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Devil May Cry

DEVIL MAY CRY 3


All the information on Capcom's prequel to the original Devil May Cry.


< # Children of the Devil ? ! >


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  Royal Guard (needs to be ported to the wiki!)
The style has so many uses and I won't be covering everything here because there are better tutorials with videos out there, but this page will give you just a sample of what can be done with this style and how incredibly useful it is, more specifically, locations and situations where some of the more impressive aspects of the style are shown. Just Block is where you block as you're about to take damage, Just Release is the same but with a release. Both are far more useful than standard blocks and releases.
  • When Agni and Rudra run to the other end of the screen and come back to jump at you, when the first one jumps at you jump up and Just Block it. When the second one jumps, jump up but instead of blocking, do a Just Release and you'll fly forward through both of them because the other one hasn't moved far away enough yet. With a fully charged release and DT explosion this is enough to do a considerable amount of damage even on DMD mode.
  • A fully charged Just Release can kill a fresh Hell Vanguard on normal mode in one hit.
  • When Beowolf is down to about 2/3 health and screams "I will kill you!" and creates a big explosion, a properly timed Just Release can take about 40% of Beowolf's health on DMD mode, which shortens the length of the battle considerably.
  • Because you fly forward from a Just Release, you can do this off projectiles (like Vergil's orbs) and get much closer to an enemy in very little time. This is commonly referred to as Orb Warping.
  • The 5 Hell Prides in Mission 2 can be killed in a single Just Release if they're all close enough together.
  • Because a some enemies can move around quite a bit (like The Fallen) or can't be combo'd to keep in one place (DT'd enemies, Gigapede and more) you need a single strike that is powerful. Real Impact is strong but far too slow, a full Release (if you can't do a Just Release) still causes considerable damage and so don't always wait for an opportunity to use Just Release because you could have taken quite some damage by the time that opportunity arises.
  • A Just Release on Cerebrus can hit his paw and 2 nearest heads if you can perform it from the right location and angle.
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      Key Items (needs to be ported to the wiki!)
    This page will contain the key items you pick up during the course of the game, where you pick them up and what you to do with it, most involve taking them to another location and inserting them somewhere in order to progress through the game. They are listed in the order you will come across them in the game. Astronomical Board - In the room after defeating Gigapede in Mission 4 - Place it in the clock at the top of the large chamber area. Vajura - In the large chamber area after using the Astronomical Board in Mission 5 - Place it in the winch machine in the Living Statue room. Soul of Steel - The Living Statue Room after using the Vajura in Mission 5 - Allows you to walk across the large gap in the Endless Infernum without falling down. Essence of Intelligence - Complete the Trial of Wisdom task in Mission 6 - Place it in the Goddess statue in the first room of the level. Essence of Technique - Complete the Trial of Skill task in Mission 6 - Place it in the Goddess statue in the first room of the level. Essence of Fighting - Complete the Trial of the Warriors task in Mission 6 - Place it in the Goddess statue in the first room of the level. Note that 2 of the Essences will unlock the door to the next room, the third will unlock the Artemis weapon. Orihalcon Fragment - Behind the 3 Chess pieces stood together in the Library in Mission 7 - Use this to power the lift in the Lift Room. Siren's Shriek - In the Tranquil Soul room after killing all the enemies - Used to remove the flames in front of the door on the left side of the large chamber room which contained the Vajura. Crystal Skull - Destroy the large ball after lowering it by hitting the device at the back of the room - Used to go through the door at the end of the Skull Spire area. Ignis Fatuus - In the eye area of the Leviathan in Mission 8 by killing enemies until it appears - Use it to remove the membrane in the Leviathan Heart Chamber you passed earlier in the mission. Ambrosia - In the second provisions storeroom - Used to open the door to the Sunken Opera House at the end of the Limestone Caverm. Stone Mask - First room of the mission - Raises the bridge in the Subterranean Lake. Neo-Generator - Subterranean Lake area after raising the bridge - Powers the rotating bridge you passed on the way in 2 missions ago. Haywire Neo-Generator - After beating Beowolf in Mission 12 - Used to power the rotating bridge Note that this item will constantly drain your health in return for giving you infinite Devil Trigger so long as it's in your possession. Enemies will drop more health than usual as compensation for the Neo-Generator's effects. The only way to get rid of the effect is to get to the rotating bridge. Orihalcon - Solve the light puzzle in the Vestibule area in Mission 13 then go down the passage it opens - Use it to unlock the Lair of Judgment. Orihalcon Fragments - Altar of Evil Pathway, 2nd Provisions storeroom and Top Subterria Lock area in Mission 15 - Used to activate the lift in the Devilsprout Lift Room. Golden Sun - Waking Sun Chamber after destroying the giant ball in Mission 16 - Used to unlock the door in the first room of the mission. Onyx Moonshard - Chamber of Sins after making the two giant balls fall down and collide - Used to unlock the door in the first room of the mission. Samsara - Infinity Area after defeating everyone before the time runs out in the hourglass in Mission 19 - Used in the room of mirrors to change the destination in the teleporter.
      
