DmC: Devil May Cry glitch & things of interest FAQ v 1.3 - completed 14. 3. 2015 Written and partially discovered by AKheon & Findlestick 0. Contents: - 0. Contents - 1. Introduction & Abbreviations - 2. Frequently asked glitches - 3. Special glitch techniques - 4. About Dante's weapons & moves - 5. Enemy glitches - 6. Other general glitches - 7. Level-specific glitches - 8. Miscellaneous info - 9. About this FAQ Version history v. 1.3 --- (14. 3. 2015) - slight changes and additions. - updated Aphox's record run. File size: 324kb. v. 1.2 --- (3. 9. 2014) - More additions. File size: 324kb. v. 1.1 --- (7. 3. 2014) - Many small corrections and additions. File size: 307kb. v. 1.0 --- (16. 2. 2014) - First published version, should have the essential data and more. File size: 292kb. What to expect in the future versions of this FAQ: - many more glitches, especially in the level-specific glitches section - better explanations for some tricks - a damage values list (!) (?) 1. Introduction & Abbreviations DmC: Devil May Cry is an action game released in early 2013. While technically a continuation to the acclaimed Devil May Cry-series, it is also a reboot and quite different from the other games due to having been made by Ninja Theory instead of Capcom. DmC is often considered to be an easier and more casual game compared to the previous Devil May Crys, but it makes up for this shortcoming with very creative level design and awesome visuals and music. ...It is also one of the glitchiest games that exist on PS3. The history of Ninja Theory is brief but interesting. They made Heavenly Sword and Enslaved: Odyssey to the West prior to DmC. Neither game was particularly glitchy. So what happened with DmC? How did it possibly become the downright eerily glitchy game we know and either love or hate? We may never know, however... The point of this guide is not to disparage DmC for its glitches - or disparage glitches per se - nay, for there is a lighter side to glitches as well. Secret techniques like Infinite Gliding can provide hours of entertainment for the adventurous. Glitches can reveal new things about a game and create surreal, amusing scenarios within it. Speedrunners also love glitches that help complete a game faster. You could even say our videogaming culture owes a lot to glitches - so let us take a moment off our busy schedules and cherish them. These glitches were (for a large part) discovered and tested on the unpatched version of the game and on PS3. Things might work differently than what is reported here if you have installed any patches or play on another port. For example, I've heard that Infinite Gliding and some of the infinite jump techniques have been fixed with a patch... which is exactly why I don’t recommend patching this game. There are some glitches that are priceless, and Infinite Glide is one of them. For now this file doesn't include any glitches or info about Vergil’s Downfall. Maybe some day... We’ve tried to credit people accordingly for the glitches they discovered. However, sometimes this information can be a bit hazy. Send in corrections if there are any factual errors. Also, sometimes a trick can be so generic that there is no reason to attribute it to anyone. Keeping that in mind... Let’s get this show on the road! Abbreviations: DmC = this game we're speaking of, DmC: Devil May Cry. DMC = all letters in caps, this term refers more to the Devil May Cry-series as a whole or the games of the series prior to DmC. c: = credits go to... HoH and HaH = Heaven or Hell and Hell and Hell, two special difficulty modes in this game. OoB = Out of Bounds. Means that you are able to leave the intended game area. Another term for this is going out of map. NG / NG+ = New Game or New Game+. Mentioned alongside some tricks to indicate whether you can do it with your current gear or if you need to be replaying a level with full gear to do it. E&I = Ebony & Ivory... some other attacks may also be abbreviated in this style. IG = Infinite Glide (a certain glitch technique) No-IG = a speedrun category where the player won't use IG JC = Jump Cancelling. After having purchased the skill Enemy Step, you can interrupt air attacks with a jump whenever close to enemies. § = uncertainty, something that needs to be verified or re-examined later. Glossary: break out = Dante can start moving during some pre-scripted scene, for example, unlike normal. OR, we also use this term to refer to Dante doing animation-less attacks. buffering = by buffering, or move buffering, we refer to inputting a move to follow another move. For example, just pressing attack twice, you start the first Rebellion attack while buffering the second Rebellion attack to follow the first. A pretty simple concept, but relevant in this game because there are some buffering-related glitches in it. death floor = deadly collision that kills Dante and makes him respawn. Found at the bottom of chasms for example. DT paralysis = just a term for what happens to enemies when Dante activates DT and they get whisked in air, powerless for the moment. gliding = the term is used for both normal Angel Glide and Infinite Gliding (a glitch technique) pretty interchangeably. If the word appears capitalised, it almost certainly refers to Infinite Gliding. hardlock = also known as the game crashing. A critical error in the game, and not even the PS3-menu will open. You'll have to shut down the console to continue playing. softlock = a softer variant of game crashing. Basically, you lose control of Dante and can't open menus either - a scenario in which you are stuck and can't escape from - although the game hasn't technically crashed and the PS3 menu will open. You'll have to shut down the console to continue playing. spawn point = term used for the point where Dante will respawn if he falls into a chasm for example. t-pose = a default pose for a character. In it, a character stands idly with hands lifted up to their sides. The player is not supposed to see this pose during a game, but it occasionally happens anyway while glitching. For example, if you enter a map during a wrong time, so that the game has not loaded animations for NPC characters - they might be hanging around in t-pose instead. triggers = the developers use these inside a game to direct its flow. An example of a trigger: when you walk into a specific room, a cutscene starts. Fastest speedruns of DmC? A runner named Aphox did a run of this game on PC using the unpatched version and on Heaven and Hell mode with Super Dante. This is the fastest possible category, where there's no challenge from combat and the real treat of the run is just witnessing how broken the game is. The run is 38:49 long, measured in real time. It's a very good run with most of the latest time saves, so check it out. TheCrypticJacknife also made quite a many high quality individual level runs of the game on HoH-mode. Some tactics in them are outdated by now, though. Videos: 1, Aphox's HoH-mode record speedrun (38:49) https://www.youtube.com/watch?v=F0cmYJtq3p8 2, TheCrypticJacknife's IL-runs playlist http://www.youtube.com/playlist?list=PLH8CGTgFIw2DsTOtP-5yVsJo0dl1Dd_J- 2. Frequently asked glitches An own section for either very common glitches or potentially game breaking glitches that a normal gamer perusing this guide would probably be interested it. So let's get these out of the way first. - Fights fail to end Finally, an intense combat situation is over, and you let out a sigh of relief as your enemies are no more. But as soon as you get ready to leave, you'll find that the fight still rages on, although Dante is alone, and the barriers that prevent you from leaving are still up. You have to retry to get yourself out of this mess. What happened? I've personally seen this glitch only a few times during the game, so I wouldn’t say it’s all that common. It can happen at both large outdoors and cramped indoors areas. For the former, there are a few good explanations of what may've happened. If it is a large area and there are enemies that can fly, there's a chance that some enemies could have wandered off somewhere distant and completely forgot your existence. For example, this can happen if you get carried away Angel Lifting and move too far off from the fight arena, luring the enemies there with you. One danger spot for this is the last fight in Mission 7. Flying enemies can also get stuck behind walls or under floor. It can be difficult to kill the enemies if they're too far away. You might not even be able to see them if they're behind collision somewhere. But unless you can locate and get to your enemies, your best bet is just to retry and hope it won't happen again. If an area has environmental kills, be wary. Sometimes, like during the last fight of Mission 16, there is some glitchy floor beneath the actual stage, causing enemies to get stuck there instead of dying like normal when you hit them into a pit. If this happens, you may still able to hit your enemies with long range attacks, slowly whittling away their health until you can proceed. At worst cases, you just have to retry. Pay close attention to enemies thrown off into pits - verify that they die. Watch the HUD and make sure that the game gives you the score for an environmental kill, instead of just assuming it always happens. For closed indoors areas, your explanation is as good as mine. Perhaps the teleporting Dreamrunners went somewhere outside bounds and got stuck? We may never know. So, there is no way to avoid this glitch, but fortunately it doesn't happen too often. If you are mindful of the above, you'll at least reduce the chance of the glitch occurring. - Frozen or floating enemies Sometimes you'll find an enemy frozen up, completely unmotivated to chase after Dante or do anything else either. Most egregiously, this can happen with the Mission 1 boss the Hunter. Also, sometimes enemies - especially larger ones - get stuck in air, floating idly until Dante uses Devil Trigger or hits them to get them back down again. Sometimes these glitches happen at random, but there are also ways for players to deliberately freeze their foes, if they want to. These techniques are listed further down in the FAQ... Videos: 1, an example of a floating enemy by CullenPlays: http://www.youtube.com/watch?v=LQ5B4jyeypA - Invincible Succubus (or other bosses) It’s known that there are a few ways you can accidentally (or purposefully) glitch up the Succubus fight so that she freezes in place and no longer takes any damage. One general hint I can give is that you should not deplete her life bar during the attack when she spews acid - that seems to be one of the triggers for this glitch to occur. This glitch can also happen if Dante dies or falls into the nearby chasms while any of the boss cutscenes take place. Anyway, I’ve heard that some of these Succubus oddities have been patched since. Another rough spot in the game is the last boss. I’ve heard many reports of people being unable to deliver the final blow to him - he is just invincible and nothing happens. For now, retrying is the only solution to this glitch. For other level or boss-specific glitches, I direct you to the level-by-level glitch sections far below to avoid having to type in the same info twice. - Unskippable cutscenes At least on PS3, occasionally when replaying a level, some cutscene that ought to be skippable just refuses to skip. This might only happen with pre-rendered cutscenes, like the intro cutscene in Found, the cutscene of dropping down to Succubus' lair in Secret Ingredient or the second intro scene in Overturn. One suggestion that seems to work for me is this: if you intend to skip a scene, do it as quickly as possible. Just start tapping the skip button from the start of the scene, and often it skips without problems. - Game freezes Occasionally, this game may crash or freeze. The exact reasons for it are not known, and thus it's hard to provide tips on how to avoid it. Fortunately it is not particularly common, and even if it happens, the ample checkpoints should make it pretty easy to get back on track after reloading the game. - Losing weapons or abilities There have been some reports of a glitch that makes Dante lose his weapons permanently. By all accounts, this is something very rare. If it does happen, here is one solution as typed up by a GameFAQs user Muddy_Goat: "I finally got it to work, and I hope this works for everyone else! I quit the game completely, then loaded up my file. I went straight into the secret missions menu and chose the mission that requires you to defeat all enemies who only take damage while Devil Dodge ability is being used. As soon as the mission began I had all my weapons and abilities back! From there I loaded up the final mission and was good to go!" - Secret missions not registering as completed Another glitch I’ve heard about is that even after completing a secret mission, the game doesn’t consider it having been completed. I have no idea why this glitch would occur or how common it is. It doesn’t really affect anything other than prevent you from gaining a trophy or two, which to some people is probably tantamount to the end of the world occurring. A Youtuber “Akay4444...” sent in a tip that completing the glitched secret mission from the main menu might solve this issue, so do try it out. 3. Special glitch techniques Here starts the part of the FAQ that concerns itself with special techniques and exploits, relevant to speedrunning or otherwise humiliating the game. Infinite Glide (c: findlestick, AKheon, n472a) Ah, the Infinite Glide, a somewhat iconic DmC glitch nowadays. Using a special technique, Dante is able to do an Angel Glide that lasts as long as you want. It's a tremendously useful and fast moving style, and it also allows you to reach many places in the game the developers never intended you to reach. Not many games have an awesome trick like this, so cherish it. Note: we've heard that this glitch is patched nowadays. Hopefully you have access to an unpatched version of DmC to enjoy the unbridled magnificence of this glitch. Note 2: having Devil Trigger on makes all Dante's actions a little faster, and this includes Infinite Gliding. So have DT on for the best results. There are actually many different ways to perform the Infinite Glide glitch, some easier, some harder. Here's a list of them and their requirements. Infinite Glide v1: Angel Lift + airborne enemy (c: findlestick) A brief history re-telling. When the DmC demo was released, there was a video on YouTube by Mariotaz showing Dante flying around. However the glitch had happened by sheer accident and it was brushed off as just a random oddity, unlikely to be reproduced. The video never showed how the player had started the glitch, so there were no solid leads to follow... However, no sooner than when the full game came out, a way to reproduce the glitch was finally found. The first Infinite Glide method requires the use of an enemy and Ophion Whip. You first need to launch the enemy into air, then Angel Lift to it. During Angel Lift, you have to quickly input an Angel Glide, but right as Dante is about to do Glide, do Angel Lift again. The time window for the trick is relatively small and takes practice to get right. Videos: 1, findlestick's tutorial of Glide v1: http://www.youtube.com/watch?v=Vn7sgXb2UDI Infinite Glide v1,5: enemy step + wall (c: findlestick) This is probably the least known version of Infinite Gliding. Mainly because it doesn't supersede version 1, since you not only need an enemy but also a wall. The technique is done by luring an enemy to a wall, then doing an Enemy Step followed by gliding into a wall. The glide then glitches up and becomes infinite. The technique is semi-difficult to do, but luckily some easier and more effective methods to Infinite Glide were later found... Videos: 1, findlestick's vid of Glide v1,5: http://www.youtube.com/watch?v=JshBoalPNJE#t=217 Infinite Glide v2: buffering Glide against a wall + jump (c: AKheon) So, now there were two Infinite Gliding techniques, but both required an enemy, restricting the use of the trick somewhat. However, at February 2013 a new method for Gliding was found - and this one only needed a flat wall. The technique is this: jump next to a flat wall without moving Dante to any direction. Do an air melee attack - for example normal Rebellion air swing works just fine. Buffer a glide to occur after the Rebellion swing, but do a jump right as the swing ends. This causes the glide that would otherwise start normally to glitch up and turn infinite. The timing is pretty precise with this trick, so don't be surprised if you don't get it right the first time. Why is a wall needed for this glitch? It seems that Angel Glide has different properties done next to a wall. Perhaps it is the forced glide end (upon hitting collision) that causes the Infinite Glide loophole to happen. In any case, this Glide variation doesn't cause any results if you are not in front of a wall when doing it. You will also get nothing if you move Dante to a direction while doing it, so don't. Videos: 1, AKheon's vid http://www.youtube.com/watch?v=fm9UU63F9wQ Infinite Glide v3: charge shot release at a wrong time (c: AKheon) Later February 2013 a technique to do Infinite Glide anywhere was discovered, with no prequisites... well, other than having to purchase the charge shot ability for either gun. The new technique also didn't require a sharp timing, making Gliding even more stress-free than it was before. Basically, you have to charge a charge shot for a very a short time. Charging for less than a second and then letting go, Dante won't make a shot but instead "reacts" to the charge shot attempt by holstering his guns again. This animation can cause break outs and interrupts certain moves. Attempting to glide as this animation starts, the glide glitches up and becomes infinite. So, do learn a decent setup for this maneuver. One setup I started practicing this Infinite Glide with was to do a ground Evade, start charging charge shot during the Evade, then jump in air and (quickly) release charge shot and Glide, in that order. But the fastest setups involve starting the charge shot during an air attack like Rebellion's basic swing or even just normal E&I shots. Videos: 1, Aphox's vid of the technique along with some extra trickery: https://www.youtube.com/watch?v=Ip_3bqY81YI Infinite Glide v4: angel whip break-out at ground level (c: n472a) This trick was first seen in n472a's DMD playthrough at the start of February 2013. If you do Angel Lift and Glide in a quick succession right before Dante lands, the Glide may glitch up and turn infinite. While this variation of Infinite Glide doesn't have any prequisites, and you get to start the Glide abnormally low as a bonus (?), the trick's timing seems to be especially difficult. Personally I can't do it reliably... perhaps there's still something to it that I missed? Videos: 1, n472's DMD playthrough of Mission 10 https://www.youtube.com/watch?v=vRXVddRfcEM Side effects #1 (IG-momentum) An extreme glitch like Infinite Glide also has its unintended side effects. One is that when you fly against walls, you start building up a strange glitch momentum. Dante's movement becomes faster and harder to control, and eventually he is as if glued to the walls of the area. When turning him around, he zips around like crazy, going from one side of the room to the other in an instant. ...Let's call this phenomenon "IG-momentum". While IG-momentum would sound like it is a bad thing, it does have its uses too. You can for example direct the pent up IG-momentum to any direction you want by steering Dante quickly to a direction and doing an attack. This makes Dante instantly move the amount of meters you had flown against a wall, be it 10 meters or 100 meters or 10000 meters. The movement is so quick that it passes through all or most triggers on the way, allowing some new glitches to happen. Just hitting some bumps on the way while Gliding to a direction also causes this kind of zipping to occur, so be wary. So what makes an air attack good for releasing pent-up IG-momentum? Some air attacks have many frames at their start in which Dante continues moving with the exact same momentum he had before starting the attack. This is the type of attack you need. Some good candidates are (for example) Aquila's Calibur, Rebellion's basic air attack or either Charge Shot of your guns. Side effects #2 (passing through walls) The walls are sturdily made in DmC. Despite being able to build up nearly infinite momentum for Dante, you can't easily get through. You pretty much need some sort of a structural weakness to have any hope of breaking through a wall. One way to find out if you can pass through a set of walls is to just start Gliding towards them, moving Dante to and fro. As IG-momentum accrues, his movements become more drastic and big, and if there happens to be even a tiny structural weakness in the wall, the game's pathfinding mathematics may insert Dante through it. Very solid, square collision structures with no indentions or other oddities have a very low chance of being successfully breached. Uneven collision typically has a bigger chance of a breach. It matters at what height you start your Glide. If you start a Glide from the top of the room, the game will attempt to keep Dante at that height, changing his patterns accordingly as he zips around. So try out different heights when trying to pass through a wall. Side effects #3 (softlocks) Because Infinite Gliding is an unnatural animation that lasts forever, it can cause the game to become confused, resulting in a softlock in some cases. For example, Gliding into a secret mission door or some cutscenes will softlock the game. Any specific consequences of careless Gliding are mentioned later, in the level-by-level section of this FAQ. A softlock also occurs if the game happens to load a new area while a cutscene is playing and you’re Gliding. Dante’s Gliding turns a bit glitchy, and he will actually pass through walls and cutscene triggers while in this state. His trajectory may also be glitched so that it looks like he is Gliding skewed. Anyway, if Dante continues Gliding for long enough and hits the level boundary that kills him, he may have a chance to escape this softlock after all. You can continue or quit from the Game Over!-screen and don’t have to reset the entire console to proceed. Managing yourself in unloaded nothingness If you Glide too far away from the main map, it will most likely unload and leave Dante hanging (or rather: Gliding) in complete darkness where there often are no visual cues for making your way back. How to improve your chances of finding back, or in general how to improve your navigation through the unloaded void? First, note the level ambience. Most levels have a big sphere of ambience that colors Dante if he is in it. Dante’s colors change in the unloaded nothingness even if nothing else is visible. A strongly colored Dante means that he is very close to a level. On the other hand, dark, desaturated Dante means that you are far away from all levels and their ambiences, and are likely in imminent danger to hit the faraway map boundary that will instantly kill Dante. Navigating from Dante's color is not very precise, but at least it's one way to do it. Second, note how the camera moves when you turn Dante while Gliding. It moves a lot, not to mention that turning while Gliding is in itself a pretty messy job. At least on console, you can keep the camera fixed while turning by manually holding the right analog stick to a direction. If you do this, and also only turn Dante in 90 degree turns, you are able to determine pretty well what direction you came from and what direction you are going towards at all times. Nice! Third, sometimes some objects will remain on the level no matter what, and you can use them as landmarks of sort when navigating. Or the big level ambience can be seen from extremely long distances, as is the case in Mission 7 and 9 for example. This is the best case, since landmarks make it a lot simpler to get around in the unloaded nothingness. Infinite Wall Slide (c: findlestick) A glitch related to Infinite Gliding, but still something quite different. Basically, during an Infinite Glide against a certain type of surface, Dante will meet the surface with his hand and his animation will change to a sort of sliding. If you release a short gun charge during this time - exactly like in the charge shot variation of Infinite Glide - the sliding animation glitches up and becomes infinite. The glitch mainly works like Infinite Glide. Dante is immune to gravity and keeps propelling forward in air like nobody's business. However, IWS is more limited because you can't steer at all while the glitch is active. Also, after ending the Slide you can still do an Infinite Glide afterwards, increasing the usefulness of this technique a lot. It's been reported that this glitch actually works in the patched version of the game! So it looks like Infinite Glide survived in some form after all... Videos: 1, findlestick's vid http://www.youtube.com/watch?v=56XZ1m5_Rmg#t=119 Frozen Glide (c: SeventhDec) While Infinite Glide is a really great and fast way to get around, it is still not the fastest movement style in the game. There is yet another Glide-related movement that is very obscure and has a crazy momentum side effect to it that can give you a speed many times higher than with Infinite Glide. Gliding into a certain type of wall, enemies or NPCs, Dante will do a “bump” and the Glide ends. If you quickly try to input a Stomp during the bump, Dante becomes frozen in air in the bump pose. Dante is just stuck in one spot in an odd looking way. Any attacks end the glitch, except the gun attacks which make Dante shake and slowly descend... and once Dante reaches ground level, the glitch ends anyway. So what is so potent and interesting about this glitch variation? For some reason Dante can start to pick up some outrageous speed when shooting with E&I in this state. His speed increases almost exponentially as he goes, and it won’t take long for him to move faster than Infinite Glide. However, you can't steer in this mode - you can only move in a straight line. Another interesting thing about this technique is that you can push NPC characters like Phineas around with it. They will get dragged by Dante’s irrational momentum and follow behind him wherever he goes as he picks up speed. I've heard that you only get crazy momentum during Frozen Glide in the patched version. Which makes this an unique speedrunning trick for that version only... Videos: 1, SeventhDec's vid http://www.youtube.com/watch?v=JTH_EvSCimU#t=18 Other Gliding notes If you try to Infinite Glide in the patched version, you’ll notice that Dante does in fact become stuck in the Glide pose like in the actual glitch. But he is now subject to gravity and unable to really Glide anywhere. At best you can have him hovering on top of angled collision. In some random circumstances, Dante can start what looks like a backwards Glide, so that he flies with his back forward. Quite a strange way of doing things, but hey, Dante is a rebel. I’ve heard that this glitch needs a specific type of fight related cutscene to start... but I’ve also seen something similar come about naturally when Gliding against walls in one of the secret missions. After enough time, Dante simply turned to face the wrong way. Functionally backwards Gliding seems exactly the same as normal Gliding, so all this might not matter too much. Videos: 1, SeventhDec's vid of patched Glide http://www.youtube.com/watch?v=MpF7vMeXVlE#t=107 2, SeventhDec's vid of a backwards Glide http://www.youtube.com/watch?v=nllcNwijLT4#t=78 High jumps It's almost irrelevant to talk about basic high jumps in this game since you have so many infinite jumps in this game. But sure, we might as well start out small. Here are some situational tactics to give yourself higher jumps than normal. Big Slick High Jump (c: AKheon) Big Slick is a launcher-type move with Aquilas that pushes Dante and nearby enemies in air and forward. Nothing too broken in itself, but using any of the ground break-out glitches (listed somewhere below), Dante is able to do an animation-less Big Slick that lifts him up and allows him to do a ground jump in air afterwards. You get a height that is almost equivalent to 2.5 jumps this way, but the tactic is nearly frame-precise and pretty annoying to do. However, as a height gaining trick it is fast, and could save time in a pinch somewhere in the levels. Videos: 1, AKheon's vid: http://www.youtube.com/watch?v=bxlLbH51LOU Breakable Wall High Jump When Dante hits a breakable wall with a wrong weapon, his strike is deflected in a special animation. After that animation there's one frame of time to do ground moves in air, allowing you to gain at least twice more height than normally possible. For example, first jump and hit the wall as high as possible to get the deflection animation. Then do Inverse Rainstorm in air, and after that use your double jump. To make the timing easier, it's possible to use a charge shot break out to increase the time window you are able to do ground moves. Simply, during the deflection animation, charge your gun for less than a second, then let go. That should increase the time window. There's more about charge shot break outs further below. Videos: 1, AKheon's vid: http://www.youtube.com/watch?v=qX3Y6E4pFb0 Hightime High Jump (c: CrypticJacknife) If you do Hightime against a flat wall and try to jump at the top of it, occasionally the game thinks Dante is on ground and he is able to do a full double jump from up the wall. The good part about this high jump is that it is doable from the start of the game, and actually allows functional skips in a New Game-run. The bad part is that the jump can be rather unreliable. Perhaps some day we will understand its secret better... This trick can actually work with other launcher-type moves as well, but Hightime is the probably the best move to do this high jump with. Videos: 1, CrypticJacknife's video http://www.youtube.com/watch?v=MxPWYLdW86U Infinite jumps Infinite jumps are called infinite because you can repeat their motion indefinitely and gain as much height as you want with them, with no limitations. Normally infinite jumps are something of a luxury in video games, and not that many games have them... but DmC stands out from the crowd in this respect, because it has an absolutely massive catalogue of infinite jumps from which to choose from. Here is a list... Note: having DT on increases the rate Dante does air attacks, and it thus makes all the infinite jumps faster as well. However, their difficulty may increase too with the faster timing. Whip / Glide infinite jump (against a wall) (c: findlestick) Difficulty: 3/5 Rate of ascension: very fast. One of the earliest infinite jumps. Dante has to jump and repeatedly input Angel Lift and Angel Glide without pressing to any direction. He should also face a wall while doing the above for maximum effectiveness - the technique can be done without a wall too, but the timing becomes MUCH harder and you'll gain less height. Done at a relatively fast rate, Dante will gain some height after each Whip lash. Since it is one of the fastest infinite jumps, the technique continues to be relevant to this day. Videos: 1, findlestick's original vid http://www.youtube.com/watch?v=XFT4jtjhafI 2, mariotaz's tutorial http://www.youtube.com/watch?v=HLkHUtwNrOQ Whip / E&I infinite jump (c: findlestick) Difficulty: 4/5 Rate of ascension: slow One of the earliest infinite jumps, and the first one that you could do effectively without a wall. In it, Dante alternates between Ebony & Ivory shots and Angel Lift. Your rhythm has to be pretty precise to really gain height with it. Its best feature is that you can start doing it from very early on in the game. So in a New Game-run, this infinite jump will actually