jump through a narrow opening above on to a dome. Here, you'll find an entire Blue Orb. Then drop off the ledge of this room and continue on, breaking casks along the way to yield Red Orbs.

    After a series of stairs, you'll come to a room full of pillars. Use these to jump from to get to a slightly higher platform around the wall. Then jump to other platforms to take you higher. Eventually, you'll reach a level of energy tiles. Jump between them, then leap atop another pillar to take you to the next level. Use the platforms to get around the room. Drop to a slightly lower platform and stand below the fading energy tiles here. When they disappear, double jump to get on top of them, then jump over to a platform that leads to a small room. Smash the casks here, then mosey down the hall and at the end you'll find a pair of Submachine Guns! Wouldn't want to miss these.

    You'll remember the wolves from levels past, but this Bolverk character is new. He looks like he got his outfit from the Gwar costume room, and carries a mighty spear. He's powerful both up close and far away, but you'll definitely want to tangle with him in close quarters. Watch out for those wolves, too, as they can tear you up if you aren't paying attention.

    Don't fight in open spaces, because that will give all three adversaries an open shot at you. Instead, retreat against a wall so you can face them as they come. Dodge the blue blast attacks from Bolverk's spear by jumping over them. Try not to get pummeled as he charges, either. He has a nasty multiple-thrust attack that can chew your life away rapidly. If at all possible, attack him slightly from the side, and use your sword (a leveled-up Vendetta does the trick) to quickly drain him. Deflect the wolf attacks as they come to you, but focus on Bolverk. If he dies, the fight ends. Whenever possible, use your sword attacks while in Devil Trigger, as it will make the boss fight go a lot faster. If you get injured, there is a Green Orb on the throne that will fill you up. When the fight ends, bust all the casks in the room to get Orbs, then exit out the moon door to end the mission.

    This mission begins in strange fashion, indeed. Right off the bat, turn around and press CIRCLE to find a secret room. After you're done with there, head forward into a speherical room, where you'll meet an energized conglomerate of skulls and electricity. This monstrosity will try to shock you and pummel you with skulls. Sounds fun, huh? It's actually easier to deal with than it originally looks. Stay close to the unifying ball at the center of this mess and attack the pyramid-shaped objects. Once all of these are gone, the creature will perish. The way to beat this thing is to double jump, then smash the pyramids with your sword. This will take a bit of timing, but once you get it down, the fight will go fast. When it's over, a square will open in the floor. Go down into it.

    There is a God of Time in the room below. Use it if you need to. Then move to a corridor full of casks. Smash them and claim their booty. Before you reach the door at the end of the path, smash the cask directly to the left and search the alcove to find another secret room. When you exit the room, step through the decorated door to trigger the boss fight.

    This Plutonian looks like he was outfitted from the Heavy Metal spring catalog. He looks mean, but the fight will actually go quite fast, especially is you're able to Devil Trigger. The full DT gauge you just got from the secret room should help. The main thing to avoid early in the fight is Plutonian's morning stars. He's got good range while swinging them, and they're enough to knock you off your feet. You can jump over them, or attack in close, which is what you want to do anyway. Try to attack from the side, and use Devil Trigger to make it go faster.

    Midway through the fight, two things will happen: lasers will start cutting across the room in horizontal and grid patterns, and Plutionan will begin summoning Agonofini to help his cause. The lasers are easy to see coming and jump over if they're single beams, but the grid is a little tougher. You can stay in the air when the grid appears, though, and come back down to earth when it goes away. As for the other creatures, slay them if they get in your way, otherwise leave them. Concentrate on just attacking the boss with your sword, and this fight will be over soon. When it does end, follow the red carpet to the cross, which leads to a stone elevator. Mission over.

    This is another boss-only mission, against a chap who you've already seen a couple times, but haven't yet fought. Here's your chance!

    What a wuss. In this encounter, Arius is positively easy to beat. In fact, the only thing you really even need to worry about are the squirrelly Jomothumsira and Goatlings he surrounds himself with. Arius will weakly try to protect himself with some spiky black magic similar to what the Savage Golems do, but just move back when he looks moody, and you won't take damage.

    He'll also teleport around the joint to try to throw you off, but don't buy into that crap. Just run him down and tear him up with sword attacks, as he weakly aims his sissy pistol at you. Beat up his creations in fancy ways to earn an S Ranking... but don't go overboard. Just deal with this scoundrel quickly and call it a day. Devil Trigger will make this incredibly short fight even shorter... just make sure he isn't enveloped in black when you launch the attack, or it will glance off of him. Ending the fight ends the mission.

  5. Apr 4, 2012 · This walkthrough covers Dante's missions. Contents. Dante Missions 1-3; Dante Missions 4-6; Dante Missions 7-9; Dante Missions 10-13; Dante Missions 13-16; Dante Missions 17-18

  6. Nov 25, 2017 · It leads to a harbor. If you are successful, I will tell you a story about your father, son of Sparda. Previous: Mission 01 (Dante) Next: Mission 03 (Dante) For Devil May Cry 2 on the...

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    • PS2, NS
  7. Aug 26, 2015 · Devil May Cry 2 (PS2 - Dante) walkthrough part 1 - YouTube. RaSan69. 42.6K subscribers. 161. 11K views 8 years ago #Capcom #DevilMayCry2 #AllBlueOrbFragments. Points of reference:...

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    • RaSan69
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