      Items (needs to be ported to the wiki!)
    This page will contain a list of all the items you get during the course of the game. Many can be bought from the Statue of Time for red orbs, some can only be found in the game.

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      Secret Missions (needs to be ported to the wiki!)
    There are 12 secret missions in the game with hidden entrances, when you pass each one you will get a Blue Orb Fragment. The other Blue Orb Fragments are obtained during the course of the main game and from combat ajudicators. Secret Mission 1 - The Revolver Located - Mission 3, 15th Avenue, on the right just after the dumpster. Objective - Kill all enemies in the time limit. Hints - If you can't do it first time, come back when you have more weapons or Devil Trigger and try again. Secret Mission 2 - Untouchable Located - Mission 5, Surge of Fortunas. The red-eyed skull sculpture on the wall next to the seal for the elevator. Objective - Defeat 5 Enigmas without being hit once. Hints - This can be tough first time round, staying at a distance and firing with your guns can work as it allows you time to dodge. Coming back with Kalina Ann or Quicksilver later on is also a good tactic. Secret Mission 3 - Death From Above Located - Mission 7, first room. Jump up the wall just to the right of the door you need to go through to continue the mission. Objective - Stay in the air for 20 seconds Hints - Swordmaster, Rebellion and Agni & Rudra help enormously here. Jump into the air and do Aerial Rave with Rebellion, swap to Agni & Rudra and do the same move, swap back to Rebellion and do the same, swap to Agni & Rudra etc... Jump up again from an enemy when you get near the ground, Air Hike also helps a lot here. Secret Mission 4 - Devil's Teeter Totter Located - Mission 8, Leviathan's Stomach. Down past the bus, smash the barricade at the end of the valley and run on. Objective - Get to the top of the elevator Hints - If more than 6 enemies get on the lift at one time it will crash down to the bottom and you'll have to start again. Using Kalina Ann when you have it is by far the easiest way to do this as it knocks the enemies off easily, the enemies are in Devil Trigger which makes killing enough of them before the next 4 drop down very tough. Secret Mission 5 - Destroyer Located - Mission 9/10. Limestone Cavern. Just after you go in, turn right a bit and jump up the wall, you'll see 2 red crystals by a wall, that's the entrance. Objective - Destroy every destructible object in the time limit. Hints - Coming back with Kalina Ann is by far the best way to do this. Secret Mission 6 - Flight of the Demon Located - Mission 10, Subterranean Lake. Just behind the statue where you get the Neo-Generator. Objective - Collect all the orbs. Hints - Nevan and Air Raid is what's needed here. Follow the path of the red orbs picking up the white orbs to replenish your Devil Trigger. A long DT Gauge as well as a devil star helps as well. Secret Mission 7 - Hang 10 Located - Mission 11/12, Gears of Madness. Objective - Get the blue orb. Hints - Activate your Devil Trigger and just run, ignoring the enemies. If you have a full bar this will be no problem. Alternatively, knock an enemy down, jump on their back and ride them part way along the route as you get some good speed doing that. Secret Mission 8 - Tough Guys Located - Mission 12, Spiral Staircase, the red light halfway down. Objective - Destroy all the enemies. Hints - With 5 or so Spiders and 2 Hell Vanguards this is not easy by any means. Agni & Rudra is good for the Spiders and Beowolf is good for the Hell Vanguards if you come back and try this later. Don't be afraid to use a vital star and watch out for their attack patterns. When a spider blocks your attack, jump up and shoot it with E&I as it will charge at you right after blocking. Secret Mission 9 - Target Practice Located - Mission 13, Vestibule. Just before the shut gate, jump up the left wall above the torch. Objective - Don't let any enemies escape Hints - Since you can't get in close with your Devil Arms, either Gunslinger or Quicksilver is advised for this mission. Shoot the Wraths first to deal a lot of damage to the other enemies, then shoot like crazy. Spiral is very useful here. Secret Mission 10 - Guiding Light Located - Mission 16, Waking Sun Chamber. After you smash the ball, the wall on the right. Objective - Solve the light puzzle. Hints - There are 6 different puzzles and which one you get is totally random. The best way to do it is work backwards, start from the end mirror, figure out which mirrors point at it and work your way back along the mirrors until you reach the start, smashing any mirrors that you know you don't need will help you see where you need to go. Secret Mission 11 - On Pins and Needles Located - Mission 17, Pitch Black Void. On the beams over your head, jump up to the middle one and enter via the glowing statue. Objective - Reach the blue orb fragment at the end of the course. Hints - This is basically the Trial of Skill again but the spikes move at the speed of DMD mode, which makes this very tough, Trickster helps enormously here, Quicksilver is also handy. Some times you may need to jump or run backwards in order to avoid being hit by spikes and sending you even further back. Don't be afraid to backtrack a bit in order to go forwards. Secret Mission 12 - Final Ascension Located - Mission 18, Road to Despair. Instead of jumping in the mirror, go round the back of the statue and you'll see the entrance on the side. Objective - Get the blue orb fragment at the top of the room. Hints - Trickster and a weapon with Air Hike is needed here. You'll need to use Trickster's ability to run up walls in order to get up some parts and Air Hike will make the jumps a lot easier.
      