be very useful. Otherwise, there are always more convenient jumps available. Videos: 1, findlestick's vid http://www.youtube.com/watch?v=uuFiKiVNRUo Whip / Stomp infinite jump (c: findlestick) Difficulty: 3/5 Rate of ascension: quite fast The infamous very noisy infinite jump! By alternating between Eryx's Stomp and Angel Lift, Dante will keep gaining height while making horrifying mewling and screaming sounds. The button motion is slightly awkward to get used to at first, but otherwise it's not a bad infinite jump at all. One bad part is that if you mess up the timing, Stomp will drop you down to ground level almost instantly, ruining your progress. Videos: 1, findlestick's vid http://www.youtube.com/watch?v=cKmtDAioL3A Shotgun Shoot / Fireworks infinite jump (c: many people) Difficulty: 1/5 Rate of ascension: quite fast In this infinite jump, Dante twirls his shotgun around and somehow keeps gaining height in the process. The most effortless of infinite jumps, especially if you keybind gun special to a single key. Then you can just alternate between two buttons and gain a decent height. The jump's risk is minimal compared to the payoff, making this the recommended jump whenever you are playing tired and can't guarantee a good timing for Stomp. This jump has reportedly been fixed with a patch. Videos: 1, an example from AKheon's vid: http://www.youtube.com/watch?v=Gi8i-9km41g#t=76 Fireworks / Stomp infinite jump (c: Findlestick?) Difficulty: 2.5/5 Rate of ascension: fast This jump utilizes alternated Fireworks and Stomp to gain height. It has one of the fastest height gains of all the basic infinite jumps, and it's not very difficult to do either, so it ranks as one of the most useful infinite jumps out there. Some extra difficulty points because of Stomp - if your timing becomes too lax, Stomp will take Dante back to ground level instantly, making you lose valuable progress at worst. Whip / Kablooey infinite jump (c: Keirnoth) Difficulty: 3.5/5 Rate of ascension: quite fast Kablooey’s air shooting animation is like the Revenant’s, helping Dante gain height, but it is also faster to cancel from it into other moves. Alternating Kablooey and Angel Whip in air actually becomes a combination which gives Dante height. The movement is a bit annoying to do and the height gain is slightly inferior in comparison to the best infinite jumps. Videos: 1, Keirnoth's vid http://www.youtube.com/watch?v=J_hlfBbRG_U Whip + Showdown infinite jump Difficulty: 2/5 Rate of ascension: slow Nothing too special, just an observation that you can gain height repeating Angel Lift and the other Eryx air move, Showdown. Using Stomp is just superior in almost every way, though, so just ignore this infinite jump. Videos: 1, AKheon's vid http://www.youtube.com/watch?v=Dv7ZP5-yhlc#t=47 Super Dante infinite jumps (c: AKheon) Difficulty: 4/5 Rate of ascension: quite fast? A few specialized and tacky infinite jumps that require Super Dante because DT is an important part in them. First one is alternating between DT and shooting with Revenant. The jump's rhythm is quick and mistakes are easy to make, but as a reward you get a decent height gain... but unless you’re going for extra style, just don't use this jump. Another similar variation is DT / Stomp. It’s easier to do and makes you rise up faster, but it still isn’t quite as fast as the fastest infinite jumps, so there isn't much reason to use it. Videos: 1, AKheon's vid of the DT / Shotgun jump http://www.youtube.com/watch?v=Dv7ZP5-yhlc#t=23 2, AKheon's vid of DT / Stomp jump http://www.youtube.com/watch?v=W55SEteRpgI#t=104 Demon Pull + Enemy Step infinite jump (c: many people) Difficulty: 1/5 Rate of ascension: excellent A really basic infinite jump that needs either Leap or (preferably) Enemy Step to work. Just latch onto a draggable foe with Demon Pull and jump, repeat endlessly. It is one of the fastest infinite jump techniques for gaining height with, not to mention you can also move horizontally to some extent while doing it. A very useful jump indeed. But as you’d expect, you need an enemy to do it, so there are many areas and situations in the game where this jump is not an option. Also, the developers have often sealed areas with enemies in them with some extra collision, adding superfluous walls and ceilings - perhaps in fear that people would escape fights using this technique - it is after all the most obvious and most powerful infinite jump. Their sealing attempts don’t always work, but they do hamper the universal usefulness of this technique a bit. Attack + Enemy Step pseudo-infinite jumps There are a few enemy infinite jump variations that don’t use Whip and instead deal damage to enemies... so they’re basically not infinite jumps since you can only keep doing them finitely, until your enemy dies. One is with Raze, the other Osiris air attack. You can use Raze to pull enemies higher, then enemy step off them, then pull the enemies higher again with Raze, etc. A bit more specialized but stylish variation is using Revenant air shots that you jump cancel to juggle your foe and rise up in air at the same time. Videos: 1, SeventhDec's vid of Revenant jump cancelling infinite jumping: http://www.youtube.com/watch?v=y9DS69YehOE#t=536 Payoff + Angel Lift psudo-infinite jump Simply, repeatedly do Payoff to an airborne enemy as you keep Angel Lifting towards it. This will make the enemy rise up in air with Dante coming along for a ride. While it demands pretty strict timing, this is actually a very fast way to rise up in air. Not bad at all. But you can’t do it infinitely since Payoff does slight damage to your foe, eventually killing it. Ground attacks in air pseudo-infinite jumps Some pretty potent infinite jumps become possible using the exploit to do ground attacks in air. For example, doing Hightime repeatedly in air to an enemy. Unfortunately the timing is really strict, so these jump tactics won’t see an use outside a TAS, probably. For more about the exploit of doing ground moves in air, it is explained somewhere below... Drop pseudo-infinite jump Done against uneven walls, Drop will lift Dante in air momentarily instead of dropping him down instantly. If you repeatedly Drop against that wall and then DT out of it, Dante will keep rising up in air. But this trick has an obvious limit, and that is that you can’t get any higher than the wall will allow you to rise. Not to mention you pretty much need Super Dante for doing it comfortably, and even then the other infinite jumps are better. Videos: 1, AKheon's vid http://www.youtube.com/watch?v=W55SEteRpgI#t=121 Divinity Statue infinite jump A strange exploit that allows you to rise up infinitely high using only a Divinity Statue and training room visits. First, enter training room while Dante is in air - you should use some slowly resolving airborne move to ensure that you are still in air at the end of the white fade-in, for example Inverse Rainstorm. Then, while inside training room, do another slowly resolving airborne move to stay in air as you are exit the room. Now, for some reason every time you enter and leave training room, Dante will rise up in air, almost as if he made an extra jump, and this procedure can be repeated as many times as you want. The good part with this infinite jump is that you can do it from the start of the game without needing any gear or skills. The obvious drawback is that doing the jump is restricted to places where there's a Divinity Statue. Videos: 1, AKheon's vid http://www.youtube.com/watch?v=qX3Y6E4pFb0#t=4 Long jumps? As for moving to a direction in air, there aren’t as many good options for Dante. Infinite Glide is the best option since you can move infinitely to a direction at a fast speed, and that really can’t be beat. Normal Glide is the second best option - just a shame that these different Glide-moves can’t be done more than once in air, unless you enemy step or scathe a wall on your journeys, in which case Glide resets. After that, Angel Evade moves Dante a decent amount in air, but that can only be done once too... maybe save it as a jump finisher. Aside those, Caliber + Angel whip spamming takes you forward in air consistently, but at the expense of your height. If you have Super Dante, go nuts with DT activation and Caliber to move at a higher speed, yet far more recklessly. Before you get Caliber, inserting Demon whip somewhere in your infinite jumping motions pushes Dante forward as well. Yes, there is a subtle difference between the two Whip motions - Angel whip gives Dante height, Demon whip gives him forward motion. It's not much, though. Last but not least, Dante starts moving forward during a freefall if you attempt to move him. So one long jump tactic is just to get Dante tons of height and then steer forward. Going past triggers Triggers are important in a linear game like DmC. They dictate when fights start, cutscenes occur or other important changes in a level take place. What happens if a player has the ability to skip these triggers pretty much whenever he wants? One word: mayhem. Trigger walls are like invisible sheets of collision, laid out somewhere in the level, causing something to occur if Dante touches it. You can go around the trigger walls if you remember their location by for example infinite jumping over them, or in a wide open area, Gliding around them. Infinite Gliding also allows another pretty surefire way of going past triggers: IG-momentum. You can build up glitchy momentum by Gliding against walls, and then zip past any triggers so quick that the game does not notice Dante passing through. Very handy. Stinger is another potential move for breaching triggers. Dante moves so quickly during the height of Stinger that he can breach very thin trigger walls unnoticed. Works at secret mission doors, for example. Rarely, esoteric methods like retrying at a wrong time can also help in skipping triggers. But there's more about retry glitches below... Videos: 1, a speedrun of M18 where a critical trigger is bypassed with IG-momentum by TheCrypticJacknife: http://www.youtube.com/watch?v=GViblm3-gEc 2, AKheon's vid of using Stinger to breach a trigger wall: http://www.youtube.com/watch?v=Dv7ZP5-yhlc#t=222 Going through walls Like mentioned, walls are quite solid in this game, and there aren’t many known ways to go through them. - Sometimes the developers have left mysterious holes in the roof or walls that Dante can slip past. For example, the first OoB in Mission 2. - Brute forcing your way through walls with Gliding is one of the best options. But it likely doesn't work if the walls are completely flat and solid. - Flying directly to some part of the map from out of bounds, depending on how the maps are streamed in that area, you can sometimes get inside before the collisions load. This method is not effective if you play on a fast PC where things load almost instantly, but on console, it's a pretty useful tool. - If you manipulate Dante’s spawning point so that he is supposed to respawn to an unloaded map after falling into a chasm, something similar to the above happens. Dante respawns before the collisions load, allowing you to fall through floor or perhaps go through nearby walls in the time before everything has loaded properly. But this variation of the trick is not that practical... - If you unload a map by Gliding away from it while a certain type of a cutscene is playing, Dante himself becomes glitched and will keep moving through all collision completely frozen. However, the game is now softlocked and you can't control Dante, making this technique unlikely to be useful. - Angel Evade can get you through some breakable doors. But not all of them, and often only from one side. Still, it’s curious that this works. (c: Mike Kob) Checkpoint and cutscene glitches This game is vulnerable to several sorts of cutscene and checkpoint-related glitches. Let's go over them briefly in a list. For specific examples, you’d do well to check out the level-specific glitches section that occupies the lower half of this FAQ. - Retrying before a cutscene If you retry right before a cutscene should start, sometimes things become glitched up. The cutscene may start abruptly after retrying, with the game becoming confused what it should be doing at the moment. Sometimes Dante breaks free of the cutscene and can freely move during it. If this happens, he is usually in an idle pose or in cutscene animations, albeit moving and or displaced. If you do attacks, you only see the attack effects while Dante himself does not flinch. Especially Gliding looks ridiculous this way! If Dante has broken out, you are also able to open up the menu, unlike normally during cutscenes. If you use your newfound freedom to jump into a chasm for example, the cutscene will go on unhindered even as Dante respawns. If you die during a cutscene and continue, or just retry from the menu, sometimes extra glitches may happen, like that the cutscene audio may disappear. The possibilities are many... Retry glitches don't seem to happen if the previous checkpoint starts from a cutscene or is on a different map than the cutscene you're trying to glitch. Also, some cutscenes just seem immune to this glitch regardless. - Retrying before death Apparently, if you retry frame precisely right before dying, you get the death screen while the game is still loading. Choosing to use a yellow orb makes the game continue instantly from the last checkpoint. - Retrying after a cutscene A more rare and typically more harmless effect than the above. If you retry right after some cutscenes, upon reloading the cutscene triggers will be gone from the map. So you can basically make a cutscene "disappear" into thin air. This glitch may be a variation of the "Timed Retry glitch" (explained below). It never seems to happen if your last checkpoint is on another map than the cutscene you're trying to glitch. - Dying before a cutscene If Dante dies or respawns before a cutscene, various things can happen. Most commonly Dante breaks free of the cutscene and is free to do as he pleases. In rare cases you can get more extreme effects like the permanent slo-mo glitch, or have Dante respawn underground during the cutscene, so that he will repeatedly fall down and die while the cutscene is playing. Doing these type of glitches is especially easy on Heaven or Hell-mode and wherever there are enemies and cutscenes in the same area. Chasms are also a good glitching instrument in any difficulty. - Activating two cutscenes at a same time If another cutscene starts as one is already playing, the cutscenes tend to overlap. The game will use data from both cutscenes, making the camera act erratically and sound effects play from both scenes at once. If the other cutscene is much shorter than the other, Dante will break free of the longer cutscene when the short one ends. - Infinite Gliding into a cutscene Since Infinite Glide is a glitched infinite animation, the game doesn't always know what to do with it. If a cutscene doesn't actively force Dante's pose or location to be something specific, Dante will likely remain in Infinite Gliding pose - and remain mobile - during a cutscene. This can cause him to die during the cutscene if he Glides haplessly into a chasm, or hit more than one cutscene trigger at once, or cause other interesting results. - Activating a cutscene from a Divinity Statue This is possible in either two ways: one is to do a Stinger towards nearby cutscene triggers as you activate Divinity Statue, possible only in a few levels. Second is to Infinite Glide as you exit training room, causing Dante to accidentally hit nearby triggers during the white fade-out from the training room. If this happens and you return to the training room, Dante will typically fall through the bottom of the training room and the game is softlocked. - Misc. cutscene glitches A cutscene can also glitch for various other reasons too, such as if you approach it from the wrong direction or without having hit all the necessary triggers prior to it. This kind of glitches are very situation specific, and can't necessarily be predicted. - Checkpointed at a wrong time Depending on the location, doing any of the above tricks can cause the game to create a new checkpoint during a cutscene. If you use this new checkpoint, you'll find that the game will typically load the cutscene with missing data. Dante may be free to move during it, sounds may be missing, or any other effects related to cutscene glitches may happen. Not all cutscenes are vulnerable to checkpoints, but many of them are.
Rarely doing things in the wrong order in a level can also cause a faulty
checkpoint that causes some very unorthodox things to happen, even resulting in
softlocks.
- Timed retry glitch
If you retry at a correct moment after some checkpoints, most easiest to do
when there's a fade-in from black, the checkpoint loading glitches up a bit.
You are not thrown into an opaque loading screen as usual - instead you see
what happens in the game world in real time as things are being reloaded. If
the loading time is particularly long, for example prior to some cutscenes,
Dante may actually regain control during this time! It remains to be seen if
this can cause some additional glitches...
As for knowing what the correct moment for retrying is... typically the fade-in
length tells you it. Enter menu and retry roughly right before the fade-in is
complete. Sometimes the fade-in is slower, sometimes faster. But it seems that
the fade-in does play an important role in timing this glitch. Could it be that
the fade-in is the actual cause of the glitch? Now that would be a first.
Videos:
1, AKheon's general cutscene glitching in M9:
http://www.youtube.com/watch?v=CaTF3AkE14s
2, AKheon's original vid, featuring a few of the above variations in M1:
http://www.youtube.com/watch?v=wJqQVR1vj2M
Ground attacks in air
With frame-precise exploits, you can do ground attacks in air, allowing some
highly unusual combos for example.
The first method involves Angel Lift. First get an enemy into air. Use Angel
Lift on the enemy, but before Dante has completely risen up, buffer a jump.
Then, right as Dante is about to do the jump, do a melee attack instead. Dante
does the ground version of the attack instead of the air version if you timed
everything perfectly.
Another way to do ground attacks in air uses deflection. You know how Dante
hits some hard surfaces from time to time that makes his attack deflect? That
kind of deflection. If you deflect in air, there is naturally a frame precise
moment in which you can follow up with ground attacks despite being in air.
This time window can be expanded using an incomplete charge shot charge (gun
charged for less than a second) that is released after deflection.
Dante is immune to gravity during most ground attacks, and will in fact float
in air until the animation ends. Eryx-attacks are height sensitive and cancel
immediately done in air, and any attack that requires you to hold a button down
to start it (like Drive) can't be done in air either.
Videos:
1, AKheon's vid of Angel Lift method
http://www.youtube.com/watch?v=jWEMsdRX2_o
2, SeventhDec's vid using deflection method
http://www.youtube.com/watch?v=JJ99nAfSbN4#t=186
Break outs
This section talks about techniques with which Dante can do animation-less
moves and attacks. The term simply refers to how Dante “breaks out” of the
attack animation as it happens. So what’s the use of break outs? Well, they
look strange. And you can do one high jump with them. And... that’s pretty much
it. So far not the most useful trick in existence, but it deserves a closer
look nonetheless.
You can have both air and ground break outs - let’s start with a list of ground
techniques.
1, Inverse Rainstorm -> Angel Glide drop
(c: chaserthewolf)
A glitch that was found quite early on from the DmC demo. Basically, if Dante
starts an Angel Glide too low, at a very precise height, any buffered ground
move will become animation-less. Inverse Rainstorm is simply there to help
calibrate the correct height for you - cancel it with Glide at the correct
frame and the rest of the glitch happens by itself.
However, due to the fact you have to activate Angel-mode and the timing is
precise, it’s almost impossible to do other than Angel weapon break outs with
this tactic.
Videos:
1, chaserthewolf's video
http://www.youtube.com/watch?v=74iB9FoteM8
2, Roll -> Inverse Rainstorm.
If you do Inverse Rainstorm after a roll, the Inverse Rainstorm becomes self-
cancelled for some strange reason. During the frame it self-cancels, any other
attacks you input glitch up and become animation-less. That's pretty much it.
This is a pretty fast way to do ground break outs, and there are no limitations
to the trick, other than that the timing is annoyingly strict.
Videos
1, AKheon's vid
http://www.youtube.com/watch?v=jWEMsdRX2_o#t=74
3, Hightime glitched drop
If you do Hightime somewhere where the ceiling is too low, upon landing down
there are some frames during which any ground attacks glitch up and become
animation-less.
Videos
1, AKheon's vid
http://www.youtube.com/watch?v=DT0QBgW1qT8#t=167
4, Buffering a move after a low air attack
Some air attacks, like Rebellion’s air swing and Caliber, allow ground break-
outs. You just have to do the air attack as close to the ground as possible as
you buffer another move to follow. However, this technique only allows to break
out of gun and whip-related things, so it's a bit limited.
5, Inverse Rainstorm -> normal shot -> Inverse Rainstorm
Done with a precise timing, before Dante leaves ground, this combination causes
the last Inverse Rainstorm to be broken out of so that Dante fires his barrage
of bullets standing completely idle. But this trick can only be used to glitch
up Inverse Rainstorm and not any other move, making its usefulness very
limited.
6, Buffering moves after climbing a glitch ledge
At various parts of the game, mostly in secret missions, there are ledges that
Dante can climb that don't lead anywhere and cause him to fall off immediately
afterwards. If you buffer a ground move after one of these, it will come out as
animation-less and resolves while Dante is falling down.
Most moves work like you expect, but Eryx moves are very sensitive to height
and cancel instead of becoming broken out, as does Aquila's Round Trip. Also,
Dante has odd glitch momentum after some attacks - after having fallen down, he
will slide on ground for a while until the move ends.
For a simple place to test this, enter the secret mission Flawless Conquest. Go
to the arched doorway to the southeast from where you start. Step into the
corner that is to the right of the door and from there start jumping against
the door's archway. Dante should grab a glitch ledge near the top.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=Dv7ZP5-yhlc#t=110
And then, air break out techniques:
1, using Stomp v1
Stomp is in its own right a slightly glitchy move. If you interrupt it at a
right frame with another move (almost near the start), the other move will have
no animation, looking odd. This can often happen by accident when doing any
infinite jumps that use Stomp. However, you can only do this air break out to
gun- and whip-related things because Stomp doesn’t cancel to other melee
attacks.
2, using Stomp v2
You extend the break out capabilities of Stomp with a simple trick: use your
double jump to cancel Stomp, then almost instantly input another move. This way
you can air break out of melee attacks as well. The timing is not simple at
all, though, and it can be hellishly tricky to do Angel weapon break outs with
this.
Video demonstration:
1, AKheon's vid of a few examples
http://www.youtube.com/watch?v=W55SEteRpgI#t=7
3, using Angel Lift to an enemy -> buffered jump + attack
A very limited, specialized air break out. Basically, doing the same thing you
do when doing ground attacks in air (as detailed above), except a frame later.
And it only affects the basic shot of your guns, a big whoop.
Grapple point glitches:
You can Demon Pull blue grapple points and Angel Lift red grapple points.
First, do some melee attack. Buffer Pull or Lift to occur after the attack, but
quickly interrupt the buffered attack with a whip attack of the opposite
colour. Dante should activate red grapple points with Lift and blue grapple
points with Pull. So far this doesn’t cause any really extreme effects in the
game, though. (c: AKheon)
You can interrupt grapple points with Fireworks and thereby create some side
effects. For one, occasionally grapple points contain important triggers. If
you interrupt a grapple, you may accidentally skip these triggers. Smaller side
effects include graphical glitches, overlapping sound effects or being able to
activate a Pull prompt more times that you should be able to.
You can buffer a jump, so that when Dante runs off a ledge the next time, he’ll
automatically jump in air for some reason. Do an Inverse Rainstorm, buffer an
Angel Lift to a Lift point during it, then do a normal jump to cancel the IR.
Dante uses the Lift point, and now as long as you don't jump the glitch remains
active. So far useless, but peculiar.
Videos:
1, AKheon's demonstration of the above:
http://www.youtube.com/watch?v=4hspDeR63Sc
2, AKheon's vid of a jump becoming buffered:
http://www.youtube.com/watch?v=a7cNChz8_eQ#t=387
Losing control of buttons
Rarely after reloading the game - in my cases always after the previous session
ended in softlock - the d-pad, shoulder buttons and triangle may be disabled,
almost giving the impression that Dante has lost his powers. Everything looks
like normal in the control scheme menu, but these buttons simply do not work.
Anyway, after reloading the game again, the glitch should become fixed. Seen
this glitch only twice, so it's not that common... but a bit worrying.
4. About Dante's weapons & moves
General
Dante’s moves become faster as he gets style points. After reaching S-rank, you
can notice the effect when comparing some air moves before and after.
Videos:
1, MichelleGun201's demonstration
http://www.youtube.com/watch?v=2GjMTWfmi6g
Whenever Dante is inside collision, or in another type of too cramped space, it
will start looking like he is doing small hops. He will hop away with neurotic
glee until you manage to slowly steer him out of his predicament. Doing attacks
in this state, Dante will sometimes do ground and sometimes air attacks,
seemingly randomly.
If Dante takes damage in air in too cramped spaces, he can get stuck in a
helpless falling loop until the obstacle clears away.
Air Evade seamlessly turns into ground Evade if done close to the ground.
However, Evading at a very precise height after jumping, the transition fails
and Dante simply stops on his tracks for half a second after landing.
Angel-mode breakout
In extremely rare circumstances, Dante can break out of Angel- or Devil-modes,
so that the game acts as if you held either trigger down even if you are not.
In some cases Dante is also unable to jump while this glitch is on. Just doing
one attack fixes the glitch, though.
I’ve had the glitch happen twice: once when testing the lag creating glitch and
doing Glide and Whip at ground level. This way I got the Angel-mode stuck on.
At another time, I was doing air attacks near a Divinity Statue and opened up
the Statue in the middle of Showdown. Afterwards, Dante was in a locked Demon-
mode. But still, this glitch remains a mystery...
Videos:
1, AKheon's vid of the aftermath of Angel-mode breakout:
http://www.youtube.com/watch?v=Dv7ZP5-yhlc#t=88
Dante can become frozen during Angel Evade at the frames when he is invisible.
But this is only a temporary effect, and he becomes visible again once he
thaws.
There is a delay after Angel Evade before you can do Evade again. Any Evades
buffered during this time stay buffered for an unnaturally long time before
finally resolving, and they even stay buffered past other moves - unlike
anything else in the game. In lack of a better term, let's call it the Angel
Evade buffer glitch. Not that it has any particularly noteworthy effects,
though.
Angel Evade wall clipping
(c: Mike Kob)
Doing Angel Evade against certain breakable walls or doors, Dante can clip
through them. It's an unique glitch, and something pretty promising as well
since passing through walls is not that common in this game.
1, Mike Kob's video of Angel Evade wall clipping:
http://www.youtube.com/watch?v=vq9KkjvfBWg
Angel Glide can only be done once while in air. But even after your Glide has
been used, the Glide prompt has an effect: it often interrupts or drains the
momentum of your ongoing attacks.
You can use Frozen Glide's momentum to push some enemies inside walls.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=RN9NNE-cEW0#t=23
Devil Trigger
There are a few known ways to glitch up the graphical effects of Devil Trigger.
Here's a list...
1. Being in DT-mode without any visual effects.
First, note the fact that if you activate a checkpoint while in DT-mode, the
graphical effects of DT may show for a moment when retrying from that
checkpoint. Now, if you enter DT-mode for real during that moment, the game
shuts off the graphical effects of your real DT. This trick is useful if you
want to be in DT-mode but don't enjoy the stormy background and desaturated
colors...
2. Alternative way of doing DT-mode without visual effects.
Activate DT while the current map is unloaded, then return to the map. Pretty
arduous, since this most often means infinite jumping the rest of the way. But
now Dante is in DT without any graphical effects.
3. Another alternative way of doing DT-mode without visual effects.
Use timed retry glitch to let Dante move a little bit during loading time.
If you activate DT during this time, the game will shut its effects off for
you when the real gameplay starts without turning off DT per se.
4. Being in normal mode with stormy clouds.
At some checkpoints, if you had activated them while in DT-mode, an additional
glitch can happen if you retry from main menu instead of your pause-menu. Once
the game loads, Dante is not in DT, nor are the colours desaturated, but the
storm clouds are around. At least visibility is better this way. (c: XSZ105)
5. Alternative way of doing normal mode with stormy clouds.
Falling into some chasm while in DT and with the last spawn point too far away,
the game takes some extra time loading. After respawning, the graphical glitch
is on... but not always? This is a bit mysterious variation as of yet. Could be
something Mission 1-specific. §
6. Being in normal mode with all DT-effects.
If you activate DT at the same time you use a Divinity Statue, DT-mode carries
into the practice room, where DT is normally disabled. Have fun wailing at the
practice dummy there with super strength! If you now turn DT off, it turns off
in real world too, but the DT graphics will still remain...
7. Alternative way of normal mode with all DT-effects.
Activate DT, then move away from the current map so that it unloads. Shut off
DT while in the void, then return to the current map. The graphical effects are
still there, although Dante is not in DT anymore.
Other DT notes:
Normally the game shuts off DT and its effects when you enter a cutscene.
However, if you are in normal mode with DT-effects, the effects will stay on.
This means you can watch most of the cutscenes in the game through a stormy
filter and bad visibility, if you so desire. The glitch fixes itself if you
enter DT-mode, visit a secret mission or retry.
Much like Dante gets a speed boost with high enough style levels, he also gets
a slight speed boost during the time DT is active. Combat, infinite jumping,
even infinite Gliding become faster with DT on, saving time in a speedrun.
However, being in DT-mode messes up with the in-game clock. So don't expect
that much time save
Videos:
1, AKheon's demonstration of most of the above
http://www.youtube.com/watch?v=wVEaKM2B8B4
2, AKheon's vid of the fourth entry
http://www.youtube.com/watch?v=YBwuA_LKlng#t=193
Skipping Devil Trigger?
It's actually possible to complete Devil Inside during a New Game without ever
getting DT-mode. This causes some extra effects to happen during your
playthrough...
1. You won't get a Devil Trigger-bar, nor will your item menu show any Devil
Stars you may pick up from the levels. You also can't purchase Devil Stars from
the shop.
2. When you get to the start of the battle with Mundus, the game automatically
gives you the Devil Trigger effect. But the Devil Trigger bar is absent during
all of this. This level can be completed properly despite the lack of actual
Devil Trigger.
3. It seems that you can't get rid of Vergil's clone during the final battle
without Devil Trigger, and the game won't give it to you. So for now the "Devil
Inside" skip should only be used during a full-power speedrun because otherwise
it will lead to a dead end.
Videos:
1, findlestick's vid of the consequences of skipping DT
http://www.youtube.com/watch?v=BuClRweZMIU#t=96
For a few more DT-related glitches, see the enemy glitches below...
Ophion Whip
The animation of Angel Lifting to airborne enemies has a few glitchy loopholes
in it. You can do one variation of Infinite Glide from it (as detailed above),
and you can also do ground attacks in air with it (as also detailed above).
You normally can't Whip things through solid collision. However, you sometimes
become allowed to Whip airborne targets through solid collision if you hit the
target with Rebellion first. It still isn’t useful because your Whip attacks
just whiff, though.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=9sP6_J0jJYw#t=143
There are two variations to Kicker. If your timing is loose, the attack looks
more ordinary. With perfect timing, the camera will zoom in to Dante and the
attack will look more like a special cutscene.
If a timed cutscene starts and interrupts the slowdown of Kicker, you may get
the fabled permanent slo-mo glitch! So that's another way the glitch can begin.
Freezing Dante in Demon Pull pose
You can have Dante become stuck in the Demon Pull pose in at least three
different ways. You can’t move or jump during the glitch, but you can use
firearms to have Dante shoot while still in the frozen pose. Looking pretty
silly. Using any other moves ends the glitch.
First method. Do a perfectly timed Kicker, but in the middle of it interrupt it
with a jump and do another Demon Pull as a follow-up. Dante gets stuck in the
frozen pose. This variation can be done in air too, looking extra ridiculous.
(c: Brea)
Second method. Do a Stomp, buffer Demon Pull to follow afterwards, but right
before the Pull do a jump to interrupt it. Dante should latch on nothingness
and get stuck. (c: SeventhDec)
Third method. Well, the exact workings are still hazy, but this glitch can
happen if an enemy deflects your air Demon Pull and you touch ground during the
deflection animation. §
Videos:
1, SeventhDec's vid of the first method
http://www.youtube.com/watch?v=wRYKC0GChg0#t=298
2, SeventhDec's vid of the second method
http://www.youtube.com/watch?v=6fx-Imrh9mQ
Freezing Dante in Angel Lift pose
In so far unknown, mysterious circumstances, Dante can become frozen in the
Angel Lift pose. He will retain the momentum he had while Lifting and shakes
eerily while at it. This glitch can happen both against enemies and at grapple
points. Walls and other obstacles may play a critical part in the start of the
glitch.
This glitch is also known to happen if enemies unload after Dante has latched
onto them, but the timing needs to be very precise. You can test this out at
secret missions, for example.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=yLP1udd7GC8#t=29
Angel whip becoming stuck to enemies
(c: SeventhDec)
A pretty strange trick with which you can have the blue whip become attached to
enemies. The timing for it is quite precise... First do an Angel Evade. Right
as Dante flashes, let go of the Angel-mode and press shoot at the same time.
Hold shoot down for maybe 0.25 seconds, then let go. If the timing was
absolutely right, Dante almost starts to whip the enemy but then does a shot
instead. The Whip is attached to the enemy with Dante free to do whatever.
However, this is mainly just a graphical glitch - and it ends if you do any
other moves now.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=RN9NNE-cEW0#t=232
If Dante is in a tight spot before Angel Lifting to a grapple, he might get
some zipping extra momentum for his grapple.
Rebellion
The first hit in the basic Rebellion combo is actually pretty weak, so you can
just forget about doing a Darksiders-esque speed attack strategy where you just
spam the first attack over and over to kill things in record time. You get much
more bang for your buck if you just do the combo the entire way, as the fourth
hit in the combo reaches Arbiter-levels of damage.
Repeatedly doing Stinger lvl. 2 is one of the fastest movement styles in the
game.
Stinger is fast enough that you can pass right through thin trigger walls by
doing it.
The stabbing part of Trillion Stabs will never deplete the enemy’s health below
1 hp, killing it. You can actually farm style points by doing this and only
this attack to some enemy, interrupting the Stabs before the final blow so that
the enemy never dies.
Videos:
1, Keirnoth's vid
http://www.youtube.com/watch?v=-1MH6tP4csI
If an enemy dies and the fight ends during Trillion Stabs (due to a timed
Kablooey explosion for example), the Trillion Stabs animation may glitch up and
turn infinite.
Videos:
1, sshplur's vid
http://www.youtube.com/watch?v=98C_tvVXONs
Hightime is a pretty unique move because it can cancel right before the strike
if you enter menu at a correct frame. Why would a move cancel just because you
enter the menu? Perhaps Hightime is a two-part move, and there is a big enough
disconnection between the two parts that it cancels if you create delay by
entering the menu.
You can also glitchily interrupt Hightime by using Angel Evade buffer glitch.
Not useful, but might shed some more insight into this oddity...
Videos:
1, AKheon's vid with the various Hightime oddities:
http://www.youtube.com/watch?v=Dv7ZP5-yhlc
Helmbreaker can be interrupted a little before landing by doing a basic jump.
Like all other moves of this type, Helmbreaker can react strangely when done
against angled collision. Dante can zip upwards momentarily while falling, for
example.
Arbiter
Arbiter is the most damaging melee weapon, no question about it. And Trinity
Smash is the most damaging melee attack. Exact damage values may be coming in
this FAQ at some point...
Out of all the air-to-ground smash moves, Drop is the one that reacts to
collision differences the most. You can even have Dante start climbing up
certain walls by doing Drop that is cancelled with DT against them.
You won’t gain style points or do damage when hitting enemies with a jump
cancelled Drop. An interesting oversight, to have a completely powerless
attack... Anyway, I hear this glitch has been fixed with a patch since then.
Videos:
1, chaserthewolf's vid
http://www.youtube.com/watch?v=74iB9FoteM8#t=46
Other than attacking enemies with, Tremor has a nice secondary use: the fault
line shows where floor ends. Useful for determining where it is safe to walk
out of bounds if the floor is invisible.
Osiris
Osiris, in terms of pure damage values, is the weakest weapon in the game.
However, the Feed ability it has compensates for its low basic damage somewhat.
Prop is the number one move when it comes to parrying attacks and projectiles.
Eryx
Dante rises upwards during Stomp, and as such the move can be used in all sorts
of infinite jumps... as detailed above.
Frozen Stomp
You can have Dante become frozen in the Stomp pose, and there are at least two
ways to do it.
First way uses a motion similar to Infinite Glide v1. You need to Lift to an
airborne foe, then do Stomp but quickly do another Lift right as Stomp is about
to start. (c: findlestick)
Second way that was discovered was to do a Glide in air, then do a quick Stomp,
but right before the part where Dante hurls towards the ground try to do
another Glide. The second Glide prompt glitches up the attack so that Dante
gets stuck in air. (c: AKheon)
Sometimes a frozen Stomp can have some momentum in it, making Dante slide on
the ground at a fixed speed. It could be related to entering frozen Stomp from
an Angel Glide at a precise time, so that some Glide momentum carries over to
the pose.
Videos:
1, Findlestick's original vid
http://www.youtube.com/watch?v=CBttGnkjiBo#t=189
2, a rare clip of a Frozen Stomp with forward momentum by SeventhDec
http://www.youtube.com/watch?v=DXyTmpw80A4#t=371
If you’re charging Uppercut while damaging lava or acid appears at Dante’s
feet, he gets stuck in the Uppercut pose. Only DT and maybe jumping and dodging
can free Dante from this state.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=Z2gP72-UJtA#t=287
Aquila
Most basic Aquila attacks with their long reach will hit targets even through
walls.
Calibur is an important long jumping tool thanks to its forward movement
capability.
Calibur graphics overload
(c: findlestick)
If you spam Calibur against enemies as fast as possible, jump cancelling out of
the motion repeatedly as quick as you can... so quick that the Calibur effects
start overlapping... eventually the attack's effects will start to glitch up in
a peculiar way, turning highly saturated and blocky. This glitch may also
affect the level itself, corrupting its graphics subtly as you go. If you do
this glitch for long enough in the training rooms, the white graphics of the
room start to vanish and eventually you start to see what looks like the colors
of the outside level seeping into the training room.
Videos:
1, findlestick's video
http://www.youtube.com/watch?v=ppXIhXMrK28#t=276
General firearms glitches
Charge shot glitch
(c: many people...)
There is a glitch with which you can keep a charge shot charged and ready
without having to hold down the shoot button. Convenient! You do it by simply
loading up a charge shot, then releasing it during some animation that keeps
the charge shot buffered, but quickly inputting another move before Dante gets
to release the charge shot.
For example: start charging a shot. Release the charge shot during an evade.
Jump quickly after evade before Dante does the charge shot. Now you have a
glitched charge shot running in the background and don’t have to hold shoot
button any longer.
This state has some side effects. You can’t use other moves that need the
shoot-button, such as the Whip, without the charge becoming inadvertently
released. Dante doesn’t make any sounds while you have a gun charging, which is
pretty nice if you hate how noisy the infinite jumps are in this game. Also,
doing the gun specials, you may get some graphical glitches, like a floating
gun while doing Fireworks. You can also do Inverse Rainstorm while holding the
Revenant, which looks effing stylish.
Videos:
1, AKheon's brief demonstration:
http://www.youtube.com/watch?v=jWEMsdRX2_o#t=42
Double charge shot
(c: MichelleGun201)
You can take the glitch a step further still by having two charge shots charged
at the same time! Ground Fireworks has a loophole in it that makes Dante charge
another shot afterwards if you hold down the shoot button.
As for side-effects... Dante’s gun specials become disabled after you’ve
charged two shots, and remain that way until you release them. The graphical
glitches also become worse, as a floating Revenant starts following Dante
around wherever he goes in this state.
If you charge two Revenant charge shots and switch to E&I before unleashing
them, tapping shoot can make Dante shoot normally with E&I in between the
charge shots. The second charge shot can interrupt or glitch out this way,
completely disappearing before you even unleash it.
Videos:
1, MichelleGun201's original video
http://www.youtube.com/watch?v=iqN_hCOEcAs
2, SeventhDec's additional tests
http://www.youtube.com/watch?v=0nwpFiEL8Vk
Other charge shot oddities
Charging a charge shot for less than a second and letting go can interrupt
attacks and create glitches, as mentioned above. However, when a short charge
is released during an attack that does not cancel, you get another effect:
Dante’s weapon turns invisible for the duration of the attack. But it’s just a
visual effect.
You can take the visual effect one step further by immediately starting to
charge a next charge shot: this way Dante’s firearms become visible during his
attack. Ebony & Ivory float in air irrationally while the Revenant often hangs
on Dante’s elbow or some place else. So, firearm melee attacks... I guess this
is not as good as the classic Gun Stinger, but it’ll do. Hey, at least the Gun
Prop looks really nice!
Videos:
1, SeventhDec's video of the visual effect:
(specifically, wait for 07:36 for Gun Prop!)
http://www.youtube.com/watch?v=U3LNaELKyag#t=423
Ebony & Ivory
E&I shots are the weakest damage-dealing attacks Dante has... not a surprise to
anyone.
If you do Inverse Rainstorm after a ground evade, the IR will self-cancel in a
strange way. Doing other ground attacks during this time can cause ground
break-outs.
If you unleash a charge shot right at the same time you start Rainstorm, the
attack glitches up and it will look like Dante shoots the hail of bullets not
downwards from his hands but upwards from his crotch.
Videos:
1, video by Kida Roosevelt
http://www.nicovideo.jp/watch/sm19442890
Revenant
Revenant shots hit a target even through walls.
Fireworks is a high-priority move that can interrupt many other animations,
including taking damage animations. It's also the only move you can interrupt
Whip grapples with, sometimes allowing some grapple point and trigger glitches
to happen. There's more written about this above (in the section of grapple
point glitches).
Dante rises upwards during Fireworks, and combined with other air attacks, you
can do stylish infinite jumps with it. There's more written about it above, in
the jumps-section.
The charge shot creates a projectile that will become frozen in air if you
retry before the shot has exploded. You can repeat this quite a many times,
creating a cavalcade of flashy objects in the sky.
Videos:
1, hardcoreviolenceshow's video
http://www.youtube.com/watch?v=pMvt8GiM7PI
When a downed lightweight enemy is shot with Revenant at very close range, the
enemy will bounce extremely high and far.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=y9DS69YehOE#t=189
Kablooey
Kablooey’s animations are nearly the same as the Revenant’s. One difference is
that Kablooey shots can be interrupted far earlier than Revenant shots, both in
ground and air.
A fully charged Kablooey explosion is the single most damaging attack in the
game. Activate DT before it and watch some bosses die in one hit even on DMD.
Unexploded Kablooey shots do not cause damage to enemies by themselves, but
they can kill Critters. And Vergil.
If you finish a fight with a timed Kablooey explosion at the same time you
perform Demon Evade, the stylish fight end slow motion doesn’t happen. (thanks
to Ink-Ribbon for the tip)
5. Enemy glitches
Here’s a section about enemy glitches. It only covers the basic enemies - for
bosses, check out the level-specific glitches section further down.
General:
Sometimes enemies can glitch up during DT so that you can't use Whip on them.
It's a momentary thing that fixes itself if you shut off and turn on DT again.
If you activate DT in areas with low roof, any enemies that get caught on the
roof will stand upright again and fall down to ground level, unaffected by DT
paralysis.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=Xh8pDhjYRfM#t=45
You can freeze lightweight enemies when they’re on ground using Demon Pull.
Basically, cancel the whip animation at a precise moment between latching onto
the enemies and actually pulling them, and this happens. The first person to
find this may have been XSZ105 (at Mar 2013).
Videos:
1, SeventhDec's demonstration
http://www.youtube.com/watch?v=Z2gP72-UJtA#t=99
2, XSZ105's original vid
http://www.youtube.com/watch?v=doDFzsbH2v8
If Dante uses Stomp on floating DT paralyzed enemies and then deactivates DT
while the enemies are being bounced, they may glitch up and start sliding
around in a frozen pose. It depends a little on the enemy type if it works. And
yes, the enemies' movement is likely uncontrollable as they can slide into
chasms and die by themselves this way! Lots of fun. (c: SeventhDec)
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=Xh8pDhjYRfM#t=230
If you activate and deactivate DT while an enemy is frozen, after thawing the
enemy will be under DT paralysis and floats around the place. (c: SeventhDec)
Videos:
1, SeventhDec's video
http://www.youtube.com/watch?v=3h3JiETpzeM#t=295
Flying enemies can sometimes fall down for no particular reason. For example,
in the following clip Dante wails on an enemy with JC’d attacks. Then, at the
end Dante starts charging Showdown, but never gets to hit the enemy with it
because they already fell down and environmental died.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=DXyTmpw80A4#t=480
Sometimes enemies can leave graphical effects behind on the battlefield. One
example is those wavy small tentacles from Stygians. Another example is what
looks like Butcher’s core’s explosion effect that can stay on the battlefield
despite no enemies are around.
Videos:
1, SeventhDec's vid of Butcher's core's explosion effect
http://www.youtube.com/watch?v=W9mPahYBoGU#t=72
Bathos / Pathos
Bathos’ thrown bomb is frozen in air if DT is activated. A very easy way to
parry the bomb is to freeze it and then hit it.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=Xh8pDhjYRfM#t=661
Bathos on DT can freeze if you do a perfect Kicker that you interrupt by jump
cancelling it.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=Xh8pDhjYRfM#t=695
Butchers:
Heavy enemies like Butcher are more likely to get stuck in air than other
enemies. Maybe they are immune to gravity a part of the time.
One known way to make a Butcher float in air is to start DT, then hit it with
Stomp, then turn DT off during the Butcher’s reaction animation. If the Butcher
resumes its saw whirring animations before landing, it will stay in air
afterwards. I think this can be repeated to make it rise even higher.
Videos:
1, SeventhDec's video
http://www.youtube.com/watch?v=Xh8pDhjYRfM#t=267
Butchers will always do the moaning self-destruction animation before they die,
even if they fall into a chasm.
Butchers may die on their own rarely. The scoring says "Wrong Team!”, as if
some other enemy killed them.
Hell Knights:
If a Knight is laying on its back and is then hit with Prop, it will quickly
flicker between standing up and laying down before being launched.
Videos:
1, a video by Ao-en Shino
http://www.nicovideo.jp/watch/sm21742526
A DT-mode Knight has such a fast recovery that you can’t Whip away their
shield.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=Xh8pDhjYRfM#t=179
Dreamrunners / Drekavac:
Dreamrunners can suicide accidentally if you fight them near chasms. For
example, if they happen to make their downward slash a bit too close to the
edge...
You can freeze Dreamrunners in air so that it looks like they’re endlessly
falling down. Get a Dreamrunner in air, then Angel Lift to it. During the Lift
quickly do an Angel Glide twice. If you bump the Dreamrunner with the second
glide at the right time, he will become stuck in air. (c: findlestick)
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=CBttGnkjiBo#t=48
Dreamrunners can also freeze at random in air.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=wRYKC0GChg0#t=145
If you try to shoot Dreamrunners while they're in air, they may in some
circumstances start blocking your bullets as if standing on ground. They will
slowly descend downwards, unable to escape as long as you keep showering them
with bullets.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=MpF7vMeXVlE#t=194
Tyrants:
In some circumstances, Tyrants remain frozen on ground after doing their face
plant attack. They will not budge an inch until they get enough damage or
(possibly) if Dante moves close to them.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=G_Hq3vxFXVA#t=573
If you do jump cancelled Pull attempts to an already pulled down Tyrant, the
foe seems to shake and bounce a little with each Whip lash.
While the Tyrant is berserked, a jump cancelled Pull will interrupt its turning
animation.
Videos:
1, SeventhDec's vid of the above
http://www.youtube.com/watch?v=U3LNaELKyag#t=212
Rages:
A technique to freeze Rages
(c: Brea)
You first have to stun Rage, by parrying one of its attacks for example. Then,
once its stunned, do a jump cancelled Drop to it. This will freeze the Rage
upside down until you hit it again.
Videos:
1, Brea's original vid
http://www.youtube.com/watch?v=D8H30IRYmbc#t=57
A DT paralyzed Ghost Rage reacts to charge shots in a strange way. The charge
shots find their way to their target but do not hit it. Instead the shots stay
hovering close to the Rage.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=Xh8pDhjYRfM#t=586
Witches:
Witches, especially when they don’t have their bubble around them, are prone to
getting themselves stuck inside collision accidentally.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=3h3JiETpzeM#t=27
Harpies:
Harpies are very likely to just shrug off Dante’s DT and continue their
attacks.
If you make Harpies ground bounce and then shoot off their wings, they will
freeze in a strange falling animation. They are completely helpless until they
are hit again. (c: SeventhDec)
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=3h3JiETpzeM#t=105
6. Other general glitches
Info about level structure
Each mission in this game takes place in a massive cubicle, basically. If you
Glide away from the main map, you’ll find that there are miles of space between
different parts of the map, and eventually the final border of the map. If
Dante hits this border, it will not only kill Dante but it will also spread his
atoms to the four cosmic winds - which is to say that his physical body
disappears and he becomes invisible. If you are on HoH or HaH-difficulties, the
game will also softlock.
The same deadly border is also at the top and and the bottom of the cubicle. I
don’t recommend you to ever try to hit the top border, because you’ll have to
infinite jump for a very long time to reach it.
Just an interesting detail: hitting this border actually makes Dante die about
120 times almost instantly. If you somehow survive the trip to there and back,
you'll see all these deaths in the level's final death count.
Videos:
1, AKheon's vid - Dante and his 123 lives
http://www.youtube.com/watch?v=DVcUrFY_pUw
Invisible Dante
(c: AKheon)
A pretty amusing glitch that turns our protagonist Dante invisible. Not only
that, but while invisible, no triggers activate... sounds useful on paper, but
in practice it mostly just gets invisible Dante stuck in a level.
The first method (v1) of invisibility glitch was found by a complete accident.
It’s only possible to do this variation in secret missions in very specific
circumstances.
There are five secret missions that teleport Dante back to the starting point
when you begin them: the three Traversal missions, Hasty Acquisition and Rapid
Descent. And you need to be playing any of them from the main menu - why from
main menu? Otherwise the map unloads if you go too far from it, and starting
the mission won’t return you back to the map’s starting point any longer if
that happens.
So, in one of the above secret missions while playing from the main menu, start
Infinite Gliding and fly (or drop down with Helmbreaker) until you hit the
deadly map border that turns Dante invisible. He won’t die, though, since dying
for real is disabled while in a secret mission. Then begin the secret mission
to have Dante teleport back to the secret mission map. He is still invisible.
You can’t control him or open up the menus right now, but as soon as you fail
the challenge due to the time running out, you regain control... and that’s the
invisibility glitch v1.
But later a method to do this glitch during main game was also found (v2). Or
rather, more than one way, depending a little on the level, but you always need
a Divinity Statue for this glitch.
One method is jumping into a chasm at the same time you activate Divinity
Statue and enter training room. Dante should die and respawn right about the
time he enters training room, and he turns invisible if this occurs. Note that
this variation is almost the same as Minus World-glitch v1 (more about that
below)... the effects you get seem to be Divinity Statue-, timing- and
location-specific. Pretty messy, I know. You also have to jump out of the chasm
afterwards after having turned invisible doing this variation, which is another
drawback.
Second method is starting Infinite Glide inside training room and then exiting
training room. Dante will keep Gliding during the white fade-in back to main
game, and he can accidentally main himself fatally during this time (?),
necessitating the use of a yellow orb. After you've chosen to use the orb,
Dante is invisible. Whether this works or not appears to be Divinity Statue-
specific, and even then, it takes luck to reproduce the glitch. It’s basically
a mystery.
The newest version (v3) of invisibility glitch is escaping the training room
(read more in the “Minus World”-glitch section below), doing a Helmbreaker to
drop down to the bottom of the map but quitting right before Dante hits the
fatal map edge.. This way he turns invisible, is revived but is brought back to
the normal level still invisible. It’s a 100% reliable, if a bit arduous way of
doing invisibility glitch. You should not use this method on HaH or HoH-modes,
though, because the game will softlock after Dante has respawned and turned
invisible.
Videos:
1, AKheon's vid of invisibility glitch v1
http://www.youtube.com/watch?v=1vhc2PYOHv4
2, AKheon's vid of invisibility glich v2
http://www.youtube.com/watch?v=rHpys6V9Qh4
3, AKheon's vid of invisibility glitch v3
http://www.youtube.com/watch?v=wxw-GzDfLAU
More about the invisibility glitch:
The objects that would normally deteriorate as Dante approaches do not do that
while he is invisible. Damaging floor or death collision does not hurt him
(with the exception of level boundary death collision) and he can't even use
Divinity Statues or access Secret missions. Those green Lift Point boost rings
also won't work while invisible.
If you use Angel Evade, Dante will actually turn visible again. But it doesn't
mean the glitch ends - the game will still remain totally blind to Dante. He
still can't activate triggers or do other things that invisibility prevents him
from doing.
Rarely you can meet enemies while Dante is invisible, like in Mission 17. It
turns out that enemies are not blind to Dante at all and will attack him as
usual.
The invisibility glitch only fixes itself if you reload the checkpoint or a
timed cutscene starts. Other than that, there is no known way to cure
invisibility-itis.
Videos:
1, findlestick's overview of invisibility glitch
http://www.youtube.com/watch?v=ppXIhXMrK28
"Minus World" glitch
(c: AKheon)
At first it was noticed that if you fell into a chasm at the same time you
accessed the training room via a Divinity Statue, sometimes things would go
horribly wrong. Dante would respawn back at the main level, or at least what
was now left of it, assorted bits and pieces basically - now colored in lovely,
mostly monochromatic shades. What was this madness?
That madness was the first version (v1) of what was colloquially named the
Minus World-glitch. You see, when the training room is entered, the game
partially unloads level data and also switches the color scheme into that eye-
blinding white that you see in the training room. Jumping into a chasm messes
things up, and instead of entering the training room, Dante spawns back at the
actual level which is still around at other coordinates, far away, now looking
quite different from normal. The effect can be somewhat disturbing.
The game considers you to be in training room during all this time, so if you
open the menu now, you’ll find the training room options there instead of the
regular options. If you choose to exit from training room at any time, the game
returns you back to the real world.
Later on a new, more reliable way to do Minus World was found (v2), and that
was simply escaping from the training room. Sounds like a daunting (or more
specifically: an absurd) task, but it is doable by simply making your way near
the top of the training room dome, then Gliding against the walls of the
training area and wiggling a bit. Done correctly, Dante’s glitch momentum
against the slanted walls causes Dante to become pushed through the floor of
the dome. Great! Now Minus World could be done a at a myriad new levels.
The training room is always situated at one of the top corners in the large
cubicle where all of a given Mission takes place in. It is always far away and
far above the main level. So be prepared for a long flight if you decide to try
this glitch out for yourself. What little remains of the main level can be seen
from a long distance after having escaped the training room since the assorted
bits and pieces shine white against the black horizon, so that is a plus at
least. But some levels don’t have anything left of them, or so it seems. It
varies a lot between levels.
Since the training room is in the map’s corner, the deadly map borders are
right around it on two of its sides. You can’t know exactly where they are, so
in theory you have basically a 50% chance of making it out alive whenever you
escape the training room. But in practice it’s a lot safer than that since the
direction Dante faces when starting training room is one of the “safe”
directions. So try to keep that direction. While some degree of wiggling is
necessary to get out, try to keep the wiggling symmetrical enough to not
accidentally steer Dante towards the fateful map borders. And if your jump
fails and you lose orientation, it’s the best to quit and restart training
room. Finally, starting your Glide from too high increases your momentum and
that way your chance to accidentally hit the borders if flying at a sub-optimal
angle, so don't overdo it.
While in Minus World, in-game time does not run. In some cases you can activate
triggers or influence Dante’s spawning point in the main level from the Minus
World, theoretically allowing you to save in-game time in a cheesy way... in
reality, though, I don’t recommend you consider Minus World as a potential time
saving tactic, because for that purpose this trick seems somehow really
pointless and extreme.
It was tested if you could do Minus World even in levels that don’t have a
Divinity Statue by using the pre-level shop menu while the next level was
already loaded. But that didn't help in the least.