      Storyline (needs to be ported to the wiki!)
    This game is set roughly 20 years before the original Devil May Cry in the DMC timeline. 2000 years ago a demon called Sparda rebelled against his own kind for the sake of humanity and shut the gate to the Demon world with his trusted sword, Force Edge. He had 2 sons to a mortal woman, Dante and Vergil. Dante is just starting to set up his devil hunting business but before he's even picked a name for it a strange man walks into the office. Dante casually tells the man that the bathroom is in the back, not interested by the man but upon asking Dante if he was Sparda's son Dante becomes a little more interested in him. He's come bearing an invitation from Dante's brother Vergil to meet up with him. Before any other details can be given though, this man flips Dante's desk over and vanishes. Enemies appear and Dante clears out his office before propelling you into the first mission of the game.
      
      Weapons (needs to be ported to the wiki!)
    There are a total of 10 weapons you can have during the game, 2 you start off with and the rest either come as part of the storyline or are found around the game. Credit to Ren of Heavens for spending upwards of 15 hours on image manipulation on Bosses, Enemies and Weapons.

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      Style System (needs to be ported to the wiki!)
    Devil May Cry 3 introduced something new to the game series, a style system. With four initial styles to choose from and 2 unlockable ones, each one gives Dante the ability to do something different by pressing the circle button and a combination of others. The styles are Swordmaster, Gunslinger, Trickster, Royal Guard, Quicksilver and Doppelganger. The first 4 styles have 3 levels which you can upgrade to level 2 by getting 30'000 style points and level 3 by getting a further 99'999 style points. When you upgrade a style, more moves will become available. Killing bosses will give you more style points than killing lesser enemies.