The specific effects of Minus World in each level:
Mission 1 - Found
Doing Minus World v1, Dante respawns at an empty, black area with some
invisible floor beneath him. In the distance you can sometimes see the ghostly
form of Kat standing idly far away, as well as a piece of a bridge from an
early part of the level in the opposite direction. Other than that, it seems
there are no other triggers (can’t start Hunter fight right now, for example)
or other objects to observe.
Mission 2 - Home Truths
From a short test, it looked like nothing of the main level existed outside the
training room.
Mission 3 - Bloodlines
Most of the map still exists outside training room, which looks very nice. The
town has a ceiling but no floor... you have to navigate around the place using
infinite jumps. You seemingly can’t activate the level exit cutscene while in
Minus World, but you can pick up the Blue Rose! This doesn’t cause Dante to
enter the “Dreamworld” - rather, he just falls down after the pre-rendered
cutscene. Once you leave Minus World, you’ll find that the Blue Rose is gone
from the real world as well...
Mission 4 - Under Watch
From a short test, it looked like nothing of the main level (except the cheery
ambience) existed outside the training room.
Mission 5 - Virility
It seems like the main level does not exist while you’re in training room.
However, you can find some enemies floating around in a glitchy stasis. If you
hit them enough they stop reacting, and then they die instantly once you return
back to the real world.
Mission 6 - Secret Ingredient
A lot of the Succubus area still exists during Minus world, including the
Divinity Statue! You can walk up to Succubus to activate the fight intro scene,
but the game will always softlock at a specific moment. You get a different
looking softlock if you attempt to skip the scene instead... there’s just no
fighting Succubus in Minus World, it seems.
If you activate Minus World after having fought Succubus, you can activate the
post-fight scenes from Minus World instead. A particularly interesting result
is to exit training room right before you hit the pre-rendered cutscene. This
way the cutscene will play in the background of the Divinity Statue menu.
Trying to re-enter training room now causes nothing to happen, the cutscene
just plays on. Afterwards, the screen remains black forever (a softlock).
Entering training room while in training room causes the game to softlock...
guess too much training is bad for you. Same goes for entering secret mission
while in training room, you just get a white fade-in softlock. You can also
exit training room and hit any of the above triggers during the white fade-in,
but you guessed it... even more softlocks!
There is a strange pillar far down and to the left of the Succubus area. It is
just a square-shaped stick covered in UDK test texture, floating there in
nothingness. Perhaps it signifies the location of the level’s secret mission,
but at least in Minus World you can't see anything else around it.
If you escaped the first tunnel of this level, you can also find Kat in Minus
World. She is really high up in air at the same location she is during the
start of the level, in t-pose of course.
Mission 7 - Overturn
Almost none of the main level exists during Minus World. The blue level
ambience and death floor is all you find.
Mission 8 - Eyeless
The situation in this mission looks very similar to Mission 7.
Mission 9 - Devil Inside
Not tested yet.
Mission 11 - The Order
Not tested yet.
Mission 12 - Under Siege
Not tested yet.
Mission 13 - Devil's Dalliance
Seems like the entire level is absent while you are inside the training room.
Mission 16 - The Plan
From a short test, it looked like nothing of the main level existed outside the
training room.
Mission 17 - Furnace of Souls
From a short test, it looked like nothing of the main level existed outside the
training room.
Mission 18 - Demon's Den
From a short test, it looked like nothing of the main level existed outside the
training room.
Videos:
1, AKheon's Minus World (v1) vid
(featuring Missions 1, 6, 7 and 13)
http://www.youtube.com/watch?v=NyKwlxrYQIU
2, AKheon's Minus World (v2) vid
(featuring Missions 2, 3, 4, 5 and 7)
http://www.youtube.com/watch?v=6LmJVVHBf4Q
3, AKheon's vid of escaping from training room
http://www.youtube.com/watch?v=15Wov7-TuTs
Other training room notes
Entering training room from the main menu, you are able to have Dante die
inside the training room with no main level loaded. So what happens if you now
choose to continue instead of quit? The answer is slightly anticlimactic. The
white loading screen stays on indefinitely. Eventually you’ll start hearing
weapon switching sounds if you try to switch weapons, signifying that the
gameplay is continuing in the background. Other than that, nothing. You’re
probably back inside the training room with no visuals, and the game is
softlocked since you can't enter menus or escape this situation in any way.
Dying in training room will add up to the death count of the ongoing level you
are playing.
Videos:
1, AKheon's vid of dying inside training room with no main level loaded
http://www.youtube.com/watch?v=W55SEteRpgI#t=222
Secret mission glitches
Escaping secret missions
(c: AKheon)
In the same spirit as the Minus World-glitch, you can sometimes escape from a
secret mission and return to the main level.
The main level still exists completely intact, unlike during the Minus World
glitch. The game believes you are doing a secret mission after having escaped,
with the secret mission rules flashing on the screen. Your menu is also the
secret mission menu instead of the normal menu. Starting, restarting or
quitting a secret mission during this time can cause many additional, odd
effects in the game, which are talked about further down.
The process of escaping a secret mission is not without its hurdles. First of
all, a little less than half of the secret missions can’t be escaped with our
current knowledge. The walls are solid all over and there is no way out.
Another problem is that in all but two of the levels you can’t see where the
main map is after having escaped a secret mission. It’s somewhere in the
unloaded void, probably many minutes of Infinite Gliding away. Creating good
set-ups for finding these map parts is a lot of work... As it stands, we still
haven’t seen most of what this glitch can do because it is so difficult to
start the glitch.
In most cases, you can’t complete a secret mission once having escaped it. For
example, in missions where you have to kill enemies, the only enemies that
count towards your goal are the ones that spawn on the secret mission map -
normal enemies won’t count. However, another type of secret mission that only
relies on a timer running out can be won outside a secret mission map. But
winning a secret mission in these circumstances doesn’t seem to do anything at
all, so it's all a bit anticlimactic.
If you beat a level while a secret mission is active, things tend to mostly
work out like normal. While you’d think that a secret mission messes up with
your difficulty setting - for example, even on Heaven or Hell you get a lifebar
on Dante during a secret mission - the game considers the level completed on
the difficulty you were originally on.
Dante does not gain any style while he is on a secret mission. So doing this
glitch, you can finish some levels with 0 style points where it normally would
be impossible. Anyone up for a minimum style-challenge in DmC? To note, there’s
its own section about minimum style challenge at the end of the file.
What would happen if you upgraded health or DT while on a secret mission? One
would have to start a new file to find out. §
Videos:
1, AKheon's vid of escaping a secret mission in M7
http://www.youtube.com/watch?v=6nKhbxSO0aM
2, AKheon's vid of escaping a secret mission in M9
http://www.youtube.com/watch?v=ULE8eaiHbOE
Combining secret missions
If you access a different secret mission map while already on a secret mission,
the two secret missions combine into one! For example, in Mission 7 you have
Divergent Slaughter that requires you to kill 4 enemies without repeating any
attacks, and Angelic Warfare where you need to kill all enemies using only
angelic weapons. Combined, you get a secret mission where you have to kill 4 of
the room's 6 enemies without repeating any attacks while they only take damage
from angelic weapons... Divergent Angelic Warfare Slaughter. Sounds more
challenging, no? If you manage to beat this new challenge, the glitch ends and
things return to normal. By the way, there’s its own section about combined
secret missions at the end of the level-specific glitches.
If you enter the same secret mission while you're already doing it, the new
secret mission starts out like it should. However, during this time you can't
enter menus at all for some reason. Other than that, there seem to be no side
effects to doing this.
Not sure what would happen in a New Game if you combined two secret missions
like this and then beat them at once. Would you get two health crosses? Could
you farm an endless amount of glitchy health crosses? We may never know (until
we try out). §
1, AKheon's vid ofHasty Shenanigans, a combined secret mission
http://www.youtube.com/watch?v=UXgLN1z9dHE
God-mode Dante
Normally, if you attempt to exit a secret mission while too far away from the
secret mission map, you lose control of Dante and the game softlocks. However,
if you exit right before entering a cutscene, the softlock is averted, and as a
bonus, Dante becomes completely immortal!
Dante no longer takes damage from anything and he even lacks reaction
animations to damage. He can also attack things that would normally cause a
deflection (like a Witch's shield) without being knocked away. While Dante
loses immortality once you switch levels or retry, the effect of immortality
becomes "permanent" in the sense that if you escape from a secret mission
again, Dante will always be immortal even without you having to start the
glitch anew. Very unique indeed.
However, in some conditions, Dante can lose immortality. It might be pre-
rendered cutsenes that do that to him. Should be tested further... §
If you fly into a level's edge while immortal, Dante becomes invisible and you
lose control, although you don't die. A typical softlock.
Videos:
1, AKheon's vid of God-mode Dante
http://www.youtube.com/watch?v=GUdN_spjDKY
Secret mission warping and other relevant data
In every secret mission map, there is a certain “hot zone” that Dante has to be
in for the mission to start properly, and if you try to exit a secret mission
while outside this zone, the game will softlock. In normal gaming you don’t
have to worry about this zone, but while glitching, you do sometimes have to be
mindful of it...
Each secret mission map has its own designated secret door that it will send
Dante back to upon exiting. You can in fact warp from a secret mission door to
another by starting a secret mission, then escaping into another secret mission
map, reaching its hot zone and quitting the secret mission! This allows
shortcuts and skips in some levels where there are two secret missions and the
two secret mission maps are adjacent enough.
Videos:
1, AKheon's vid of secret mission warping in M13
http://www.youtube.com/watch?v=M9YJuwU2vt0
Getting stuck in a secret mission
Jumping into a chasm at a specific time after having quit a secret mission
causes the exiting sequence to interrupt. The game loads a lot shorter time
than normal, Dante respawns back at the secret mission map instead of the
normal map and in all respects the game thinks you are now back playing the
main level instead of a secret mission. In most cases you have to get back on
track.
A rare variation is also possible where Dante spawns back at the secret mission
which is now unloaded. Should be looked more into. §
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=UzsrkVfRrv0
Softlocks...
Infinite Gliding when entering a secret door causes the game to softlock. The
game starts loading the secret mission but suddenly spawns Dante back to last
checkpoint, or the last spawning point, completely frozen. Can't enter any
menus either.
A variation to this is that the game fades to white (and all sounds from the
game disappear) and stays that way for a long time. Eventually Dante may die
from some injuries, probably from falling down repeatedly, and the game asks if
you want to use a yellow orb to revive him. So this variation is not a
softlock; it's not known what it is exactly. It seems to happen most often at
checkpoints that start from a cutscene.
As mentioned, exiting a secret mission while too far away from the hot zone
will softlock the game. Exiting at the same time you’re Gliding out of the hot
zone causes a white fade-in softlock instead of a regular one... well, a
softlock is a softlock.
1, see the above vid by AKheon
Going past secret door entrances
As with other triggers in this game, you can use Glide or other techniques to
go past the secret door entrances and end up behind them. So what IS actually
behind a secret door? Rarely there's a small compartment the developers never
intended for you to see. Sometimes there are structural weaknesses that allow
you to go out of bounds. Usually there's just a wall. Try it out for yourself!
Enemy unloading tests
During secret missions, you can easily test various scenarios of what will
happen if Dante unloads enemies while doing attacks on them. Surprisingly,
things mostly work out pretty glitch-less. The known glitches are...
- Revenant charge shots stay in air at the spot where they were attached to an
enemy if the enemy unloads suddenly.
- if you Demon Pull a Tyrant on its back but unload it at a very precise time,
Dante freezes in one spot.
- if you air Demon Pull an enemy as the enemy unloads, Dante's whipping
animation may get stuck in a loop and he will slowly descend down
uncontrollably.
- if you Angel Lift an airborne enemy but unload the foe at a very precise
time, Dante gets frozen in the Lifting pose and flies helpless into the
distance.
Videos:
1, AKheon's vid of two of the above oddities:
http://www.youtube.com/watch?v=Dv7ZP5-yhlc#t=191
2, SeventhDec's vid of the air Demon Pull variation:
http://www.youtube.com/watch?v=MpF7vMeXVlE#t=217
Other secret mission notes
If Dante falls into a chasm and respawns during the white fade-in out of a
secret mission, the fade-out interrupts and Dante regains full control for a
moment before the loading screen kicks in. It's unknown if you could do
anything special during this time. Also, after returning to main level, the HUD
starts showing a few seconds earlier than usual this way, but it doesn't mean
that you are able to regain control faster than normal.
You can do invisibility glitch v1 in some secret missions. There was more info
about it above...
Sometimes you get the message complaining about not having enough keys on Dante
even after you’ve unlocked all the secret mission doors. You are still able to
pass through the doors without issues, though.
If you re-enter a secret mission door as soon as you’ve exited the secret
mission, the loading time glitches up slightly. Instead of an opaque loading
screen, you see Dante appear inside the secret mission and the environment
around him slowly loading, which looks pretty cool. You can sometimes also see
the secret mission reward being loaded. It first hovers close to Dante before
being transported to coordinates unknown. How cool would it be if you could move
during loading time and go pick up the reward early?
For more details on the secret missions themselves, see their own section after
the main levels listings.
Divinity Statue glitches
In this game, Divinity Statues have quite a many uses the manual never told you
about...
Jumping into a chasm at the same time you activate a Divinity Statue can cause
strange results, depending on the Statue and timing, most importantly the
invisibility glitch or the Minus World glitch (both explained above).
Repeatedly entering and exiting training room while Dante is in air can cause
the Divinity Statue infinite jump (explained above in the jumps-section). Also,
doing the same thing while falling into a chasm can give Dante a brief
invincibility as he descends, allowing him to pass through death barriers
safely.
If you die while entering Training Room, the game gives you a Game Over!-screen
before the training room opens up. Choosing to continue takes you to the last
checkpoint, and that seems to be end of it. In rare cases you can also die
inside the Divinity Statue-menu. If this happens, the Game Over!-screen
appears, but the game softlocks and you cannot leave the screen.
If you Infinite Glide while exiting a training room, Dante will in fact keep
moving during the white-out period before returning to the Statue-menu. If
there are triggers nearby, Dante can accidentally hit them! This way you can
for example activate a cutscene as you enter training room... sounds cool, but
the most common effect it has is that Dante falls through the training room
floor and falls forever as the game is softlocked.
Activating Devil Trigger at the same time you open the Divinity Statue-menu and
enter training room can cause a graphical glitch with DT - there was more about
it above in Devil Trigger-glitches.
If you do things in the wrong order in the levels, you can sometimes make
Divinity Statues accessible even if there are enemies around.
For some reason Dante can sometimes access the Divinity Statue menu even though
he is really far away from any Statues. Hopefully we’ll get more info about
this glitch soon... §
In some circumstances, the Divinity Statue prompt graphics can get stuck on the
screen indefinitely. It's just a graphical glitch, and it doesn't mean that you
can activate Divinity Statue wherever. Other prompts (like tutorial messages)
can get stuck this way too.
Videos:
1, falling through training room floor by nanospheres
http://www.youtube.com/watch?v=ryyQ6o1SHzA#t=34
2, entering Divinity Statue menu far away from a Statue by AKheon
http://www.youtube.com/watch?v=W55SEteRpgI#t=49
Perpetual slow motion glitch
For an unbeknownst reason, there is a glitch in DmC that makes the game speed
lower down to about sixth of its normal rate. Almost everything slows down -
gravity, the characters' movement, ambient effects, you name it.
For now the glitch has been seen in three different levels. First in Mission 17
(Furnace of Souls), where doing Glides while exiting training room sometimes
causes permanent slow motion to start. Perhaps contact with the ambient flames
of the area at a wrong time, or the death floor that is all around the place,
caused the glitch. It takes a little care to not softlock the game in the
process, though. More detailed instructions may follow...
SeventhDec also made a video of this glitch in Mission 6 (Secret Ingredient),
where the glitch happened by using an Angel Lift point during a cutscene break
out.
Finally, perpetual slo-mo can start in Mission 2 (Home Truths) if you hit death
floor that you shouldn’t be able to hit at a few parts in the stage. Pretty
weird...
The glitch isn’t as perpetual as the name implies, though - it fixes if you
retry from last checkpoint. But otherwise it stays on during a level, even if
you enter a secret mission or whatnot.
Videos:
1, AKheon's vid of permanent slo-mo in Mission 17
http://www.youtube.com/watch?v=dUpY-kUR4Xw
2, SeventhDec's vid of permanent slo-mo in Mission 6
http://www.youtube.com/watch?v=kCUhOJdeQgQ
Creating lag
Doing the repetitive motion of Angel Whip -> Angel Glide right at ground level,
so that both of the moves pretty much cancel out by the landing, the game might
create strange lag. More specifically, the nearby destructible objects become
lag-emitting beacons, and the game suffers a strange slowdown when near those
objects. The lag also ends as soon as those objects are destroyed. For now this
glitch has only been tested in Mission 4.
It's unknown why this glitch happens or if other similar move combinations
could create lag. Also, could you create some new glitch effects when it lags
heavily?
Apparently, nearby objects could become lag emitting in the DmC demo by simply
reloading the last checkpoint repeatedly for around 30 times (at Under Watch
beginning). It is unknown if this glitch still exists in the game.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=_MfXFVd3Svk
Small general things and observations
The counter which shows time since last checkpoint freezes up sometimes for no
particular reason.
Sometimes you can have the style meter carry over from the end of one fight to
the next, so that you start the next fight with an S-rank for example. §
Videos:
1, OreoTheWolf's vid of doing this in the demo:
http://www.youtube.com/watch?v=oYQPRp5BJcM
You can have Dante break out of sliding collision, so that he keeps sliding
endlessly in a pose that resembles falling down. §
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=JTH_EvSCimU#t=451
Mysteries
In this video, it looks like Dante’s graphics and shadows are entirely messed
up. What could cause something like this? And more importantly, could it be
useful in some way?
Videos:
1, PhantomJay's video of Nega Dante
http://www.youtube.com/watch?v=t1MjhhOYZkk
In this clip, Dante is frozen, invincible, and his whip is stuck to the nearby
enemies...
Videos:
1, ElHombreQueRie's video
http://www.youtube.com/watch?v=EDvhll3wsAE
7. Level-specific glitches
- Sequence break: skip a part of a level to save time or work.
- Trigger skip: being able to skip a trigger.
- Strategy: some good approach to a fight, for example.
- Out of bounds: leave the boundaries of the map.
- Sightseeing: some interesting sights for the glitch tourists.
- Other: something that doesn't fit the above categories.
- Info: random data on something.
We list checkpoints and cutscenes in great detail as well... why, you ask?
Well, since DmC is a linear game, checkpoints and cutscenes act as good
signposts and create context for the location of the various glitches and
tricks. Not to mention checkpoints and cutscenes can be routinely glitchy
themselves, so it is definitely relevant to have an exhaustive listing of them
and also details on how they can or can not be glitched if we ever want to find
all the glitches from this game! Divinity Statues and Secret mission doors are
listed too.
For more details on the secret missions themselves, see their own section after
the main levels listings.
--- Mission 1: Found
Secret Mission: Air Brawl
...as you start the level:
- checkpoint 1
+++ Cutscene (level intro)
- checkpoint 2
Retrying at a precise moment when the game begins, the first batch of enemies
will not load and you get stuck.
Sequence break: reach end level early (NG+)
On New Game+, you can start Infinite Gliding at the very start of the level to
easily skip any part of it, really. However, you are not recommended to Glide
all the way to the end of the level, where you fight Hunter, because nothing is
loaded there. The trigger for loading the Hunter is at the end of the machine
room, so considering that...
The easiest solution is to fly adjacent to the pier until you reach the Doll
House. Hug the wall to the left and fly into the open doorway. The cutscene
where Dante enters the House should start on its own, allowing you to play the
level normally from that point on.
A harder but faster solution is to Infinite Glide adjacent to the pier for a
while. Then, as an example setup, when you reach the giant, lopsided ferris
wheel, turn 45 degrees to the right. After flying into the darkness for a
while, you will eventually reach the machine room from outside! Yes, this part
of the map is completely separate from the pier. But now that you found it, you
can go and touch the exit from the outside, and the game throws you to the end
of the level, right before the Hunter boss fight. Or, if you have a good setup
for it, you can also Glide directly inside the room as it loads... remember
that PC and console have big loading time differences, making set-ups for these
tricks different.
Videos:
1, TheCrypticJacknife's speedrun of Found (on PC)
http://www.youtube.com/watch?v=LSz38SKXQLo
Other (NG+): if you Glide away from the fight arena, the level unloads and all
of the enemies die an environmental death as they fall down. If you return,
you’ll find that the fight is stuck and can’t be completed. This is a pretty
common reaction in fights where you can escape and unload the map.
...after defeating first wave:
+++ Cutscene (next phase enemies spawn)
If Dante is in air when killing all the enemies, the cutscene won't start but
instead becomes buffered in the background, starting when Dante lands the next
time. Messing with it is not recommended because the next wave of enemies will
glitch up, preventing you from winning the fight.
If you retry right after this cutscene, the enemy spawning effects will carry
over the retry, littering the ground for a short moment.
...after defeating another wave:
+++ Cutscene (more enemies spawn)
Again, this cutscene becomes buffered if Dante is in air when it hapens.
...after killing final wave:
+++ Cutscene (first brief sighting of Kat)
- checkpoint 3
You can start Gliding before this scene starts and accidentally make the map
unload before the scene is over, causing a softlock. Or you can aim your Glide
towards the next cutscene to overlap the two scenes. Since the Kat sighting
cutscene is a short one, Dante regains control soon during the E&I cutscene if
you do this.
Doing the above but trying to skip the cutscene, the bridge collapsing sequence
starts but may have a crooked camera angle.
You can drop Dante into a chasm right before the cutscene starts to slightly
glitch it up. Since it's a short cutscene there isn't much you can do with it,
though.
Videos:
1, AKheon's vid of the softlock (at the start):
https://www.youtube.com/watch?v=ADSSUYSJEuE
...while exiting the fight arena:
+++ Cutscene (Dante sees Ebony & Ivory hanging on a line)
- checkpoint 4
If you retry from this checkpoint while turning the camera, the fixed camera
angle of the scene becomes crooked until another retry.
This cutscene can be glitched by retrying right before it starts. Dante breaks
out from the cutscene and is free to move during it. Killing yourself or
retrying some more doesn't bother the progression of the cutscene, and
eventually the collapsing bridge sequence starts as usual. At worst cases the
bridge will be glitched, though, with large pieces of it missing. You can even
create a scenario here where Dante keeps falling and respawning over a chasm
endlessly!
If you start Gliding after regaining control, the camera angle soon changes to
show Dante flying past the collapsing bridge section. At this point you can
basically leave wherever you want with the cutscene still going on in the
background! If you Glide out of bounds, some cutscene effects may remain on the
level, like a mysterious shining light source that hovers above the
battlefield. You can also create a superfluous Hunter model floating at the
collapsing bridge. Attacking the Hunter model causes it flinch, and it appears
there is a (non-functional) Angel Lift-point on his head. But even on HoH, he
doesn't die from attacks.
If you do the above and Glide into the E&I pick up-cutscene, the two cutscenes
overlap. The camera angles make it look like Dante was shining bright for no
reason. Also, the E&I cutscene can be re-activated by turning around and
running into it again, if you wish, making the scenario look surreal.
Doing these glitch variations, Dante’s running becomes disabled! Yes, every
other skill of Dante’s works out like normal, but running is disabled. The
glitch fixes itself after certain types of cutscenes, but otherwise nothing
fixes it, not even dying. A pretty odd side effect...
Retrying after this cutscene before the new checkpoint has activated causes
the trigger to entirely disappear. The bridge turns completely invisible that
way, and it isn't in danger of collapsing. But other than that Dante can proceed
like usual through the level.
Videos:
1, AKheon's vid of glitching in Found pt. 1
http://www.youtube.com/watch?v=2q33nxPxiD4
2, AKheon's vid of glitching in Found pt. 2
http://www.youtube.com/watch?v=YBwuA_LKlng
Other (NG+): using Glide, you can do things in the wrong order here so that you
first pick up E&I and only then activate the collapsing bridge sequence. This
causes the cutscene to look odd, as Dante is standing on nothingness while
noticing his guns in the distance. After that, Dante falls to his death as the
bridge is gone. Afterwards Dante spawns to whatever was the most recent spawn
point and the game camera is locked into one position until you reach the Doll
House.
Other (NG+): you can escape the collapsing bridge section entirely with Gliding
and go to later sections of the level at will. Doing this doesn’t seem to have
other side effects except that the camera is locked to a direction
indefinitely.
...at the end of the collapsing bridge:
+++ Cutscene (getting Ebony & Ivory)
- checkpoint 5
+++ Cutscene (Bathos appears and fight begins)
You can infinite jump over these cutscenes without too much effort. However,
the immediate bridge area beyond the cutscene isn't loaded until you watch it.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=W9mPahYBoGU#t=43
Other: if you beat this fight with DT active, some more Stygians will then
spawn although the fight is over. This allows a rare situation when enemies are
around but the game doesn’t consider it a fight. But these enemies are not very
bright and will in fact proceed to suicide themselves off the nearest gap if
you let them.
With some effort, you can take one of these enemies to the Hunter fight. I
guess it’s an extra challenge to have to fight the Hunter AND a Stygian at the
same time? You can also try to have the Stygian to interrupt Dante during the
cutscenes of the fight to glitch them, but it's easier said than done.
Videos:
1, AKheon's vid:
https://www.youtube.com/watch?v=ADSSUYSJEuE#t=98
Fight skip / Other (NG+): you can escape this fight using enemy step infinite
jump from over the invisible wall on the right side. On the other side of the
fight barrier, you can activate the meeting Kat-cutscene despite the fight
raging on next door. The battle music will also persist in the background until
you get to the ferris wheel, at which point all BGM will cease altogether. (c:
SeventhDec)
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=pRMIFeuaI_s
...after final enemy dies:
- checkpoint 6
Other (NG+): at this point, you can Infinite Glide back to where you started
the level from to witness the destruction that happened a bit closer. However,
there is barely any floor collision left there, so mind your step.
Wasted potential: jumping into a chasm here, the game may respawn Dante in
mid-air. However, this is not high enough to be of any use.
...walking to the crossroads:
+++ Cutscene (meeting Kat)
If you retry right before the scene starts, Dante retains movement for the
cutscene and the background graphics also disappear. Dying and continuing
during the cutscene can cause some small extra effects, like dialogue
disappearing as well. Afterwards things go back to normal.
If you retry quick after this cutscene, upon respawning the scene does not
activate again.
Videos:
1, AKheon's vid of checkpoint retry glitches:
http://www.youtube.com/watch?v=2q33nxPxiD4#t=83
Sequence break (NG): skip a fight
A rare skip for New Game, doable with your humble starting gear. After the
cutscene where you meet Kat, turn right at the crossroads. Then go left from
the destructible wall and face the dead end laden with black rock. Use a
Hightime high jump to get on top of the rock, and from there you can skip ahead
to the part with carousels. (c: CrypticJacknife)
Videos:
1, CrypticJacknife's video
http://www.youtube.com/watch?v=MxPWYLdW86U
...almost at the yard with a ride go around:
+++ Cutscene (seeing the ride go around)
If you Glide into this cutscene, you can have Dante hit the ride and die as the
fight is just starting.
...entering the yard, with a fight starting:
- checkpoint 7
...as final enemy dies:
- checkpoint 8
+ Divinity Statue 1
Wasted potential - you could otherwise probably skip things here on New Game by
using Divinity Statue infinite jump, but there is an invisible ceiling that
prevents you from going over walls.
You can do the Minus World glitch here by activating the Divinity Statue while
you fall into a chasm. But you need NG+ tools to reach the Divinity Statue from
underneath. For a more convenient opportunity to enter Minus World, wait until
the next Divinity Statue.
You can do a Stinger into the cutscene ahead as you activate Divinity Statue
and visit training room. This causes a softlock inside the training room (as
usual).
Sequence break: you can skip directly from here to the Doll House activities
even without Infinite Glide. At the Divinity Statue, you need to go around the
corner and do a small long jump to go around the black onyx stone blocking the
road from the outside. Going far enough, at the end circling back towards the
main map, Dante will land on some ground out of bounds. From there you can
run and jump your way to hit the Doll House entrance trigger.
Videos:
1, Aphox's video:
https://www.youtube.com/watch?v=SI6RF91-jLU
Sightseeing: if you get to the Doll House yard early, it looks different
graphically since there isn’t as much destruction as there will be. You can
check out an octopus ride up close that will disappear soon. Also, some of the
obsidian rock formations there are textured with UDK test texture (a sort of
white and blue square tiling) instead of the real texture. You’ll be seeing this
texture a lot if you go sightseeing in this game...
Videos:
1, AKheon's vid:
https://www.youtube.com/watch?v=ADSSUYSJEuE#t=202
...as you approach the next area:
+++ Cutscene (Hunter destroys a ferris wheel)
- checkpoint 9
If you Infinite Glide into this cutscene, the game may softlock. Depends on what
angle you Glide into it. If you Glide into it directly, Dante will manage to
go too far before the cutscene starts and the game already loads the next map
and forgets the pre-rendered cutscene, softlocking the game.
After watching this scene, the previous map unloads and is replaced by some
props that make it look like the Pier is broken up. These props look extremely
cheap close by.
Other: Coat glitch
Apparently, Dante can rarely not get his coat back after witnessing the ferris
wheel cutscene. His costume remains the coat-less version, more officially
known as "Son of Sparda"-costume, even if you hadn't even unlocked it yet. The
glitch only works until the end of the level, and Dante finally gets his coat
in Mission 2.
Videos:
1, mariotaz's vid
http://www.youtube.com/watch?v=mbPK3gcFTts
Other (NG+): if you play the level in a wrong order, so that you first view the
Doll House exit cutscene, then return earlier in the level to activate the
ferris wheel cutscene, things go awry. After the cutscene Dante will respawn
where he should, except the ferris wheel area is unloaded. If you wait for a
moment, the map will load around Dante, but no fight starts and Hunter is
nowhere to be seen either. If you now proceed to play through the Doll House,
at the end Dante will emerge out of the Doll House a second time - then the
screen remains black and you are softlocked. Or alternatively most of the Doll
House will not load, causing you to get hopelessly stuck.
...when final enemy dies:
- checkpoint 10
+++ Cutscene (Hunter jumping on carnival stalls)
If you return to this checkpoint through main menu, there is no music.
...if you wait long enough in this section:
+++ Cutscene (Kat shows Dante the right direction)
If you enter the Doll House at the same time this cutscene starts, Dante will
freeze after entering the House. However, a simple retry will fix this glitch.
Videos:
1, AKheon's vid:
https://www.youtube.com/watch?v=ADSSUYSJEuE#t=46
...as Dante enters the Doll House to the right:
+++ Cutscene (Hand nearly grabs Dante)
- checkpoint 11
Doing things in the wrong order, you are able to load this cutscene up twice.
After two times, however, the cutscene no longer plays and Dante just teleports
inside the Doll House nonchalantly if you try to go through the doorway.
If you enter the Doll House as you are grabbed by Hunter's attack, Dante is
invisible and able to attack freely during the cutscene. Afterwards, the game
shows that Dante never even left the pier and is still there, imprisoned by the
stony hand.
Videos:
1, SeventhDec's vid of entering cutscene while being attacked
http://www.youtube.com/watch?v=WvqeT6AKq74#t=453
Info: aside the doll portraits, there are pictures of young Dante on the wall
here. You later see these pictures during the flashbacks, but it begs the
question... what are these pictures doing on the wall of the Limbo Pier
dollhouse?
+ Secret Mission: Air Brawl
If you glitched the mirror prior to coming here, its graphics turn different
again after exiting.
...approaching the giant mirror:
+++ Cutscene (the mirror cutscene)
If you retry right after the cutscene, afterwards the scene disappears and does
not activate again. This also causes a graphical glitch to occur, as the mirror
that was supposed to break displays a picture that is not drawn properly if you
get too close.
Retrying right before hitting this cutscene also glitches it. Upon retry you can
hear the cutscene sounds play by themselves. Meanwhile, approaching the mirror
does not start a cutscene. The mirror is also graphically glitched like in the
above example, except the sides of the mirror are invisible for some reason.
Retrying from the checkpoint 12 instead causes the cutscene sounds to play by
themselves but the other two effects do not occur.
If you skip the mirror cutscene using IG-momentum, the machine room fight does
not start either, allowing you to take a closer looks what that room looks like
before it goes all hostile on Dante.
Videos:
1, AKheon's vid of the cutscene disappearing:
http://www.youtube.com/watch?v=wJqQVR1vj2M
Sightseeing (NG+): There is a massive knife above the level out-of-bounds. It's
larger than Dante (with a knuckle duster handle) near the large mirror. You
can't see it perfectly clear because of the awkward camera angle, though.
...after reaching the bottom of the stairs that lead to the machine room:
- checkpoint 12
Retrying from main menu here causes the nearby critters to disappear. Also, if
you had previously glitched the mirror, its glass is now entirely black.
Sequence break (NG+): a semi-obsoleted method of skipping the machine room is to
infinite jump out of the corridor before Machine Room and hopping over the
fight arena to the exit. This is NG+ only.
Videos:
1, MilesTailsProwerFox's video:
http://www.youtube.com/watch?v=FlvrKB8r40M
+++ Cutscene (machine room fight starts)
- checkpoint 13
If you Infinite Glide into this cutscene, Dante continues flying during it. If
your angle was good, he will eventually hit the exit and leave the fight before
it even starts! This causes the exit cutscene to start playing at the same time
as the fight intro is playing and the audio is mixed for a while. Afterwards,
Dante is shown flying in unloaded nothingness while the camera is frozen.
Retrying from last checkpoint takes you to Checkpoint 15, which is after the
fight... So congrats, you skipped the machine room fight!
With a bad IG angle, Dante can end up flying out of bounds instead, softlocking
the game. The cutscene plays for a little while as everything is unloaded, then
you can't control Dante any more and it's resetting time.
If you retry right before the cutscene, Dante retains control during it. Doing
attacks looks strange because Dante’s animation is frozen up at the moment.
Afterwards Dante may enter a strange pose, stuck until some enemy is polite
enough to hit him free again.
If you retry again while doing the above, Dante may spawn back at the pre-
cutscene corridor, right in time for the fight to start and be left out from
the action because the entrance becomes blocked! However, if you retry one more
time, Dante spawns back inside the fight room, and things can proceed as
normal.
You can use this retry tactic to skip this fight on New Game: first retry
before the cutscene so Dante regains control during it. Then turn Dante 180
degrees around and start doing rolls without steering anywhere during the
cutscene. This way he automatically always rolls backwards, towards the exit.
Videos:
1, AKheon's vid of checkpoint retry glitches
http://www.youtube.com/watch?v=wJqQVR1vj2M#t=59
2, AKheon's vid of doing attacks during the cutscene and getting stuck
http://www.youtube.com/watch?v=a7cNChz8_eQ#t=25
...as the fight ends:
- checkpoint 14
...running to the exit:
+++ Cutscene (Dante's wig scene)
- checkpoint 15
You can retry glitch this cutscene from checkpoint 12. This causes the
pre-rendered scene to play over the loading time and eventually Dante can move
behind it. You can't enter menus or skip the pre-rendered scene at this time.
Eventually the scene interrupts automatically for no particular reason, and we
return to Dante who is in the vicinity of the machine room again.
Since this cutscene does not stop Dante's Glide, strange things can happen if
you Glide into it. One other variation is coming from out of bounds and Gliding
into the cutscene from the wrong direction. This way Dante enters the machine
room and likely gets hurt while the pre-rendered scene is playing. Afterwards
he does not teleport to the next area nor will the machine room unload (unlike
normal). If you manually Glide to the 2nd Divinity Statue, none of the pre-boss
event happen, like the rocks shooting out of the ground. The boss fight arena
itself is enclosed by a sheet of collision, not expecting you in just yet.
If you retry from this checkpoint from the main menu, the normal camera zoom-in
is skipped.
Other: if you leave far enough from the map that it unloads, then return, Kat’s
translucent character has lost her A.I. and will just stand in one place
forever.
+ Divinity Statue 2
You are able to do Minus World-glitch v1 here by jumping into a chasm at the
same time you enter training room via Divinity Statue. This causes the game to
fire up the training room, but you spawn back at the level, where things are
now... different.
Videos:
1, Akheon's vid of Minus World in Mission 1
http://www.youtube.com/watch?v=NyKwlxrYQIU
Wasted potential: it might be interesting to see what happens if you died at
the same time you activated the Hunter intro scene, but the floor is too thick
to activate the scene from below the floor.
...after reaching the end of Hunter's battle arena:
+++ Cutscene (Hunter appears)
- checkpoint 16
Other: the Hunter has a tendency to become frozen for some reason. He does not
react to attacks, just watches Dante in total apathy. The rest of the fight
will be effortless if you get this glitch.
Videos:
1, SeventhDec's vid of how the glitch can start
http://www.youtube.com/watch?v=JJ99nAfSbN4#t=225
Other: the Hunter’s A.I. can become messed up if you bombard him with Revenant
charge shots when he is doing his rushing attack at Dante.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=7O4Xd5WvE6I#t=79
“Hunter used to break if you were shooting at him with E&I when he came down
from a stomp. - Psychochild27
Strategy: for the fastest possible kill on the Hunter, you should use Kablooey
and as a buff DT and possibly Demon Evade. This way the fight is over in
literally seconds, even on DMD-mode.
If you skipped all the fights in the level and lack DT, you can get some with
for example Overdrive, a good move for this purpose due to its range and
damage.
Videos:
1, CrypticJacknife's vid for a DMD speed strategy:
http://www.youtube.com/watch?v=BgitOTYOXWw
...after damaging Hunter:
+++ Cutscene (Hunter climbs a structure)
...after shooting Hunter on his structure enough times:
+++ Cutscene (Hunter falls)
If you do enough damage to Hunter to start this cutscene at the same time Dante
is hit by the grappling hook attack, the game will glitch up. Dante starts
taking damage periodically although nothing is visibly hitting him and the
Hunter is momentarily invincible. Other effects include Dante being sometimes
able to stand and do ground attacks in air for some reason, and the Hunter
doing strange DJ-like scratching motions by himself. The glitch becomes fixed
if you destroy the (currently invisible) stone hand around Dante, or die and
use a yellow orb.
Videos:
1, TheSteelStallion's vid
http://www.youtube.com/watch?v=95hxy0RnJo4
...at another phase of the fight:
+++ Cutscene (Hunter disappears into the shadows)
...parrying Hunter's knife:
+++ Cutscene (Dante deflects the knife back at Hunter)
...after waiting long enough:
+++ Cutscene (Hunter reappears)
...draining Hunter's life:
+++ Cutscene (end level)
Dying right before this cutscene, surprisingly, doesn’t appear to have any
strange effects.
--- Mission 2. Home Truths
Secret Missions: Simple Eradication, Stylish Victory
- checkpoint 1
+++ Cutscene (intro scene)
+++ Cutscene (Gates of Paradise)
- checkpoint 2
...walking into the main hall:
+++ Cutscene (entering main hall)
You can skip this cutscene by using infinite glide momentum to zip past it.
Doing this allows you to overlap cutscenes later on and cause some funny
glitches in the process.
On one occasion, retrying right before this cutscene started, a strange orange
light appeared in the corridor where you start from. Viewing the cutscene made
the light disappear.
Wasted potential: it's not possible to enter Sparda-room from the wrong
direction of the loop because there is an invisible wall blocking your way. The
invisible wall dissipates only after acquiring Arbiter, and it later returns
once you exit the area normally.
+ Divinity Statue 1
Gliding while exiting training room can accidentally activate the Sparda-room
cutscenes while you are in the Divinity Statue menu.
Videos:
1, AKheon's vid of activating cutscene from Divinity Statue menu:
http://www.youtube.com/watch?v=kRjpVjtgQ48
Sequence break (NG+): later half of the level early
This level is actually divided into several maps. The first map consists of the
Sparda-room and the bedroom (from where you enter the first dream sequence).
After the dream sequence, the game seamlessly throws you into the second map,
where the main hall is ready to rip open and you can access the Eva-room as
well.
You are able to reach the second map earlier than you should by going OoB and
Infinite Gliding there. The triggers are all readily placed in the second map,
allowing you to just go and touch them to skip far ahead in the level. Our
recommendation is activating the trigger in the Eva-room to start the fights
there, and from thereon the level will work (mostly) as normal after doing this
skip. (c: AKheon)
And as for a good OoB-spot in the first map? One is found from the corridor
after exiting Sparda-room. Drop down and go around the corner and through the
next doorway. Then turn around and jump against the wall to the right of the
doorway you just came through. The wall should give way and let Dante in.
(credits to ruffy324 / dat1z0mb13k1ll3r for this OoB).
Another, slower way to go OoB in the first map is by skipping the bedroom fight
by using Glide momentum to skip its trigger. The room will remain unsealed,
unlike normal, and the area past the bedroom is not loaded, so you can just fly
out of bounds through there.
But other than these two OoB spots, the first map of this mission seems really
solid. If we ever found a new, more convenient OoB spot, it would save even
more time in a speedrun.
Here's a decent set-up for reaching the second map early. Use the OoB-spot near
Sparda-room. Walk a little along the corridor's ceiling and face the direction
where the main hall is. Now turn about 45 degrees to the right. Start Gliding
in a straight line. You will pass on top of the corridor from where you started
the level... keep flying for more than 15 seconds into the unloaded darkness,
and you'll find what you seek.
Videos:
1, AKheon's vid of reaching Eva-room early
http://www.youtube.com/watch?v=ErQqaxS7DjE
...After walking through the Sparda-room doorway:
- checkpoint 3
+++ Cutscene (Dante enters Sparda-room)
+++ Cutscene (Dante examines painting)
Dante does some automatic walking before this cutscene starts. You can't DT out
of it.
As detailed above, you can use IG-momentum to go past the cutscene trigger.
This way you enter the room and the following areas without a fight starting.
But unless you plan on doing the skip of flying to the second part of the level
early, you get stuck because these fights are necessary in order to load the
normal sequence of events in this level.
If you retry from this checkpoint from the main menu, the cutscenes don't have
any music in them.
...After killing first enemy wave:
+++ Cutscene (Death Knight crawls out of the ground)
This cutscene only plays on the default difficulties.
...After killing final enemy:
+++ Cutscene (Sparda painting close-up)
You can delay the start of this cutscene indefinitely by being in Infinite
Gliding-mode.
...approaching the Sparda painting:
- checkpoint 4
+++ Cutscene (Dante gets the Arbiter)
If you retry and then do attacks before this cutscene starts, Dante may turn
invisible during it.
If you Infinite Glide into this cutscene (facing towards the exit), Dante will
continue Gliding during the cutscene. Eventually he exits the map while the
cutscene is on and the game softlocks.
Videos:
1, AKheon's vid of invisible Dante during the cutscene
http://www.youtube.com/watch?v=a7cNChz8_eQ#t=55
...After final enemy dies:
- checkpoint 5
Other: sometimes the music from the Sparda-room fight stays on even after the
fight is over. It might happen if you win the fight too quickly, for example on
Heaven or Hell-mode.
Sightseeing: reach the Order HQ yard
If you Glide into the unloaded darkness around the main level, you can reach
the cutscene-only area of the Order HQ yard. The route to get there is very
similar to how you reach the second half of the level early, as detailed above
- you just got to fly angled a little more to the right and a little lower to
reach this place instead. When you get there, Dante can suddenly stop Gliding
and fall down, so be wary, but you can restart Glide afterwards for some
reason.
For some reason there is sometimes a car with lit headlights frozen on the
road, sometimes not. There's a billboard that advertises Bob Barbas that floats
in air. The nearby motel says there are rooms available... Inside the Order HQ,
you'll find a few rooms that are rendered, but that's it. I guess the actual
map of the headquarters is still separate from it.
If you visit the street outside the Order headquarters, Dante activates an
extra checkpoint there, despite the street being an area where you're never
supposed to get into. Upon retry, you start the level back from the first
checkpoint, except the game remembers your progress through the level. Pretty
curious.
It might also be possible to find the Paradise yard from somewhere out of
bounds, or the area inside the Order HQ... maybe some day.
Videos:
1, AKheon's video
http://www.youtube.com/watch?v=Gi8i-9km41g
Sightseeing: reach inside Order HQ
This an area that is pretty close to the Order HQ yard. Glide a lot lower than
where the street level is in the aforementioned unplayable area and just
continue onward. You may or may not find this section of the map. Some more
info coming at some point. §
Sightseeing: reach the Dreamworld statue
If you start infinite jumping from on top of the main hall, you will reach the
foot of the large statue you see in the distance during the Dreamworld-
sequences. Be warned that this jump will take minutes. This is actually the
platforming of Dreamworld, although it looks different because the statue is in
a wrong position, just hanging around in a mellow t-pose with its chains
floating in front of it. If you infinite jump too high, you’ll hit a death
barrier. You’ll respawn somewhere unloaded and the permanent slow motion glitch
is active...
if you retry now, you’ll end up back where you start the level, but with the
game remembering your progress.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=UrHH8JWFsSg#t=159
...re-visiting the main hall:
- checkpoint 6
Wasted potential: you can IG-momentum past the fight trigger here, but winning
the fight is necessary in order to load the bedroom where you'll go next.
...After final enemy dies:
- checkpoint 7
+++ Cutscene (Dante sees children running)
You can delay the start of this cutscene indefinitely by being in Infinite
Gliding-mode.
Having this cutscene delayed while activating the main hall cutscene (if you
skipped it earlier), nothing too interesting happens. The cutscenes do not
become overlaid on top of each other or anything - they just play back to back
without additional glitches.
However, you can overlap the main hall cutscene and this cutscene another way,
creating some crazy glitches. Kill almost all enemies in the fight, then have
one of the enemies hit Dante into the main hall cutscene so that he dies at the
same time the cutscene starts. Then quickly kill the last enemy to start the
children running cutscene. The two cutscenes overlap and Dante regains control
during the latter cutscene, allowing him to do something crazy...
Activating DT and doing attacks makes Dante fall under the ground for some
reason. If you fall far enough, the cutscene interrupts. Infinite jumping back
up now reveals that Dante became curiously contorted, with his feet sticking out
of his shoulders. This is a Dante's model glitch like any other, but it looks
particularly amusing.
Videos:
1, AKheon's vid
https://www.youtube.com/watch?v=YQXu0SbzOjM
...After entering the room the children run into:
- checkpoint 8
...After final enemy is killed:
+++ Cutscene (Dante looks under the bed)
+++ Cutscene (Dante's eye zoom-in)
+++ Cutscene (Vortex)
- checkpoint 9
+++ Cutscene (Dante has arrived in Dreamworld)
If you win the fight while Infinite Gliding, the start of the next cutscene is
delayed indefinitely. During this time you can go and fly wherever through the
open doorway, since nothing is loaded beyond it. If you leave the map before
the cutscene starts, it becomes buffered in the background and will start when
you return and land again.
...walking closer to the first Demon Pull prompt:
+++ Cutscene (Dante gets Demon Whip)
Dante does some automatic walking before this cutscene. Can't DT out of it.
Infinite Gliding into this cutscene, it becomes buffered and will start the
next time Dante lands. You can actually take this cutscene with you and
activate it at the same time as you break the stone anchor, with strange
results.
One result is that you break the anchor while high in air, so that the cutscene
still remains buffered in the background as the anchor cutscene ends. This
causes the HUD to show during the vortex scene, and afterwards Dante is in a
glitched, frozen pose. You can shoot guns to have Dante’s limbs act strangely,
but other than that, all moves just end the glitch.
Another result is that you break the anchor low enough to hit ground before the
anchor cutscene starts. This causes the Whip cutscene to start first, after
which the anchor cutscene starts. This way Dante regains movement during the
anchor cutscene. You can Pull the nearby prompt to start another cutscene while
these first ones are playing, but it might not have any extra effects.
Videos:
1, coming soon...
...using the first Demon Pull-prompt:
+++ Cutscene (Dante using the grapple)
Speed strategy: the fastest way to break a stone anchor is to do Inverse
Rainstorm, instantly interrupt it with Evade, then do Arbiter's Drop. Repeat
three times. Dante basically hits ground instantly after each Evade, allowing
you to do Drops in record time.
Videos:
1, n4721's Mission 2 DMD run where this trick is used:
https://www.youtube.com/watch?v=Jd9SrXp1Yjc#t=320
...After breaking stone anchor:
+++ Cutscene (1st chain is released)
+++ Cutscene (Vortex again)
- checkpoint 10
+++ Cutscene (Zooming out of Dante's eye)
There is a frame of time after the Vortex cutscene but before a new checkpoint
has activated to retry from the old checkpoint. This causes the game to get
stuck in the loading screen for quite a while, after which the game suggests
you to use a yellow orb because Dante has died. He was presumably somewhere
mostly unloaded, falling down repeatedly and hitting some death floor and
eventually dying. Quitting and continuing from last checkpoint finally brings
things back to normalcy. This retry trick can be done whenever the game sends
you back from Dreamworld, but it is useful only once, in Mission 3.
+ Secret mission: Simple Eradication
Out of bounds - if you breach the secret mission doorway, either with Stinger
or IG-momentum, you’ll end up in the small room behind it. It mostly has a
solid collision, but you can still jump out from its top. First find a glitch
ledge that is in either corner close to the doorway. From there, double jump
towards the back wall... the correct maneuver can be tricky, but eventually
you’ll get out of bounds. My set-up is to climb the glitch ledge, then do an
Inverse Rainstorm that lifts Dante up to the roof, then just do a jump against
the back wall. This should let Dante through most of the time.
Just to note: if you fall and hit the death collision beneath you while outside
bounds, you get a black screen softlock.
Other: the red grapple points in this corridor can be glitched by using
Fireworks to interrupt them. You can for example activate most of the prompts
as many times as you want, causing the rock platforms to come out of the wall
or move around repeatedly.
For some reason, most other Mission 2 grapple points are also vulnerable to
being glitched with Fireworks. Something to keep in mind...
Videos:
1, AKheon's vid of grapple point glitches
http://www.youtube.com/watch?v=4hspDeR63Sc#t=56
Sequence break: Eva room early
At this point in the stage, you would skip a fight and some navigation if you
just had a way to get to the Eva room early. And you have.
First route involved going out of bounds here by Gliding against the walls.
Sadly, once you got out of bounds, the camera didn’t follow, so you had to
navigate to the Eva room while half-blind. Inconvenient, but at least it was a
skip. (c: findlestick)
Second route involved going out of bounds earlier and in a way that allowed you
to keep the camera following Dante. Much better! But to do it, you have to
breach the secret mission doorway with IG-momentum and risk a softlock if you
don’t do it right. Anyway, once outside bounds, you can start a Glide and find
your way to the Eva room pretty easily. You can touch the room’s cutscene
trigger from beneath the floor and from there continue on in the level like
normal. (c: CrypticJacknife)
Videos:
1, findlestick's original route
http://www.youtube.com/watch?v=8uxKzYxKakg
2, CrypticJacknife's route using the secret mission room OoB:
http://www.youtube.com/watch?v=duboFw_pdgc
..after breaking and walking through the next Arbiter-door:
+++ Cutscene (Seeing Eva running)
...re-entering the main hall:
- checkpoint 11
+++ Cutscene (main hall rips apart)
If you Glide into this cutscene, the game will softlock. Dante flies away from
the map as the cutscene is progressing, and eventually the map unloads as the
cutscene is still going on, causing you to lose control of Dante.
You can use IG-momentum to skip this cutscene. Basically, you get to see the
main hall v2 without it having been ripped apart. The collision is wonky around
the seams and you can even just fly through the walls if you want. Once you go
into the Eva-room and do all the events there, upon returning the main hall is
ripped open regardless and things proceed as normal.
If you Glide away from the map and then reload this checkpoint, the text that
says Stop Him on the wall is just a strange blur.
Wasted potential: you can actually go around the back and Pull the prompt that
you would normally pull at the very end of the level to load the exit tunnel.
There is a scant amount of floor outside bounds that you can stand on, making
this trick just barely possible. However, no matter how many times you Pull,
nothing special happens.
...After final enemy dies:
- checkpoint 12
+++ Cutscene (Eva runs up towards Eva-room)
+ Divinity Statue 2
...After approaching the Eva painting:
- checkpoint 13
+++ Cutscene (Dante views Eva-painting)
...After final enemy of wave 1 is dead:
+++ Cutscene (close-up of the painting)
You can delay the start of this cutscene indefinitely by being in Infinite
Gliding-mode.
...After approaching the painting:
- checkpoint 14
+++ Cutscene (Dante gets Osiris)
...After final enemy is dead:
- checkpoint 15
+ Divinity Statue 2 re-visit
...returning to the main hall:
+++ Cutscene (Eva runs and pieces of the hall re-arrange)
You can Glide into this cutscene to keep moving during it. But the cutscene
doesn’t last long and Dante is teleported back to the door he came from at the
end.
Sequence break (NG+): end level early
(c: DBZM1k3)
The trigger for the level escape finale that turns things all frantic is found
from the level at any point. If you want, you can activate it a good deal
earlier than you should and just leave the level without even visiting the Blue
Rose-room!
For maximum ease it’s recommended you do this skip only after having been to
the Eva-room. An example setup: when returning from Eva-room and seeing the
main hall cutscene, start Infinite Gliding. Head to the door you are supposed
to break open opposite to where you start the Glide from. The trigger is roughly
above the door and you should be able to hit it if you start the Glide at a
correct height. After that finishing the level can be done as normal.