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    Related Forum Threads
    What styles do you use ? (153 comments)

      
      Heaven or Hell (needs to be ported to the wiki!)
    There is a mode after Dante Must Die mode which you can unlock after beating DMD mode. But it isn't just a mode where your attacks do even less damage and the enemies' attacks do even more. This is a mode where one hit kills, that means one hit will kill your enemies and one hit from an enemy will kill you. This means you can just go through the mode killing everyone with Ebony and Ivory. But there are some things you need to watch out for. Taking a few yellow orbs with you is advised because one mistake can send you back to the beginning of a level. Hell Wrath
      One shot will cause these guys to explode and if they explode beside you, they'll take you out with them. Because they can appear right beside you, caution is advised when blindly firing away to make sure you don't inadvertently blow yourself up.
    Cerebrus
      You need to first destroy all the ice on one of Cerebrus' three heads before you can kill him in one hit.
    Acid in Leviathan's Stomach
      The acid which only took away small margins of your health in previous modes will now kill you at the slightest touch. Because you will have now unlocked Super Dante, equipping Nevan and activating Devil Trigger to enable you to fly over the acid is the best way to get past this part intact.
    Rotating pillars
      The pillars with the rotating spikes that you see for the first time in Mission 9 and then subsequently in more missions later on will now kill you in one hit as well, the vertical ones aren't too hard to avoid, the horizontal ones that go across the floor and ceiling are much harder to avoid. Double jumping is a good way to get over the big ones that lie down, be careful not to hit the one on the ceiling a bit further on. In the room where the pillars only just poke through the floor and ceiling, using Nevan to fly between the gaps is a good way to get past that room.
    Nevan
      You need to remove her bat shield before you can kill her in one hit, the bat shield does not fall in one hit.
    Gears of Madness
      When the Gears of Madness start to rotate, if you touch the spikes then you'll get killed. This is made all the more hard when you usually have Blood Goyles flying around. Ebony and Ivory are handy here for the Blood Goyles, otherwise just take your time and make sure you don't jump into the atual spiked part of the gears.
    Haywire Neo Generator
      Despite the fact this drains your health for most of mission 12, it will not kill you instantly otherwise it would be impossible to get past the level.
    Doppelganger
      You need to smash one of the orbs on the side of the room and catch Doppelganger in the light to shatter his outer form before you can kill him in one hit.
      
      General Notes (needs to be ported to the wiki!)
    This page is just a few general notes and pointers on the game.
  • As was already mentioned on the bosses/enemies pages, if you can master Royal Guard then you will have no problems. Kazak created some of the best videos of Royal Guard in action ever made, beating Agni & Rudra, Beowolf and Gigapede on DMD mode without taking any damage. Here are the videos, also beating Vergil 3 with Trickster. (Page on Royal Guard and some of its extreme uses coming soon)
  • Ice Age, the level 3 Cerebrus Swordmaster move, not only deals damage, but it also prevents you from taking any damage at all. There is a brief period after the move where you are completely vulnerable though, so make sure you use the move at a point where you won't be attacked right after.
  • As good as Royal Guard is, it's not the only way to go about things. This video shows some amazing Swordmaster/Gunslinger combos as well as decent RG skills at the end. Even Nevan, generally considered the hardest weapon to use, is slotted into combos with ease. No doubt the guy practised a hell of a lot but it shows that it is possible to do amazing things with all the styles.
  • Using the lock on is good for keeping track of one enemy, but in a group of enemies if one of the others attacks you then you'll need to break up your combo to evade the attack. Try attacking without lock on, that way if you're attacked from another direction then you can make a quick slash at the attacker before going back to your original target.
  • You can jump off enemies and this can be used to "cancel" (that is, reset the animation back to being free to start the attack again) a lot of attacks in the game and allow you to chain the same attack over and over. This won't do much for your style ranking though so using jump cancel and performing a different attack will work better.
  • The select button for taunting may seem to be useless at first, but when you're trying to get a lot of orbs or a high style score for the level, it can be invaluable. When you taunt an enemy, if they're close enough, it will provide a boost to the in game style meter. It's best used when you're not going to be attacked, so either when an enemy (such as Vergil 3) is powering up and can't attack you. Another good point to use it is when regular enemies have been knocked down. You can't repeat the taunt and have it increase your style ranking, but if you slot it in every 6 or so different attacks then you'd be surprised at the boost it will give to your style score at the end of a level. If you're trying to SS rank missions then this is pretty important as it sometimes can cut out a lot of work because it gives you another way of increasing the score and diversity is the key to maintaining a high score. Everything works better in different situations and having more weapons for building a good style score will lead to overall, once you've got the hang of it, consistently higher scores.
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      Characters (needs to be ported to the wiki!)
    This page will contain information about the main characters you'll encounter in the game.