If this seems difficult, there is an easier, NG-compatible way to start the
escape sequence as well: make your way over to the next breakable door
normally, first using Demon Pull to position the platform next to it. Then do
a Hightime and jump at the top to your right. This should easily hit the correct
trigger. It doesn't matter if you fall because you respawn back on the path
almost instantly. But you probably shouldn't attempt this skip in NG-conditions
because you likely get stuck pretty soon.
For absolute fastest results, you can hit the end level trigger as soon as you
get out of bounds. The trigger is floating in the middle of nowhere close to
the 2nd main hall. If you hit it, the level turns into a crazy jumble as usual,
but with enough trickery and activating both the Demon and Angel prompts you can
get the end level to load and finish the level like this in record time.
(c: aphox)
Videos:
1, findlestick's vid (from 1:40 onwards)
https://www.youtube.com/watch?v=8uxKzYxKakg#t=99
2, aphox's run of M2 that uses the absolute fastest strategy:
https://www.youtube.com/watch?v=OitXuF4udgw
Other: more about early end level
If you activated level finale before visiting Eva-room, the level basically
becomes a jumbled mess. The various parts of the level are loaded on top of
each other and architecturally things make even less sense than before. The
Eva-room is blocked off by collision but you can still access it by activating
its triggers from beneath the room’s floor. This teleports Dante inside the
room and you can complete the Eva-room events. Afterwards things appear to
become “fixed” and you can leave, and it looks like the jumbled state of the
level is not as bad as it were before. But rest assured, the level is still
screwed up. In best case scenario you CAN complete the level like this, but
unless you want some extra trouble or are a hardcore speedrunner, it's not
worth it.
If you disregard early level finale after having started it and continue onward
to the Blue Rose-room instead, things work out normal until you return from the
third dream sequence. The ripped main hall's pieces are arranged in some random
fashion, making getting around difficult. It's also unknown if you can even
activate the trigger for the exit this way - you're probably stuck if you do
this.
Videos:
1, getting stuck for activating level finale before visiting Eva-room, by
Aphox:
https://www.youtube.com/watch?v=aCQ5lxOhq0c
Other: if you skipped breaking the main hall trigger earlier and activate the
trigger now, something “funny” apparently happens... (thanks to Aphox for
mentioning)
...After approaching the Blue Rose:
+++ Cutscene (Dante picks up the Blue Rose)
+++ Cutscene (Another vortex)
- checkpoint 17
+++Cutscene (overview of the general area)
...After approaching the first Lift Point:
+++ Cutscene (Dante gets the Angel Whip)
You can drop into the chasm at the same time you activate this cutscene... and
it causes a black screen softlock.
...using the 7th Lift Point:
+++ Cutscene (Dante flips onto a ledge)
Other: the Stygian here spawns infinitely as long as you don’t cross the chasm
by Angel Lifting to it. This allows you to slowly farm style points and red
orbs. (thanks to Ink-Ribbon for the tip)
...After breaking the Stone Anchor:
+++ Cutscene (2nd chain is released)
+++ Cutscene (Vortex again)
- checkpoint 18
+++ Cutscene (Zooming out of Dante's eye)
...After final enemy is dead:
- checkpoint 19
...walking into the doorway:
+++ Cutscene (Dante picks up family portrait)
+++ Cutscene (stylish flashbacks)
If you were Gliding against the blocked doorway at the end of the last fight,
Dante will instantly hit this cutscene at the same time as the checkpoint
activates. This creates a glitchy checkpoint: retrying from it takes you to
this cutscene, except you are free to move during it. Dante’s family portrait
levitates eerily as Dante is free to roam around the place. But then you will
suddenly appear in black nothingness and hit death floor when the pre-rendered
scene should start, causing a softlock. Continuing from the main menu, the
cutscene will work out like normal this time right to the end.
If you’re fast, you can escape the cutscene by Gliding away from this map,
although you’ll have to do it blind. This causes the cutscene to interrupt, but
it will continue if you return back close to the map... in my test, because
Dante had left the map during the pre-rendered cutscene, he became stuck in the
cutscene pose of holding the family portrait! Now Dante himself was quite
glitched up.
With some luck, you can make it back to the main level to examine Dante’s
glitched state in more detail... Dante's graphics are displaced from his actual
position. He can’t move while running or doing ground moves - only jumping and
air attacks move him. Turning rotates the displaced graphics around Dante in a
circular formation, looking very unusual. It’s interesting to observe how in
some attacks the effects leave from Dante’s graphics and sometimes from his
actual location, now that the two are separate.
The strangeness doesn’t end there. If you now hit death floor, the game loads a
pretty long time, and it sounds like Dante actually loses all his lives here
(if on HoH). Then Dante re-appears somewhere else, and the game is now in
permanent slow motion. What the...?
Videos:
1, AKheon's vid - DmC is a surrealist masterpiece!
http://www.youtube.com/watch?v=tDtpJDXbPDk
...After reaching the top of the exit slide:
- checkpoint 20
Sightseeing: the Blue Rose-room is decorated from the outside with some stylish
blue and white square-shaped textures. So do Infinite Glide over and check them
out.
...entering the door of the final hallway:
- checkpoint 21
Sightseeing: seeing the shaking exit corridor from the outside looks fun, as if
it was some strange amusement park ride.
...approaching the end of the corridor:
...Cutscene (level end)
--- Mission 3. Bloodline
Secret Mission: What Goes Around
- checkpoint 1
+++ Cutscene (level intro)
- checkpoint 2
+++ Cutscene (buildings appear distorted and enemies appear)
Sequence break: you can jump up to the Blue Rose and touch it right now to skip
the first fights of the level.
Wasted potential: the fight arena is sealed, preventing early exiting. There is
video evidence that it’s possible to leave the room even when it is sealed, but
no one knows how...
Videos:
1, SeventhDec's vid of being outside the fight arena during a fight:
http://www.youtube.com/watch?v=U3LNaELKyag#t=517
...After final enemy of 1st wave dies:
- checkpoint 3
+++ Cutscene (more enemies appear)
...After final enemy dies:
+++ Cutscene (main exit opens and Kat appears)
- checkpoint 4
...After stepping onto the main road:
+++ Cutscene (road is destroyed)
- checkpoint 5
Out of bounds / Sightseeing: use IG-momentum to skip past the exit trigger, and
you’re free to roam the areas outside the main level. Or, if you Glide high
enough, you go over the exit trigger.
If you start infinite jumping and rise up for more than a minute, suddenly the
ambience around you changes and you are close to the foot of the large,
mysterious statue you break the chains off of during the Dreamworld sequence.
Continue rising upwards for many, many minutes and the ambience change will be
complete, and you can see the water surface of the map up close... gorgeous.
However, rise up too high and you’ll hit the death floor, which is unwise
because it results in a black screen softlock.
Through the city ambience, you can see a mysterious box-like structure very
high up in the distance, but it’s extremely difficult to navigate to it
successfully. If you try to rise up to its height, the ambience changes to the
Dreamworld-ambience and the box can't be seen any longer.
There is also some strange stringy object even higher in the sky that you can
see when every ambience is unloaded. However, infinite jumping up to it is
difficult since something freezes your camera if you try to do that, and
precise maneuvering becomes impossible. From a test, nothing loads around it
anyway if you get close... it's probably nothing important.
Videos:
1, AKheon's vid of reaching the Dreamworld statue
http://www.youtube.com/watch?v=UrHH8JWFsSg
...After backtracking to fountain:
- checkpoint 6
+++ Cutscene (Main exit closes and enemies appear)
You can go past this trigger with IG-momentum. This skips the fight, but the
trigger will still exist on the level later on after returning from the Blue
Rose dimension. If you touch the trigger at that point, while the other fight
is going on, you won't get a fight cutscene nor will new enemies spawn. But
afterwards if you retry from last checkpoint, you get sent to a glitched
checkpoint 6 where the exit is blocked and no enemies spawn - you are stuck and
have to retry.
...After killing final enemies:
+++ Cutscene ("Come closer" appears on the walls)
- checkpoint 7
...walking some way on the 2nd floor:
- checkpoint 8
...After killing final enemy:
- checkpoint 9
...After landing on blue rose:
+++ Cutscene (Dante's eye Zoom-in)
+++ Cutscene (Vortex scene)
- checkpoint 10
+++ Cutscene (showing of the general area)
Sightseeing: unlike in any other of the Dreamworld-sequences of the main game,
you can Glide out of this one and just go wherever you want. Pretty cool!
...After breaking 3rd stone anchor:
+++ Cutscene (chain being released)
+++ Cutscene (Vortex again)
- checkpoint 11
+++ Cutscene (zoom-out from Dante's eye)
+++ Cutscene (enemies appear)
Retrying after the vortex scene but before the new checkpoint kicks in allows a
sequence break... more about it below.
Sequence break / retry glitch (NG): skipping the last fight
(c: AKheon)
Once you return from the dreamworld, you're supposed to fight one last fight
before you can leave for the exit. This fight can be bypassed, although the
tactic for doing so is frame-precise.
You have to open up start-menu after the vortex cutscene and then retry from
the last checkpoint. But this must be done before the new checkpoint activates,
meaning you only have a really small time window to do the trick successfully.
If you succeed, the screen remains completely white. While you can't see a
thing, Dante is actually somewhere unloaded and repeatedly falling down into a
chasm. Eventually he dies from the injuries, so just choose to "Continue" when
prompted. This takes you back to the central square and the last fight starts.
But unlike normal, there is nothing preventing you from just leaving and going
to the exit!
The trick may seem arduous and slow on paper, but in reality it doesn't even
seem to influence your in-game time. So in a speedrun it should be very time-
efficient. The worst thing about it is that it is very annoying to do because
it is so precise.
If you had fought the first fight normally (instead of skipping it), you might
find an invisible wall blocking the exit and get stuck instead.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=fGrCtDlV2rE
...After final enemy dies:
+++ Cutscene (main exit opens up again)
- checkpoint 12
If you're Gliding before this cutscene starts, the game will softlock.
...After crossing the road-chasm:
+++ Cutscene (Dante lands)
+++ Cutscene (level end)
--- Mission 4. Under Watch
Secret Missions: Simple Traversal, Flawless Conquest
...as level begins:
- checkpoint 1
+++ Cutscene (level intro)
Sequence break: skip first fight
Start an Infinite Glide, build up some momentum against the nearby wall and
launch Dante past the trigger that starts the first fight. Pretty simple. You
also skip having to destroy the first security camera if you do this because
the exit is not blocked right now. A slower alternative is to infinite jump
over the trigger instead.
Videos:
1, CrypticJacknife's speedrun of Mission 4, showing this and more:
http://www.youtube.com/watch?v=gjWUCV74BJs
Other: glitching Dante's whip
(c: findlestick)
If you skip activating the first fight, then go break the camera of the room,
and only then activate the first fight, afterwards you're given the chance to
break the camera again. Only doing it the second time, things glitch up.
The cutscene ends abruptly and Dante's Demon whip becomes affixed to the odd
snake-eye creature laying on the balcony. Dante will keep holding the Whip's
handle in his hands while the other end of the whip stretches out endlessly as
you keep moving through the level. If you use Angel Lift at some point, the
whip detaches itself from the handle and stays frozen in air instead. Finally,
the glitch becomes fixed if you use Demon Pull again.
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=JshBoalPNJE#t=411
...walking deeper in the area:
- checkpoint 2
+++ Cutscene (camera spots Dante)
...as fight ends:
- checkpoint 3
...approaching the camera on ground level:
+++ Cutscene (Dante threatens camera)
Other: using the first Angel Lift point on the upper level at a wrong time can
cause Dante to freeze on the spot. It is believed it is in fact the tutorial
message that causes this glitch!
Videos:
1, OreotheWolf's video:
http://www.youtube.com/watch?v=9jPxeNzQ5nw
Trigger skip: after the first fight ends, if you're quick - and the camera is
also destroyed so that the exit barrier won't trouble you - you can rush past
the crossroads trigger before it loads. This way the cutscene where the street
collapses never happens, and the next alleyway takes a while to load (so you
can go out of bounds there if you want).
Videos:
1, SeventhDec's video
http://www.youtube.com/watch?v=UpHd88u48wg#t=58
...Demon Pulling first camera:
+++ Cutscene (Dante breaks camera)
You can utilize the enemies of the first fight and get Dante killed at the same
time you Pull the camera. This causes the cutscene to glitch up, with Dante
becoming free to move while the cutscene is occurring.
You can also cause a complex scenario where an enemy kills Dante at the same
time he pulls the camera at the same time you win the fight. This way you can
make the post-fight cutscenes overlap with the camera breaking cutscene,
showing Dante teleporting around oddly and finally things returning back to
normal.
Doing the complex scenario, you can create a glitchy checkpoint where retrying
takes Dante back to the center of the area, but as soon as the exit opening
cutscene starts, he is teleported to the camera platform instead.
Videos:
1, SeventhDec's vid of dying during this cutscene:
http://www.youtube.com/watch?v=RmaZd_S6u8E#t=15
2, AKheon's vid of the complex scenario:
http://www.youtube.com/watch?v=AAizmr4VifQ#t=25
Sequence break: go to end level early
After destroying the first security camera, you come upon a street that
collapses. There are no walls at the back left of the street, so you can just
Infinite Glide out of here and reach any later part of the level at will.
For sequence breaking purposes, you'll want to head to the large building in
the distance that looks like a church tower. As you're approaching it (on PS3),
things suddenly load arond you, and you'll now find yourself at the last street
section where houses attempt to crush you. Dropping beneath the ground resets
things, and from there you can proceed normally to reach church without issues.
You shouldn't attempt to Infinite Glide all the way to the church area early
because you'll (unknowingly) miss a loading trigger on the way. You can drop
down beneath the church to start the final escape sequence early, but at the
last grapple point, nothing happens and you get stuck in a flash of endless
white.
Videos:
1, crypticjackknife's speedrun of Mission 4:
http://www.youtube.com/watch?v=gjWUCV74BJs
...walking up to the crossroads after destroying the first camera:
+++ Cutscene (street collapses)
- checkpoint 4
Other: Jimmy glitches
You know the graffiti-laden wall that suddenly roars and closes down on Dante
if you approach it? The hat on the figure drawn on the wall says, "Jimmy", so
perhaps that is its name.
If you break the Eryx prompt on the Jimmy wall by using Stomp instead of normal
Eryx attacks, the wall will back away but the red glowing prompt doesn't
disappear. It will remain floating in air, accompanied by a small invisible
wall. Breaking the prompt separately now doesn't cause anything different to
happen.
If Dante is invisible, Jimmy doesn't react to Dante in any way. You can go up
close up and see Jimmy tucked in neatly at its initial location near the back
of the corridor. The Eryx prompt may be floating in air in this case as well,
but in this case the entire prompt is glitched: it can't be broken, however
times you hit it.
Another way to see Jimmy close up before it moves is to infinite jump over the
trigger that makes it move.
Videos:
1, findlestick's vid of invisible Dante + Jimmy glitches:
http://www.youtube.com/watch?v=ppXIhXMrK28#t=50
...walking through the corridor with the text "COME CLOSER":
+++ Cutscene (Demonic Shards appears)
Sequence break: skip 2nd fight
There are at least two known ways to skip the next fight. First is to do an
infinite jump up to the bonus area balcony from the Demonic Shards room. Or
jump to the roof of the building from where you’d normally enter the fight
arena. That way, you can just go around the fight trigger, skipping it, or
saving it for later to cause some extra glitches with.
Second way is subtler and faster, but potentially more unreliable and
difficult: dive into the big chasm before the fight arena and retry at a
correct time. Upon retry, Dante keeps falling into the chasm again and again,
but get some forward momentum with Angel Glide for example. Then you'll spawn
back on solid ground, on the fight arena, but the fight hasn't started yet and
you can just waltz on past the fight and deeper into the level. (c: AKheon)
Videos:
1, findlestick's vid of infinite jumping variation
http://www.youtube.com/watch?v=Tj_0eVSmmI0
2, AKheon's vid of the retrying variation
http://www.youtube.com/watch?v=tkp1xNP6CDQ
Other: create a wall breach to the 2nd fight arena:
If you skipped activating the 2nd fight, there is nothing blocking your way
from reaching the collapsing street section ahead. So what you can do is to
walk into the collapsing street to start to make it collapse, then backtrack to
the fight arena. If you now start the fight, there is a gaping hole on the wall
you can use to mess around with. You can drag enemies out of bounds through it
for example. (c: SeventhDec)
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=y9DS69YehOE#t=91
...jumping over the big chasm:
- checkpoint 5
+++ Cutscene (Dante lands, a fight starts)
If you retry right as this cutscene starts, it may glitch up, allowing you to
skip the 2nd fight altogether (read more about it above).
...as fight ends:
- checkpoint 6
Other: if you did things in the wrong order, for example went and dealt with
the two-camera area before starting this fight, after the fight some harpies
will be around although the fight is over. Now you can for example activate the
Divinity Statue while being attacked, something rarely otherwise possible.
+ Divinity Statue
If you do a Stinger towards the next area while activating the Statue and
visiting training room, you activate a cutscene as you enter the training room.
The usual happens: Dante falls down through the bottom of the training room
while cutscene audio plays. You are softlocked and have to retry.
Sequence break: if you skipped the preceding fight, now you can also skip the
collapsing street section and the upcoming fights by doing an infinite jump
close to where the collapsing street section would start. Then, getting high
enough, you can start walking on top of the invisible wall to the side of the
area, running over the collapsing street and jumping over the trigger that
starts the next fights and other activities. (c: aphox)
Videos:
1, aphox's no-IG run of Mission 4 that uses this tactic:
https://www.youtube.com/watch?v=cbxmiD3i7o4#t=47
...walking close to the next corridor:
+++ Cutscene (Dante meets Kat)
- checkpoint 7
If you did things in the wrong order, so that you first collapsed the street
before activating this cutscene, things will look pretty strange...
Afterwards Dante falls through the ground since the street is already
collapsed. If you hit the death collision under the floor, you get a really
strange effect. Dante’s respawning will glitch up. The screen will remain
black, your life bar will be empty and at minimum size too for some reason.
Then, the life bar will start growing until it reaches full size, then it goes
back to minimum again. This minimalistic spectacle of the lifebar getting an
erection will go on until you retry from last checkpoint.
If you load the glitched checkpoint from main menu instead, you get a
completely black screen instead. You can access menu just once before nothing
happens and you are softlocked. Trying to retry or access the training room
also causes a softlock.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=AAizmr4VifQ#t=123
...reaching the end of the collapsing corridor:
- checkpoint 8
+++ Cutscene (Dante lands, enemies appear)
Approaching the cutscene trigger - via OoB or similar - causes Dante's
"Dramatic entrance" to appear glitched. You see Dante jumping at an odd angle.
Followed by a softlock.
Another alternative to the cutscene glitching up is that Dante stands still
during the cutscene with the camera focused on him. This variation is referred
to as "Dante's Out of Body-experience". It's not exactly known what causes it.
Videos:
1, findlestick's vid of a glitched dramatic entrance:
http://www.youtube.com/watch?v=JshBoalPNJE#t=48
2, SeventhDec's vid of the Out of Body-experience variation:
http://www.youtube.com/watch?v=Eaw6-nq0Q1g#t=206
Other: if you enter the two-camera area early but backtrack to the previous
collapsing corridor sequence, you create a glitched checkpoint. If you retry
from it, the next cutscene is half-unloaded with Dante invisible. Then the
camera angle becomes fixed in one spot, Dante is nowhere to be seen and the
game is softlocked.
...as fight ends:
+++ Cutscene (two cameras are shown on the wall)
Speed strategy: there are some small shortcuts in this area, even without the
use of any high or infinite jumps. First is that you can Glide from the balcony
where you destroy the 1st camera at to reach the secret mission platform. And
from the secret mission platform, you can reach the 2nd camera early with
another jump + Glide combination. This skips meeting with Kat in the side alley
where she re-arranges the staircase. (c: n472a)
Videos:
1, n472a's vid
https://www.youtube.com/watch?v=GSjP3CSoIW0
+ Divinity Statue
+ Secret mission: Simple Traversal
You can escape this mission and return to the main level! The main level is
roughly below the spot you start from in Simple Traversal, so you need to
breach the Traversal-mission death floor by restarting the secret mission at a
correct time to do this. You can do the usual tricks like God-mode Dante after
having escaped from the secret mission.
Escaping back to the main level can change the level colors. You sometimes get
a gray ambient atmosphere in the level instead of the normal, making it seem
slightly more gloomy. Also, using DT has no graphical effects during this
glitch for some reason.
It’s impossible to complete Simple Traversal while outside the secret mission
map since there is no finish line for you to cross. This fact also makes the
combined secret mission "Flawless Traversal" somewhat anticlimactic since you
can't beat it and just get stuck.
If you accidentally hit some main map death floor while your last spawn point
is still at the secret mission map, the game will transport Dante somewhere
completely black. Starting the secret mission takes him to the Traversal-map,
but he is frozen and the game is also in permanent slo-mo state for some
reason.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=3tERkgxlos4
...Demon Pulling 1st camera of the area:
+++ Cutscene (Dante breaks camera)
Like with the previous camera breaking scene, you can use enemies to kill Dante
as the cutscene starts, causing Dante to break free of the scene. And you can
do the “complex scenario” with this one too, but the effects are not as
formidable.
...waiting for a moment after breaking 1st camera of the area:
+++ Cutscene (Kat calls Dante over)
...entering back alley after breaking 1st camera:
+++ Cutscene (Kat and Dante meet)
+ Secret mission. Flawless Conquest
...Demon Pulling 2nd camera:
+++ Cutscene (Dante breaks the camera)
Like with the previous camera breaking scene, you can use enemies to kill Dante
as the cutscene starts, causing Dante to break free of the scene.
Winning the fight roughly at the same time you do the above causes a cool extra
effect. While Dante is choking the camera-eye creature, the post-fight cutscene
will start showing the surrounding area through the red visual filter of the
creature! It’s as if Dante is ruthlessly showing the creature its wrecked home
as well as its colleague’s wrecked home before finally knocking it out, adding
insult to injury. Afterwards, you are free to move during the next cutscene
when more enemies spawn.
Videos:
1, AKheon's vid of the latter scenario:
http://www.youtube.com/watch?v=AAizmr4VifQ#t=71
...having broken both cameras:
+++ Cutscene (a fight starts)
You can skip this cutscene and the entire fight if you break both of the
cameras before ending the first fight in the area.
...as fight ends:
+++ Cutscene (barrier is removed from the exit)
- checkpoint 9
Out of bounds: there is a neat collision flaw here that allows you to leave
this area other than through the exit gate. At any time while the exit gate is
not blockaded, jump to the rooftops to the left of the gate. From there, double
jump and glide into the archway - Dante will sink into the archway and now you
are out of bounds.
Videos:
1, DIGGS-86's video
http://www.youtube.com/watch?v=A3FMv9eK4GA
Other. if you go so far away that this map unloads and then return, the camera
creatures have respawned. Although they are now immobile, can’t be interacted
with and their eyes sheen a strange shade of blue.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=AAizmr4VifQ#t=93
...walking deeper into the exit corridor:
- checkpoint 10
Other: if you get yourself to the last street escape sequence early, you are
able to enjoy the quaint sights there without everything collapsing on you.
You'll also find a bunch of terrace chairs and tables there that are
indestructible!
Note that if you move around too much before starting the sequence, the
triggers in the area will become messed up. The sequence can have a lot of
ground missing, or Dante can start from inside a wall and die instantly, among
other things, making things harder for you. Just try not to move around too
much and jump into a pit - this causes the game to restart the collapsing
street section and you can progress normally from there.
Videos:
1, AKheon's vid of indestructible tables and chairs:
http://www.youtube.com/watch?v=Dv7ZP5-yhlc#t=244
Other: as you reach the 1st Angel grapple point. Jam Dante between the wall and
the car on the left, then activate the grapple as the walls are about to crush
you. Doing this glitches up the grapple and sends Dante flying really far and
faster then grapples normally allow. A sort of momentum glitch.
Sightseeing: if you go out-of-bounds and Infinite Glide in the direction that
the hollow half of the church faces for a few minutes, you can explore the area
that belongs to the final cutscene of this level. It’s the church... nothing
too special about it. The gravestones in the yard are all nameless, which is a
fun thing to note, if nothing else.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=CuaNN-SGWB4
...sliding down the art gallery floor:
+++ Cutscene (Dante breaks through the window, a fight starts)
- checkpoint 11
If you die while entering this cutscene by getting hit by the nearby Demonic
Shard, Dante will fall down through the floor while entering the fight arena.
This causes the final chase sequence to begin while enemies are around!
Unfortunately you still can’t finish the level like this: the trigger necessary
for the level end cutscenes to load is likely tied to the upcoming Tyrant-
fight.
...after killing the first wave of enemies:
- checkpoint 12
+++ Cutscene (a Tyrant spawns)
...after the fight ends:
+++ Cutscene (Kat tells you of the exit)
- checkpoint 13
Speed strategy: Infinite Glide through the church as it is collapsing.
...activating last Lift Point:
+++ Cutscene (level end)
--- Mission 5. Virility
Secret Missions: Demonic Conflict, Displaced Skirmish
...as level begins:
- checkpoint 1
+++ Cutscene (level intro)
If you retry right after skipping the intro cutscene, sometimes the retry will
take you to the start of the intro, sometimes to the interlude with pre-
rendered pictures. Prior to the interlude, you'll also see Dante and Kat in the
cutscene area and can turn the camera to look around. On one occasion when
doing this the game played the interlude, but from there skipped directly to
where gameplay starts, and Dante was automatically running to a direction...
this lasted for maybe 10 seconds, then things went to normal. Pretty strange.
Sequence break / Other: gain control of Dante early
(c: findlestick)
At the start of this level, you're unable to use your attacks or jump. However,
right before you walk into the first cutscene, Dante starts walking
automatically. If you now use DT, Dante will break out and regains the use of
all of his powers. This is probably the only occasion in the game you can do
attacks in the real world instead of the Limbo...
If you carefully avoid hitting the cutscene trigger very close by and jump
above the shelves to the left, you can actually skip a part of the level.
A side effect (until you play further on in the level) is that Dante’s weapons
turn invisible for the time being.
Videos:
1, findlestick's vid of the skip
http://www.youtube.com/watch?v=c3qy_Nh7viE
2, findlestick's vid of Dante's invisible weapons
http://www.youtube.com/watch?v=BuClRweZMIU#t=298
...reaching the storage area:
- checkpoint 2
+++ Cutscene (Dante and Kat talk)
...walking near the end of the path:
+++ Cutscene (Dante enters Limbo)
- checkpoint 3
Sequence break: skip most of the level
(c: TheCrypticJacknife, Aphox)
After reaching Limbo, the level starts for real. Here, if you can just get
yourself out of bounds, you are able to Glide directly to the final fight of
the level using a tricky sequence of moves.
The most suitable known OoB spot is near the start of the area. Jump a few
boxes up and at the intersection go left. Demon Pull a box towards you and jump
over it to the next box. Now, turn to view the angled, downward sloping wall of
the area and especially its right corner. Your goal is to Glide towards the
corner, fidgeting to left and right until the wall gives way and you are free.
The longer you take trying to escape the map, the further into OoB the game
deposits you once you are free. That's because of the glitch momentum effect
Gliding against walls has. That can mess things up royally, because now the
next step is finding your way back to the map and using the upward slope of the
level to gain more height. You should be as efficient as possible when
performing this trick, and it is even recommended to try again from the start
if you take more than 10 seconds to break free.
The correct position for you to find back to the map, stay out of bounds and
then do the following skip is annoyingly precise. This skip is probably much
easier on PC since the level loads faster and it’s less likely for you to
accidentally Glide back in bounds again in all the chaos.
Once you find back to the map again, start Gliding up its slanted ceiling to
rise upwards. Glide upwards for at least 10 seconds. Eventually you'll come
upon some wall that prevents you from rising higher - that's how you know you
are high enough. Now stop, jump and do another Glide deeper into the level.
Glide past the main area from the right side and keep going to the same
direction as you were going before. Eventually you will find that you are at
the end level... on PC, you are conveniently spawned inside the corridor before
the final fight.
Videos:
1, Aphox's vid
https://www.youtube.com/watch?v=FevQyrP5UMU
...after reaching a larger platform ahead:
- checkpoint 4
...after reaching the platform before the large crate:
- checkpoint 5
Sequence break: you can skip the fight ahead by building up some IG-momentum
and zipping past the trigger that starts it.
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=JshBoalPNJE#t=232
...walking through the large crate:
- checkpoint 6
+++ Cutscene (Hell Knight spawns)
...as fight ends:
+++ Cutscene (boxes retract)
- checkpoint 7
+ Divinity Statue
+ Secret mission: Demonic Conflict
...reaching the 2nd large area:
- checkpoint 8
Sequence break: get to the end level early from here
The first method of skipping things in here used to go OoB by Gliding against
the nearby downward slanted corner. From there, you could go around the large
hall and reach the final corridors of the level, but you had to do tons of
infinite jumping to regain enough height for Dante, so this was a pretty slow
method. (c: findlestick)
Videos:
1, findlestick's video
http://www.youtube.com/watch?v=Vcv8cDvYUY0
...getting close to the Mixing Room-corridors:
- checkpoint 9
Other: sometimes the fight before you enter the Mixing Room-corridors fails to
end. This glitch should become fixed if you retry from checkpoint as the fight
starts.
...as fight ends:
- checkpoint 10
Sequence break: you can skip the next fight by building up IG-momentum and just
zipping past the trigger that starts the fight.
...entering the room:
- checkpoint 11
+++ Cutscene (enemies spawn)
...after killing first wave of enemies:
+++ Cutscene (Demonic Shards spawn)
...after Demonic Shards are dead:
- checkpoint 12
+ Secret mission: Displaced Skirmish
+ Divinity Statue
...reaching Mixing Room:
- checkpoint 13
Dante walks automatically a bit after reaching this point. If you retry, you
are able to cancel the walking with DT, preventing Dante from entering the
Mixing room. If you now backtrack in the level, some triggers have returned
there, such as the corridors morphing (which looks strange when you see it
happen from the wrong direction). No enemies respawn, though.
...stepping inside Mixing Room:
+++ Cutscene (Dante meets Kat, a fight starts)
- checkpoint 14
...after killing two first waves:
+++ Cutscene (Tyrants spawn)
If Dante dies during this cutscene, he is free to move after respawning.
Other: sometimes the Mixing Room-fight fails to end. This glitch should become
fixed if you retry from checkpoint.
...as fight ends:
- checkpoint 15
+++ Cutscene (exit blockade becomes cleared)
...walking to Kat:
+++ Cutscene (level end)
--- Mission 6. Secret Ingredient
Secret Mission: Rapid Descent
...as level begins:
- checkpoint 1
+++ Cutscene (intro scene)
- checkpoint 2
Speed strategy: Infinite Glide through the entire first half of the level and
complete it in record time.
Out of bounds / sightseeing: there are multiple ways to go out of bounds in
this tunnel, but most are pretty unreliable and finicky. So far the most
reliable way to leave is this: from where you start, walk up to the chasm
ahead. Drop a small way into the chasm and start Glide. Glide against the walls
at the left side. Glide for at least 7 seconds, and with Dante positioned to
the wall’s upper left side, start steering to the right. He should almost
always pop through into OoB. You are now far enough from the tunnel that you
can’t see it, but you can see the enemies falling down, so you can navigate
back by them.
Going far enough from the map that it unloads, the countdown stops. But it
resumes again if you return to the map. At the tunnel’s right side (near where
you start) you can see some OoB platforms where a ghostly Kat is standing in a
t-pose!
Videos:
1, see the video below
Sequence break: going OoB by the above route, find your way back to the tunnel
and glide adjacent to it. Eventually a small area branches out of the tunnel.
Here, turn Dante 45 or 50 degrees to the right and keep Gliding for roughly 15
seconds. Then Helmbreaker. When Dante’s color changes, you’ve reached the
Succubus area early.
Unfortunately you can’t just Glide directly to Succubus because she is not
loaded yet. Instead you have to land on top of the pipe from where Dante
normally enters this area from and activate the cinematic that is on the pipe.
This makes things progress normally through the level from this point on.
If you didn’t load Succubus and then go to the secret mission and return, the
game has “fake loaded” Succubus. She looks to be present and makes her sound,
but the relevant cutscene triggers that start the boss fight still aren’t
there. Just to note: if you first fake load Succubus, then load her for real by
touching the pipe cutscene trigger, nothing special seems to happen.
But... without a faster set-up or other new tricks, this sequence break is
actually slower than just doing the level normally. So it’s not an useful trick
yet, but options never hurt.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=mwB8-s66IGo
...if you wait for too long:
+++ Cutscene (corridor turns back and Dante falls)
Other: if you break out of the Pull prompt at the end of the corridor with
Fireworks, the timer disappears. However, this doesn't actually stop the timer,
so you can still die after this.
...Demon Pulling the hatch:
+++ Cutscene (Dante enters the hatch)
...running deeper into the pipe:
+++ Cutscene (Dante drops down)
- checkpoint 3
+ Divinity Statue
+ Secret mission: Rapid Descent
Other: if you enter the boss arena from out of bounds, you can reach the boss
while she is completely inactive. You can hit her for some style points, but it
doesn't actually damage her at all. The lava pits below the level are also
inactive at this point.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=btCUwu1Yvzg#t=201
Other: If you unload the map but then return to it, Succubus will go to her
inactive t-pose (or at least what is her equivalent of it). She remains in this
pose during the first part of her pre-boss fight cutscene as well, which is
pretty funny.
...walking towards the central chamber:
+++ Cutscene (Dante meets Succubus)
+++ Cutscene (fight starts)
- checkpoint 4
Other: Succubus becoming invincible and/or freezing
There have been reports of Succubus totally freezing up and becoming
invulnerable during the fight. There are many possible reasons how this glitch
can start, and here's a list...
One way to glitch Succubus is to deal a finishing blow to her while she is
doing her acid spewing attack. This way she will continue doing attacks despite
having lost her health. If Dante persists and attacks her right back, she will
soon go completely inactive. At this point she doesn’t even bother following
Dante if he moves to another platform. Not sure if anything can help in this
situation, other than retrying.
A variation of the frozen Succubus glitch can happen if you use DT right before
the cutscene of Dante kicking Succubus. This causes the cutscene to interrupt
and Succubus to fall and lay down on the arena in her weakened state
indefinitely.
Another known way to freeze Succubus is to fall into a chasm at the same time
when you drain her health, but at least in that case the glitch will become
fixed if Dante falls into the chasm again.
Another way I’ve heard this glitch can happen is this: when Succubus is
preparing to destroy an entire platform, glide to the next platform instead of
using the grapple points, and that may break the fight. (mentioned by
Psychochild27)
I hear that there was a patch to fix Succubus from going inactive, so patched
gamers needn't worry about this glitch any longer. Maybe...
Videos:
1, KDThreeSixty's vid of the first listed way this glitch can start
http://www.youtube.com/watch?v=OZ7QR4t9K14
Wasted potential: if you escape from the Succubus fight early with infinite
jumps, you can get back to the main area while the fight is on. The graphics
are a bit glitchy there, and it looks like there is nothing much loaded on the
lava fields at that time.
...parrying Succubus' attack and then Demon Pulling her:
+++ Cutscene (Succubus is strangled)
...draining all of Succubus' health:
+++ Cutscene (Dante kicks Succubus down)
This cutscene can become cancelled if you DT right before it. This causes the
fight to glitch up indefinitely: the game expects you to go and Pull an exposed
wire that is not there. Meanwhile, Succubus takes a nap and is completely
invulnerable. But things return to normal once you jump into lava and respawn
on the platforms.
If you die as this cutscene starts, Dante will not appear in it. Instead, he
becomes free to roam during the time the cutscene takes place. Unfortunately
you can't go and Pull the exposed wires early as a speerun strategy. Angel
Lifting at a wrong time can cause permanent slo-mo glitch to happen here as
well.
Videos:
1, SeventhDec's vid the glitched cutscene
AND permanent slo-mo glitch
http://www.youtube.com/watch?v=kCUhOJdeQgQ
...Demon Pulling Succubus' exposed wires:
++ Cutscene (Succubus arises and gathers strength)
Info: these parts are very scripted, and doing anything else than escaping back
to the main platform leads to a timed failure. The Angel Lift points that lead
to the wrong side are present, situated on now invisible rocks. Using them
doesn't change things, though.
Other: the background music at this stage of the fight doesn’t loop properly
and will end eventually if you take too long in making back to the main
platform.
...using Angel Lift points to escape:
+++ Cutscene (Succubus smashes platform, fight continues)
...after destroying two wires, draining all of Succubus' health:
+++ Cutscene (Succubus falls down and a Demon Pull prompt is revealed)
If you die right about this cutscene starts - doable with delayed damage from
shotgun's charge shot - Dante is free to move during it and he can Demon Pull
the appearing prompt early. This allows you to overlap two cutscenes, this one
and the following one, and Dante regains movement during the cutscene where
Succubus is "dumped".
...activating Demon Pull prompt on Succubus' head:
+++ Cutscene (Succubus is dumped)
- checkpoint 5
Doing the above trick where you regain movement during this cutscene, you can
escape the area early and gain about 10 seconds this way in a speedrun.
Other: after defeating Succubus, you can use IG-momentum to skip the important
trigger ahead. Or you can interrupt Dante's automated running by using DT to
accomplish the same thing. You get back to the main area, but without the last
stretch of the level starting.
The main area looks perfectly normal at the moment, and you can even activate
the Divinity Statue or go inside the Secret Mission while at it. If you do
visit the Secret Mission, upon returning the top half of Succubus has respawned
back at the boss arena, and she makes the sound she made before fighting her.
Regardless, she can't be fought again.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=btCUwu1Yvzg#t=325
...going back to the main area:
+++ Cutscene (Succubus emerges through ground)
- checkpoint 6
Other: at the final stretch of the level, you can infinite jump on top of
Succubus - there's actually some walkable floor on top of her. Unfortunately
the invisible walls are mega high here, making testing this something of a
chore.
You can also examine the surroundings with Gliding, but so far we can't find
anything useful (like the prompt to end the level early) from there. You can
reach the Secret Mission door during this time, but it is closed.
...falling into the stream:
+++ Cutscene (Dante drowns)
Interestingly, you can do attacks during this cutscene or even enter DT-mode.
It looks pretty hilarious if you infinite jump out of the stream before Dante
dies.
If you get a little height and Glide towards south, you can hit the cutscene
that you normally get after using the first Angel Lift prompt even while
drowning. You can sometimes hear Dante do his death scream multiple times doing
this, and if you get this variation to happen upon game over, the game
softlocks.
If you activate the first Angel Lift-prompt as you hit the stream, Dante will
do his death scream as the next cutscene starts... then the game softlocks in a
black screen.
...approaching platform ahead:
+++ Cutscene (Dante lands on platform, Succubus moves)
...Demon Pulling some rocks:
+++ Cutscene (Succubus is thrown to another side)
...Demon Pulling the next prompt:
+++ Cutscene (Succubus is thrown again)
Other. you can attack Succubus and her fingers as targets at this point
already. However, no matter how long you strike at them, nothing happens.
...Angel Lifting the next prompt:
+++ Cutscene (Succubus moves in front of the mixer)
...hitting Succubus' fingers:
+++ Cutscene (level end)
You can enter DT right before this cutscene and it will stay on during the
scene. Close-ups of Dante look amusing this way as his veins pop out
dangerously.
If you fall into the stream at the same time you finish off Succubus, nothing
seems to happen. Dante falls beneath the stream for a second, then things work
out normally.
Other: for some reason, after this level you'll sometimes be able to hear
weapon switching sounds inside the menu. Could the game be still going on in
the background, without you seeing it?
--- Mission 7. Overturn
Secret Missions: Divergent Slaughter, Angelic Warfare
...as level starts:
- checkpoint 1
+++ Cutscene (level intro)
+++ Cutscene (level intro 2)
Wasted potential: from the start of the level, invisible boxes of collision
surround you. Can't just Infinite Glide to the end, although the way looks
clear.
Sequence break: you can, however, Infinite Glide under the bridge to skip all
the activities on the bridge. The camera glitches up if you are too low or
stray too far from a specific path under the bridge, so be wary of that.
Videos:
1, Aphox's speedrun of mission 7:
https://www.youtube.com/watch?v=hWl-u1zJd6E
Sequence break: for a more old-fashioned way of skipping things, you can go
over the bridge fight triggers with infinite jumping. The invisible walls ahead
are really high, though, making this approach pretty unrewarding.
Videos:
1, mariotaz's vid
http://www.youtube.com/watch?v=m-iKADxwidw
Other: at many parts during this level, if you activate and deactivate DT, the
rain graphical effects will glitch up momentarily and show up white.
...punching the Eryx-prompt on the wall:
+++ Cutscene (Dante breaks through the wall)
Speed strategy: you can skip hitting the Eryx-prompt on the floor by jumping
over the side of the bridge and long jumping your way to the upside down truck
hovering there.
Videos:
1, aphox's no-IG run of Mission 7 that uses this trick:
https://www.youtube.com/watch?v=k0ReDDY-USU#t=14
...punching the Eryx-prompt on the floor:
+++ Cutscene (Dante bursts through the floor)
...walking deeper into the third bridge section:
- checkpoint 2
...as fight ends:
- checkpoint 3
Sequence break: you can skip the upcoming fight by doing a fairly small infinite
jump over its trigger, preventing the fight from ever even starting.
Videos:
1, aphox's no-IG run of Mission 7 that uses this tactic:
https://www.youtube.com/watch?v=k0ReDDY-USU#t=38
...walking deeper into the fourth bridge section:
+++ Cutscene (bridge tears open, fight begins)
If you retry quickly after the cutscene, upon retry the fight music plays on
for several seconds before it remembers it has no reason to.
If you Infinite Glide into this cutscene high enough and at an angle, Dante
will leave the game map during the cutscene and the game will softlock.
Videos:
1, SeventhDec's vid of the softlock
http://www.youtube.com/watch?v=nllcNwijLT4#t=102
...killing first wave of enemies:
+++ Cutscene (a Butcher spawns)
...as fight ends:
- checkpoint 4
...walking through the next broken wall:
+++ Cutscene (Penitentiary intro)
Sequence break: use the platforms ahead to get some height, then start Gliding.
Go around the walls and then you’re out of bounds! From here you can Glide
directly to the end level. Just aim towards the big tower in the distance, or
more specifically slightly to the left of it... With practice, you will find
the bridge from the end level, and can go on from there, having skipped a large
chunk of the level. More detailed instructions coming later... §
Videos:
1, Aphox's IG-speedrun of mission 7:
https://www.youtube.com/watch?v=hWl-u1zJd6E
Speed strategy: you can skip the Demon Pull prompts by doing long jumps through
the area.
...Demon Pulling one of the prompts on the wall:
+++ Cutscene (Dante Pulls the wall)
...breaking the next Eryx-prompt on the wall:
- checkpoint 5
+++ Cutscene (Dante sees the inside of the Prison)
Speed strategy: a large TV wall closes in front of Dante, but a small gap
remains to the left. You can Glide through that gap, or even do repeated wall-
to-wall Glides to reach the next area more directly.
+ Secret mission: Divergent Slaughter
You can escape from this secret mission and effortlessly make your way back to
the main level with Gliding - you see the main level’s big blue ambience in the
distance, you can't miss it.
The main attraction of escaping from a secret mission here is to try out the
Invincible Dante glitch, in which Dante stops taking and reacting to damage. Or
perhaps try out the combined secret mission Divergent Angelic Warfare Slaughter?
Videos:
1, AKheon's vid of escaping from secret mission in M7
http://www.youtube.com/watch?v=6nKhbxSO0aM
2, AKheon's vid of invincible Dante
http://www.youtube.com/watch?v=GUdN_spjDKY
...landing on the larger platform ahead:
+++ Cutscene (Dante lands and is back on track)
...using the Lift Point ahead:
+++ Cutscene (Dante lands and sees a Rage Spawn)
+ Divinity Statue
If you Infinite Glide while exiting training room, you may accidentally start
the cutscene in the next room while in the Divinity Statue menu. The usual
results probably happen: if you re-enter training room, the game will softlock.
Jumping into the chasm while activating this Divinity Statue can cause
invisibility glitch or Minus World glitch in this level.
Sequence break: after the cutscene where you see the Rage Spawn, jump to the
platform to the left instead of going through the doorway. Jump around the
corner of the room there from the left side and start infinite jumping over the
bottomless pit. Eventually Dante is above the room's ceiling and can jump on it.
He is now in a cramped space, between two layers of collision, but with jumps
he can break free and go completely out of bounds. Now you can play through this
next section by jumping or Gliding over the rooftops, skipping all obstacles on
your way until eventually things unload around you. Doing a long jump here while
the game is still loading things lets Dante back in bounds again, in the room
before reaching the collapsing bridge. (c: aphox)
Videos:
1, aphox's no-IG run of Mission 7 that uses this tactic:
https://www.youtube.com/watch?v=k0ReDDY-USU#t=92
...walking inside the next room:
- checkpoint 6
+++ Cutscene (Dante laments, a fight starts)
...as the fight ends:
+++ Cutscene (exit opens up)
- checkpoint 7
...using the exit Lift point:
+++ Cutscene (Dante flies to the other side of the wall)
...approaching next open room:
- checkpoint 8
+++ Cutscene (Dante sees Rage Spawn again, a fight starts)
...as fight ends:
+++ Cutscene (exit opens up)
- checkpoint 9
...at the doorway to the elevator room:
- checkpoint 10
...stepping inside the elevator room:
+++ Cutscene (Rage Spawns run away)
Speed strategy: in the elevator room, find an enemy and enemy step jump up to
the top floor instead of slowly running around like usual.
Videos:
1, mariotaz's vid
http://www.youtube.com/watch?v=m-iKADxwidw#t=57
...hitting the Eryx-prompt on the elevator floor:
+++ Cutscene (elevator drops down)
...hitting the Eryx-prompt on the floor:
- checkpoint 11
...as fight ends:
- checkpoint 12
+ Secret mission: Angelic Warfare
+ Divinity Statue
...activating the Lift Point ahead:
- checkpoint 13
++ Cutscene (Dante flies over the wall)
Viewing this cutscene disables Dante's jump for the time being. But you can get
around the cutscene by using Fireworks to interrupt the Lift Point that the
cutscene is tied to, allowing you to have free movement during this part.
If you have free movement, you can do things in wrong order: first view the
bridge cutscene before this cutscene. If you do it, Dante will lose his ability
to jump per usual, but he will not regain it until the level is over.
Videos:
1, SeventhDec's vid of doing things in wrong order
http://www.youtube.com/watch?v=UpHd88u48wg#t=219
...walking up the bridge:
+++ Cutscene (bridge is demolished)
+++ Cutscene (Dante sees Phineas)
If you fall into a chasm as the bridge starts to bend, things glitch up...
well, very slightly at best. Dante respawns on the bridge and looks very idle
until the actual cutscene starts.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=WvqeT6AKq74#t=12
Wasted potential: occasionally when flying directly to the last fight, the
enemies won’t spawn there and you get stuck. Retrying from last checkpoint
won't help, you have to restart the entire level.
...jumping on the platform where Phineas is:
- checkpoint 14
+++ Cutscene (Harpy fight starts)
...as fight ends:
+++ Cutscene (level end)
--- Mission 8. Eyeless
Secret Missions: Moderate Traversal, A Taste of Heaven
...as mission starts:
- checkpoint 1
+++ Cutscene (level intro)
Sequence break: you can Glide to the circular room that has the eye with ease.
Get a little bit of height by double jumping, then start the Glide. Aim past
the building you’re supposed to enter from the left side and keep going
straight. You’ll enter a completely black unloaded void for a moment, but soon
you’ll see a strange pizza slice in the distance - that is the floor of the
circular room, so aim for that. Wait for it to load and then you’re all set. Of
course on PC, things load much faster so you don’t have to wait and probably
have clearer visual cues.
...landing on platform where Phineas is:
+++ Cutscene (Harpy close-up)
If you skip activating this cutscene now, you can later activate it at the same
time with the final cutscene of the level, with strange results... more about
it at end level.
Other: using Frozen Glide momentum, you can push Phineas off the platform here.
He doesn't fall down, though.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=JTH_EvSCimU#t=19
...using the Lift Point:
+++ Cutscene (Dante flies over the wall)
+ Secret mission: A Taste of Heaven
Other: if you latch onto the Lift Point that launches you forward to the
tunnels but break out with Fireworks, the side of the level you are on loses
its collisions entirely, causing Dante to fall down. If you fall down
repeatedly, it's possible for you to glitch the collisions so that they will
not return until you restart the level, getting you potentially stuck.
Videos:
1, AKheon's vid:
https://www.youtube.com/watch?v=xCE5SWCvz08#t=141
Other: if you use the same Lift Point but then jump back and use it again, the
camera will become glitched up. It will stay focused on the Lift Point instead
of Dante... fortunately retrying fixes the glitch. Note that this glitch won't
happen after retrying.
Videos:
1, AKheon's vid:
https://www.youtube.com/watch?v=xCE5SWCvz08#t=453
...walking deeper into the tunnel:
- checkpoint 2
Other: if you retry as the flaming train cart speeds past you for the first
time, afterwards the train's graphics can be found displaced at the doorway you
entered from. Sometimes the train is not a mere graphical illusion: touching it
can actually damage or kill Dante.
Videos:
1, AKheon's vid of the train graphics glitch
http://www.youtube.com/watch?v=a7cNChz8_eQ
...hitting a train:
+++ Cutscene (Dante is thrown back)
Other: dying in the tunnels can mess up the oncoming train timing. In some
cases you might even encounter a "ghost train", i.e. a train that makes a sound
but never appears.
Videos:
1, SeventhDec's vid of a ghost train
http://www.youtube.com/watch?v=RN9NNE-cEW0#t=141
Sequence break: you can use IG-momentum to skip past the terminal fight.
...stepping inside the terminal:
- checkpoint 3
...as fight ends:
+++ Cutscene (exit clears up)
- checkpoint 4
+ Divinity Statue
Visiting training rooms here, the Harpy flock may disappear momentarily from
the distance. Upon retry, it may also cause the nearby Eryx-prompt glows to re-
appear floating in thin air.
+ Secret mission: Moderate Traversal
Other: overlapping cutscenes and other madness
On console, Gliding towards the circular room by the most direct route causes
it to be unloaded as you reach it. Entering it while it is unloaded causes the
cutscene of Dante reaching the nest to skip. Now if you attempt to pick up the
eye, the eye cutscene won't start, and instead the Demon whip gets stuck in mid
air and detaches itself from Dante! Dante’s guns also glitch up, so that E&I
and Revenant have lacking animations and sounds if you try to shoot with them.
(Note that this same effect happens if you enter the circular room while
invisible and attempt to pick up the eye.)
The eye cutscene actually becomes buffered in the background. If you now
activate the Dante entering the room cutscene, you get two cutscenes playing at
the same time: the scene of Dante entering the nest and the scene of Dante
getting the eye. However, the game combines both scenes in an interesting way.
It shows you the camera angle of the scene belonging to Dante getting the eye
(the eye floats about all on its own) and Dante is missing from the scene. This
is because he is off-camera doing all his animations that belong to the scene
when he first enters the nest. The nest battle then begins.
The checkpoint that is created is also glitched. Retrying causes the same
glitchy scene to happen all over again.
It’s difficult to escape the circular room after having glitchily picked up the
eye without the room’s entrance cutscene starting. But it is possible - by
Gliding through the hole in the floor. As the circular room map unloads,
Dante’s guns make a strange pop if you had shot with them earlier.
Unfortunately the buffered eye cutscene does not play in any of the other maps.
For example, going to the start of the level, things will work out normally.
And then, when reaching the circular room again and touching the entrance
trigger, both of the cutscenes overlap as usual.
Videos:
1, nanospheres' vid of the overlapping cutscenes
http://www.youtube.com/watch?v=ryyQ6o1SHzA#t=119
2, findlestick's vid of the glitched weapons
http://www.youtube.com/watch?v=ppXIhXMrK28#t=155
...entering the circular room:
- checkpoint 5
+++ Cutscene (Dante lands inside the circular room)
If you are too quick Gliding inside this room and do a Helmbreaker at the end
of the Glide, Dante may drop down through the floor and die at the same time
the room's cutscene starts. This causes him to be invisible during the scene.
The trigger for this cutscene extends surprisingly far, allowing you to drop
down to it much before even reaching the circular room. So this can be used in
a speedrun as a time save.
Videos:
1, aphox's speedrun of this level that uses the early drop strategy:
https://www.youtube.com/watch?v=hXscYye4sfw
...taking the eye:
+++ Cutscene (Dante takes the eye, fight starts)
Other: if you had interrupted the eye-prompt with Fireworks, the red Pull-
prompt remains on the pile even during and after the fight. It can't be
activated, though.
Out of bounds / sightseeing: there is actually a gaping hole in the ceiling of
this room from which you can escape, if need be. Coming through the entrance,
stay near the wall, go a little to the right and infinite jump, that should be
it. Or, another alternative is to escape through the room's floor with Gliding.
Trying to backtrack is slightly problematic because the start of the level is
unloaded at the moment. You need to Glide half-blind towards the start to have
the correct areas load. Unfortunately leaving the fight like this is not an
option in a speedrun because the level end events do not load until this fight
is beat.