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      Bosses (needs to be ported to the wiki!)
    Information on the boss characters. For information on the lesser enemies, look at this page. Like the regular enemies, if you know how to use Royal Guard effectively then you can just go with that and you'll make the boss fights a heck of a lot easier than trying to work around all of their attacks. Credit to Ren of Heavens for spending upwards of 15 hours on image manipulation on Bosses, Enemies and Weapons.

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      Combat Ajudicators (needs to be ported to the wiki!)
    In some missions there are statues with coloured flames on them. These statues can be broken for blue orb fragments but to do so you need to extinguish the flames by racking up style points. Each time you advance your style ranking up a level by doing combos you will put out one of the flames. Some statues only require you to get up to Blast while for others you need to get all the way up to SSStylish, the more flames there are the higher you need to get the ranking. If you repeat moves too often then your ranking will start to go down, use different moves and combos. Swordmaster gives you access to more moves and that is the best style for these statues especially when you need to get SShowtime! or SSStylish! rankings. Here are the rankings in order:
  • Dope!
  • Crazy!
  • Blast!
  • Alright!
  • Sweet!
  • SShowtime!
  • SSStylish! Another thing to note is that you can only use one weapon on these statues, the colour of the flame will indicate what weapon you need to use. Red is Rebellion, Blue is Cerebrus, Orange is Agni & Rudra, Purple is Nevan and White is Beowolf. If you use any other weapon than the one you're supposed to then you will recoil and nothing will happen. Here are the locations of the statues and what weapon you need to use on them and what stylish rank you need to get up to. There are two for each weapon. Mission 3 - After the club, on the roof on the left side of the street. Blast! rank needed. Mission 5 - Across the gap of the Endless Infernum after using the Soul of Steel to get across. Alright! rank needed. Mission 6 - On your left after going through the door opened by putting 2 Essences into the Goddess statue. Alright! rank needed. Mission 7 - In the room where you use the Orihalcon Fragment to power the lift. SSStylish! rank needed. Mission 8 - Inside the passageway just after you've picked up the Ignus Fatuus, the second left turn. SShowtime! rank needed. Mission 10 - Subterranean Lake under the structure near the Waterfall. Blast! rank needed. Note that this statue is there in Mission 9 but you don't get Nevan until the end of that mission so on the first time through the game you can only try this statue in Mission 10. Mission 11 - Just before you get onto the cart on the rails. SShowtime! rank needed. Mission 13 - At the big door to the Lair of Judgement, carry on going in the same direction as you are when you enter past the door, at the end of the path is the statue. SShowtime! rank needed. Mission 14 - In the same room where you pick up the Beowolf weapon. Crazy! rank needed. Mission 17 - In the Floating Cube room, on the ground floor. SSStylish! rank needed.
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      DMC Art (needs to be ported to the wiki!)
    When you complete the game on various difficulties you can unlock bonus art of various DMC3 characters to enjoy. Here are some of those pieces of art.
  • Bonus Art 1
  • Bonus Art 2
  • Bonus Art 3
  • Bonus Art 4
  • Bonus Art 5
  • Bonus Art 6
  • Bonus Art 7
  • Bonus Art 8
  • Bonus Art 9
  • Bonus Art 10 There is also high-res CG art, which can be viewed by clicking the links below.
  • Image 1
  • Image 2
  • Image 3
  • Image 4
  • Image 5
  • Image 6
  • Image 7
  • Image 8
  • Image 9
  • Image 10
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      Enemies (needs to be ported to the wiki!)