Videos:
1, SeventhDec's vid of the hole in the ceiling:
http://www.youtube.com/watch?v=wRYKC0GChg0#t=281
...as fight ends:
- checkpoint 5
+++ Cutscene (exit clears up)
Sequence break: you can use IG-momentum to skip past the terminal return fight
as well.
...jumping back into the terminal:
- checkpoint 6
...as fight ends:
- checkpoint 7
...jumping back into the pre-tunnel room:
- checkpoint 8
+++ Cutscene (Dante lands, a fight starts)
Wasted potential: this fight can’t be skipped or the level end scenes won’t
load. And if you skipped this room earlier on, there will be a massive block of
collision in your way around the half-way point of the room, making it harder
for you to fight the enemies here. If you do manage to beat the fight, you also
can't go through the room to the exit - you have to go around outside bounds.
...as fight ends:
+++ Cutscene (exit clears up)
- checkpoint 9
Other: if you skipped the first cutscene of the level, there may be not one but
two Phineases at the end of the level waiting to get their eye back. As well as
the batch of harpies Dante never drove away.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=JxSUel8ygpo#t=408
...approaching Phineas:
+++ Cutscene (level end)
If you had previously skipped the first cutscene of the level, you can now
activate it at the same time with the final cutscene of the level. This causes
Dante to break free during the scene and do whatever he wants.
Videos:
1, SeventhDec's assorted clips of this phenomenon
http://www.youtube.com/watch?v=DXyTmpw80A4
http://www.youtube.com/watch?v=DXyTmpw80A4#t=112
http://www.youtube.com/watch?v=DXyTmpw80A4#t=545
--- Mission 9. Devil Inside
Secret Missions: Subsistence
...as you start the level:
- checkpoint 1
+++ Cutscene (intro scene)
If you do timed retry here, you’ll see Phineas doing an odd waving motion for a
second before the game reloads.
Sequence break: you can get directly to the later parts of the level by Gliding
from the side. However, you are required to beat the last fight in the level in
order to load the final cutscenes, so the route in a speedrun is basically
getting to the last fight, beating it, then getting to the exit.
...walking to the end of the twisting corridor:
- checkpoint 2
+++ Cutscene (Phineas tells about Assiel)
If you retry right before this scene starts, the scene plays regardless.
Afterwards your DT-bar goes empty, even if you were playing as Super Dante.
It might be possible to fall into a chasm as this scene starts, but it will
require some tricky maneuvering...
...walking on the wing:
+++ Cutscene (a Witch appears)
If you Glide into this cutscene, Dante continues the motion during it. The
Witch will look at the moving Dante and forgets being filmed, moving away and
ruining the cinematography. At the end, Dante likely hits death collision and
spawns back at the fight arena, or continues Gliding while the camera is
glitched up.
If you hit this cutscene at the same time you retry, you may return to the last
checkpoint but with the fight music playing on for maybe a ten seconds until it
remembers it has no reason to play.
If you go and fight the last fight of the level before activating this
cutscene, the Witch will die instantly as it spawns (sudden decompression,
perhaps?) and the Assiel cutscene has Dante invisible for part of a time, and
he also becomes free to move eventually.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=CaTF3AkE14s#t=161
...as fight ends:
- checkpoint 3
+++ Cutscene (Assiel speaks)
If you hit a chasm as this scene starts, Dante respawns and the cutscene camera
becomes disabled. Instead the camera focuses on Dante, who appears to fidget
nervously while being addressed by the supernatural phenomenon.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=CaTF3AkE14s#t=132
...touching the Devil Trigger:
+++ Cutscene (Dante acquires Devil Trigger)
+++ Cutscene (Dante enters dreamworld)
- checkpoint 4
+++ Cutscene (Dreamworld panorama)
Gliding into this cutscene doesn't cause anything special to happen. Retrying
before the cutscene hasn't created special results either.
...breaking the stone:
- checkpoint 5
+++ Cutscene (statue breaks its chains)
+++ Cutscene (Eva speaks)
+++ Cutscene (fight starts)
If you retry right as you break the stone, the stone breaking cutscene starts
regardless. From there, things continue as normal... almost. If you choose to
retry again, the stone breaking cutscene plays again, except the cutscene
camera is centered on Dante and you see things from an angle you weren't
supposed to, revealing some cheap graphical things you don't normally do. I
also lost my full Devil Trigger bar afterwards, which was unusual since I was
playing as Super Dante.
If you drop Dante into a chasm at the same time you break the stone (doable
with delayed damage from Tremor), Dante respawns under the platform and falls
to his death repeatedly while the cutscene is playing. This messes up any
aspirations of a cinematic camera the cutscene may have had, and might also
cost you your yellow orbs. After the speech from Eva, things return back to
normal.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=CaTF3AkE14s#t=14
...as fight ends:
+++ Cutscene (leaving Dreamworld)
- checkpoint 6
+++ Cutscene (Dante has returned to Limbo)
Like in Mission 2 & 3, there probably is a one frame-window between the two
cutscenes during which you can retry before the new checkpoint has activated.
This in turn might cause new glitches to happen, but probably nothing useful.
...as you Angel Lift yourself into the room and fight starts:
- checkpoint 7
+++ Cutscene (enemies appear)
...as fight ends:
- checkpoint 8
+ Divinity Statue 1
Wasted potential: even without Infinite Glide, you can latch onto the Lift
points past the next fight early by jumping from the entrance of the fight room
to your left, Gliding and using Angel Lift. But the final cutscene of the level
won't load unless you fight the fight in this room.
Videos:
1, DBZM1k3
http://www.youtube.com/watch?v=7i0MHrAQIIQ
...as you enter inside the room and fight starts:
- checkpoint 9
Other: this fight can be escaped by Gliding through the hole in the floor. At
least in a speedrun it won’t be useful since this fight has to be fought for
the last scenes in the level to load. §
...as fight ends:
- checkpoint 10
+ Secret Mission: Subsistence
You are able to escape this secret mission and return back to main level with
Infinite Gliding. This is one of only two levels in the game where it's easy to
do this, since you can actually see the main level from the secret mission and
don't have to navigate blind.
Since the success of the mission only requires for a timer to run out, you can
actually complete the mission after having escaped it. But it doesn't cause
anything particular to happen. Other than that, Dante can lose immortality via
the pre-rendered cutscenes that happen before he goes into the Dreamworld.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=ULE8eaiHbOE
Other: glitching end level Phineas
If you did things in a wrong order during the level, there may be two Phineas
characters awaiting you at the end level platform. From what I gather, this
happens if you go pick up DT only after having won the last fight of the level.
§
Also, if you Glide carelessly through the level, you may reach the end without
Phineas awaiting there at all. Then the final cutscene of the level plays out
with invisible Phineas!
Videos:
1, SeventhDec's vid of two Phineas(es)
http://www.youtube.com/watch?v=h-CKDTTGBSg#t=528
...after using the last lift point and landing:
+++ Cutscene (level end)
--- Mission 10. Bad News
Secret Missions: none
...as level begins:
- checkpoint 1
+++ Cutscene (level intro)
- checkpoint 2
...walking on the bridge for a while:
+++ Cutscene (Dante is noticed)
- checkpoint 3
If you retry from checkpoint after this cutscene before the new checkpoint is
activated, the game will re-load the previous area incorrectly. In other words,
it doesn't load collision at some places (perhaps the game started to unload
the previous area as the cutscene started?)
Thanks to this lack of collision, you can simply walk off the bridge and fall
up towards the sky (where there's death collision). When you hit this death
collision, the game skips to the cutscene where Dante is noticed. Since Dante
died right around when the cutscene started, he regains the freedom to move
during it. The floor has no solid collision at the moment so all of Dante's
attacks are air versions, and he does them in the cutscene pose, which looks
amusing.
It's possible to Infinite Glide upside down towards the Bob Barbas tower. It's
unknown at this date if the grapples there are active during the cutscene,
since it's extremely difficult to even try to grab them. Because most of the
time Dante is off-camera, with controls working in reverse. Plus the game
places you back on the bridge automatically at the end of the cutscene. (c:
findlestick)
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=56XZ1m5_Rmg#t=21
Out of Bounds / Sightseeing: just start Infinite Gliding from here, there are
no walls to hold you back. You can go sightseeing at this point if you want,
but be warned that the distances between the various places you can visit are
immense. It will take minutes to go move around from place to place.
Once you fly away from the blue ambience of the city, you can see some other
parts of the level in the distance. One is the news reel platforming section.
The graphics aren't moving yet, the place is completely dead. You can hit the
last Lift Point of the platforming section to reach the Bob fight arena early,
but because you missed some triggers on the way, all you'll accomplish is a
softlock. Dante will just stand around doing nothing, forever.
The Bob fighting arena seems absent at the moment. One spherical map that is
close by is a giant Raptor News-logo that you can go examine closer if you like.
I tried to Glide so far away from the city that it unloaded before returning
and activating the TV Tower lift points, but got no interesting results.
Videos:
1, AKheon's vid of glitching in Bad News pt. 1
http://www.youtube.com/watch?v=nvv8W5Usysc
...after using the last Lift Point at the end of the platforming section:
+++ Cutscene (Dante uses Angel Lift)
+++ Cutscene (Raptor News intro)
- checkpoint 4
Other: there is a normal platform to the right of where you start at so far
away that you can't reach it normally. Why was one left there? The world may
never know.
Out of bounds / Sightseeing: you can escape from the news platforming section
too by just Gliding. Since you used the Lift Points on the TV tower like the
game expected you to, some new triggers became loaded.
The fight arena now looks like its usual self, for one. Barbas is still absent,
though, and will remain that way until you activate the Lift Points at the end
of the news platforming section. Well, there is "something" you can attack
inside the arena, perhaps an invisible Bob Barbas, and you get style points for
attacking it.
After meeting the invisible Bob Barbas, if you now return back to the news
platforming section (easiest doable by hitting the death collision beneath the
Bob fighting arena) and continue onward to the Bob Barbas fight
(notwithstanding the glitched camera angle), Bob will, unlike normal, not
deflect bullets away from him. You also get style points by just hitting him
normally. Bob won't take any damage from this, though, and if you accidentally
parry one of his attacks back at him, this glitch becomes fixed.
There is a mysterious structure floating in air some miles from the Bob
fighting arena. It is actually the TV-studio Bob's human form is hanging out in!
Trying to reach it from above, it's very easy to hit death collision and respawn
on nothingness. The panic music from the first half of the level returns, which
is odd, but things do work out normally even now if you Glide back to the main
level and continue.
You can still enter the studio from any other direction than above. Bob is just
standing around without collision. All the cameras and other items in the room
also lack collision, but at least the studio has a floor so Dante can stop and
rest there for a bit.
Videos:
1, AKheon's vid of glitching in Bad News pt. 2
http://www.youtube.com/watch?v=tSzzS_3ptm0
2, AKheon's vid of Dante meeting Bob Barbas in person:
https://www.youtube.com/watch?v=Rj2_2Z5aUWk#t=236
...after using the last Lift Point:
+++ Cutscene (Bob Barbas fight intro)
- checkpoint 5
If you retry after the Bob Barbas fight intro scene before the checkpoint has
activated, you create a certain loophole in the game and it forgets to unload
the news corridor areas when the fight starts. This is needed to do some of the
glitch variations listed below.
Out of bounds / Sightseeing: you can escape the fight by infinite jumping and
Gliding! One pretty interesting thing about Gliding and sightseeing with Bob
Barbas active is that the flickering background image of Bob Barbas' news
reporter self does not turn to face Dante automatically, so you can view Bob
from behind this way if you want. Bob will also never unload, even if you go
far away from fight arena - he will continue to make his annoying sounds and
laughs even if Dante is a million miles away.
But if you return to the fighting arena after going so far away that it
unloaded, Bob can sorta glitch up. If you stun him now, the arena goes to a
sort of mixed state between being "active" and "inactive" color-wise. Dante
freezes to one spot and is forced to squander the opportunity to hit half-
active, half-inactive Bob. The freeze continues even after Bob turns active
again, and you're forced to take damage... unfortunately I was playing on
Heaven or Hell, and that hit killed Dante, so I never found out what woulda
happened afterwards.
You can get to the Pier early. The place is sealed by collision, so you can't
actually enter it, but if you hit the death collision below it, the game will
become confused about what phase of the fight is currently going on. The camera
stays fixated on the Pier while Dante is thrown back to the Bob fight arena to
fight Bob. If you damage Bob, he sometimes seems to not get stunned at all...
which means you're basically stuck. In another case, I could stun Barbas like
normal and enter the first news reel even with a glitched camera.
You can find the Virility factory from the unloaded darkness as well. It's far
away from Bob arena and a little higher than it too. I think it is only loaded
during the 2nd phase of the fight. There isn't much to do there, although it's
cool to see the real world factory up close. There is also a room adjacent to
the factory you never see during the game that is full of dripping black growth
from the ceiling. Gross.
Somewhere out in the darkness a very far distance away from Bob's arena is
a formation of four white, thin square blocks. You probably won't find them
other than by accident since they're fairly small, and their purpose is unknown.
Videos:
1, AKheon's vid of the white blocks and Virility factory:
https://www.youtube.com/watch?v=Rj2_2Z5aUWk#t=84
Speed strategy: for some reason Round Trip bites through Bob Barbas'
impenetrable defenses. If you use the attack on Heaven or Hell-mode, it kills
Bob Barbas instantly each round, so you don't even have to shut off his
defenses to beat him.
It seems that Aquila's Air Buy In also hurts Barbas through his defenses, as
well as the Revenant shots... might be useful to know.
...depleting Bob's health:
+++ Cutscene (Bob faints)
...Angel Lifting Bob's right eye:
+++ Cutscene (Dante entering the eye)
- checkpoint 6
+++ Cutscene (Dante appears in Pier news reel)
If you retry right as you start the Angel Lift into Barbas’ eye, the scene may
become glitched up. The cutscene no longer sends you to the Pier, and instead
Dante is stuck to the Barbas fight arena where Barbas is inactive and sad
indefinitely. He doesn’t have a life bar, and since this same result will
happen every time even if you retry, you need to restart the entire level to
fix this glitch.
If you retry right after this cutscene ends, and had caused the previous areas
to stay unloaded using the other trick earlier on, Dante will respawn at the
Pier which is now completely unloaded. He will fall down and hit death floor
repeatedly, and if you don’t know how to Infinite Glide, you are stuck there.
You also can't open up menus at the moment, but if you continue your game from
the main menu this restriction goes away and you can open up the menus again.
But yes, you're in quite a predicament now, aren't you?
If you now escape your predicament by Gliding, you can reach the Bob Barbas
arena. No one is currently there, and doing this only messes up your camera
angle, so don't do it. A more interesting result is going to the news corridor
again. If you try to make the Bob Barbas fight start a second time, instead
Dante lands in darkness for a moment before the Pier segment finally starts
as it should.
One one occasion during HoH-mode, Dante got hit by something during the
cutscene as he was Lifting in to Barbas’ eye. He then fell down in an idle pose
and died to the death floor beneath the boss arena. After respawning on the
Pier, things worked out like normal afterwards.
Videos:
1, AKheon's vid of getting stuck to Barbas fight arena
http://www.youtube.com/watch?v=nvv8W5Usysc#t=464
2, AKheon's vid of respawning at the Pier pt. 1
http://www.youtube.com/watch?v=nvv8W5Usysc#t=432
3, AKheon's vid of respawning at the Pier pt. 2
https://www.youtube.com/watch?v=Rj2_2Z5aUWk
Other: using Fireworks at a wrong time when entering the news reel can make the
news reel frame disappear. It can also happen if you retry at a wrong time
here.
...at the end of the news reel:
+++ Cutscene (Dante returns)
- checkpoint 7
Dying before this cutscene is possible and glitches things up. Dante regains
control before the cutscene is over, but sadly he doesn't teleport back to the
Bob fight arena until at the end of the cutscene, so this can't be used as a
speed strategy to damage Bob early or anything.
...depleting Bob's health again:
+++ Cutscene (Bob faints)
...Angel Lifting Bob's left eye:
+++ Cutscene (Dante entering the eye)
- checkpoint 8
+++ Cutscene (Dante appears in Virility factory news reel)
Similar kind of retry glitches can happen here as on the first time Angel
Lifting into Bob's eye.
If you retry from the checkpoint and try to do attacks at the start of the
cutscene, Dante will do air attacks instead of ground attacks and fall through
the floor. His attacks also lack animation at this time. Shortly afterwards he
is teleported back on the main level so you can't do anything too strange with
this.
Sequence break: skip much of the news reel (c: AKheon)
Yes, a new time save for a part that is basically an autoscroller. Basically,
you have to go to the doorway to the left of where you start from. There is no
roof there and Dante can do an infinite jump to escape. Using an enemy step
infinite jump is the fastest but a bit tricky because of the collision in your
way. Once escaped, start Gliding towards the background. Soon the news reel map
unloads and the camera angle becomes neutral. At this point what you want to do
is to head back to the direction you came from. Once the Virility factory loads
again the game skips the rest of the news reel and you save 30-40 seconds.
Videos:
1, AKheon's vid:
https://www.youtube.com/watch?v=NN1Eh0E2nQU
...at the end of the news reel:
+++ Cutscene (Dante returns, The Order is attacked)
- checkpoint 8
...depleting Bob's health for the third time:
+++ Cutscene (level end)
You can die before this cutscene to glitch things up. Dante regains freedom of
movement at first, but loses it when the characters move out to Bob's TV studio.
Ït seems the pressure plates are inactive at this point, so you can't stun Bob
after having killed him. Or it's possible that you can do this, but the timing
is just very hard.
Other: on Heaven or Hell, you can never get a SSS on time ranking in this level.
Even if you play through the level perfectly, using Infinite Gliding and other
unintended strategies, you will only get SS from the level's time.
--- Mission 11. The Order
Secret Mission: The Power Within
...as level begins:
- checkpoint 1
+++ Cutscene (intro)
The timed retry glitch has an interesting effect here. You'll see Dante and the
game world as it is reloading itself, and after a short while Dante regains
movement! Sadly, the street area is empty of enemies and sealed off, so you
probably can’t do anything too glitchy here, despite the fact that you can move
during loading time (which is a rarity). After that, you see Dante on top of
the roof of a nearby house. Now you can view the surrounding cutscene-only area
with free camera. One of the SWAT-people stands in a t-pose on the street
below... Then the level starts as normal.
...after killing first wave:
- checkpoint 2
+++ Cutscene (Butcher appears)
Sequence break: skip most of the level
Before this fight ends, get to the platform high on the wall (where you’ll use
Aquila to break a blue vine wall after the fight). If you have Super Dante, the
fastest strategy is to activate DT and enemy step infinite jump up to the
platform.
Start Gliding against the spot on the wall where the blue vines would appear
after the fight and gently test the wall by moving a little to the left and
right. Soon Dante will find a gap and he’ll break out of bounds - however, the
camera is still stuck on the platform you left on. Find some ceiling to land on
to fix the camera. On PS3 this is slightly difficult since the game loads the
surrounding area much slower. It helps to enter the menu repeatedly and let the
game load at its own pace when doing this trick... A recommended place where to
land is to the left from where you end up out of bounds - the ceiling of the
room where there is the first in-doors Butcher fight.
Then start Gliding to the direction opposite from where the level started.
Dante will Glide through nothingness for a while, but then you’ll see some odd,
small square down in the void. It’s easy to miss if you’re not looking
carefully. When you reach it, stop Gliding and carefully land on the roof of
the currently loading corridor section. Or land inside it, depending which
feels easier. If you got stuck out of bounds, there is a checkpoint trigger
nearby (around the corner) that you can hit from out of bounds too. Retrying
will get you back in-bounds, right before the last fight of the level.
Videos:
1, Aphox's speedrun route (using IG) through Mission 11
https://www.youtube.com/watch?v=RLUczOUQVU0
Sequence break: skip most of the level (without IG)
In the fight at the yard, do an enemy step high jump to get proper height, then
jump and glide against the side of the wall that would turn into breakable vines
after the fight. As long as the fight is still going on, Dante slips through.
Your glide has to be as short as possible so that Dante falls down before going
back inside bounds by accident. Doing this from right enough, there's nothing
preventing you from going out of bounds and proceed to the next step.
Keep doing a careful long jump to find the next map as it loads beneath Dante.
The map's drawing limit is also quite small, so it won't appear until Dante is
close enough to it. From here you can navigate and infinite jump your way until
you reach the corridor before the last fight of the level, then checkpoint retry
to go back in bounds. (c: aphox)
Videos:
1, aphox's no-IG run of Mission 11 that uses this tactic:
https://www.youtube.com/watch?v=xz9JF66_ADU
2, aphox's tutorial of the tactic:
https://www.youtube.com/watch?v=aJblddrTbxw
...as fight ends:
- checkpoint 3
+++ Cutscene (exit opens up)
...using the Lift Point to get to the high platform:
+++ Cutscene (Dante climbs up)
...using the Lift Point to enter the building:
+++ Cutscene (Dante enters building)
+ Divinity Statue
...punching the Eryx-prompt on the lower floor:
+++ Cutscene (someone gets shot)
On PC, if you have too much lag in this section, the game may leave a
translucent Limbo Dante model to hang around, so you’re basically seeing two
Dantes at once.
Videos:
1, Sasori Nagashi's video
http://www.youtube.com/watch?v=hFlE_Cct6dE
Wasted potential: the game actually places invisible ceilings behind you as you
go, preventing you from backtracking after entering a lower floor.
...punching the Eryx-prompt even further on:
+++ Cutscene (Butcher is sawing a wall)
...dropping down to Butcher's level:
- checkpoint 4
+++ Cutscene (a fight starts)
- checkpoint 5
...after fight has ended:
- checkpoint 6
Trigger skip: you can use IG-momentum to glide past the trigger that starts the
next sequence of events and a fight... but you get stuck. Basically, Dante just
stands outside the locked doors with the translucent SWAT-guys until you
backtrack and hit the trigger.
...after SWAT-team fails to blow up a door:
- checkpoint 7
...after fight has ended:
- checkpoint 8
...using Lift Point to enter the next room:
+++ Cutscene (Dante uses lift point, a fight starts)
- checkpoint 9
...after fight has ended:
- checkpoint 10
Other: skipping triggers here carelessly, the ghostly scientist figures can be
found standing in t-poses.
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=JshBoalPNJE#t=95
+ Divinity Statue
If you use Stinger from the Divinity Statue, you are able to activate the next
checkpoint and cutscene and warp back to the Statue afterwards. This causes you
to become trapped behind locked doors! Retrying from checkpoint fixes things
up.
...going down the stairs:
- checkpoint 11
Trigger skip: you can use IG-momentum to get past the trigger which makes the
room’s Butcher active and hostile. This way he just keeps sawing the wall
endlessly. Using DT, you can lift him up in air, but his animation doesn’t
change. You can also damage and kill him early on other modes than HoH if you
want.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=eGOBTs-N5_c#t=29
...after first wave of enemies, approaching the door:
+++ Cutscene (Drekavac appears)
- checkpoint 12
Note: this cutscene and checkpoint do not appear outside the basic
difficulties.
If you Infinite Glide into the cutscene, Dante remains Gliding during it. He is
displaced and nothing makes much sense this way.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=nllcNwijLT4#t=27
...damaging Drekavac enough:
+++ Cutscene (Drekavac escapes)
Note: this cutscene does not appear outside the basic difficulties.
Other: if you enter the last room of this mission from out of bounds, you can
find Kat there, just standing idly by without an A.I.
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=JshBoalPNJE#t=433
...entering final room of the corridor:
+++ Cutscene (end level)
--- Mission 12. Under Siege
Secret Missions: none.
...as level begins:
- checkpoint 1
+++ Cutscene (intro)
...taking too long:
+++ Cutscene (Kat gets shot)
...Demon Pulling first pillar:
+++ Cutscene (part of the roof collapses)
...Demon Pulling second pillar:
+++ Cutscene (hallway caves in)
Sequence break: skip first half of the level
(c: AKheon)
After the hallway has caved in, there is a small collision flaw you can use to
go out of bounds and conveniently skip most of the Demon Pull prompts, waits
and cutscenes for the first part of the level.
Examine the right side of the collapsed corridor. Jump against it but steer to
the right so that Dante gets as deep into it as possible sideways. Eventually
he will start doing odd jumping motions, signifying he is inside collision.
Now, do another jump steering to the right and a little to the back, and Dante
should pop through and reach the area behind the cave-in. Now, find the left
wall. Jumping against its left back corner, you will be able to go completely
out of bounds!
The developers left a handy little pillar here that you can use to jump on top
of the corridor's roof. From there, just make your way to the part where people
get shot and activate it from outside bounds to continue playing the level like
normal.
It would save time if we could go directly to the fight arena, but so far that
is not possible and we just get stuck behind a locked door if we try to do it.
Hitting the death floor that is near the arena does not help either because the
game just softlocks that way.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=mKqM9MMxSUE
Speed strategy: if you jump repeatedly, you'll move faster than if you just ran
normally. Most of the time it is not useful because of the locked doors that
Kat has to come and open for you, but it does save some seconds at the end of
this section or if you went out of bounds.
...at the corner:
+++ Cutscene (soldiers busting in, Kat hides)
...after a short wait:
+++ Cutscene (soldiers leaving, Kat comes out)
- checkpoint 2
...approaching the staircase leading to the blue monitor:
- checkpoint 3
Reloading this checkpoint, you spawn a few steps closer to the stairs, perhaps
saving a second of in-game time.
...almost at the top of the stairs:
+++ Cutscene (soldiers shoot people, Kat hides)
- checkpoint 4
Other: Kat A.I. glitch
If you do things in the wrong order here, first activating the soldier cutscene
and events and only then activating the preceding checkpoint, then reload that
checkpoint, Kat’s A.I. glitches up. She becomes completely idle and never moves
anywhere ever again. You have to restart the level to continue.
...if you take too long Demon Pulling the shelf:
+++ Cutscene (Kat gets shot)
...Demon Pulling the shelf:
+++ Cutscene (soldier gets crushed)
- checkpoint 5
...right beyond the next locked door:
- checkpoint 6
Out of bounds: you can go out of bounds here, but it doesn't really help as the
fight arena can’t be accessed from here with Dante’s limited skills. Basically,
find the room where there’s the lines of statues. Jump on top of a statue from
the stairs and Dante starts sliding down. At the end of the slide, quickly jump
again to reach the ceiling of the room.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=DT0QBgW1qT8#t=185
...approaching the big fight room:
- checkpoint 7
+++ Cutscene (a Butcher tries to get to Vergil)
...after the fight:
+++ Cutscene (Vergil talks to Dante and Kat)
- checkpoint 8
+ Divinity Statue
You can do a short-lived invisibility glitch here using the Statue by just
Gliding around when exiting training room. Why short-lived? Well, the timed
cutscenes that are very common in the second part of the level fix
invisibility, so there. However, messing around with Gliding and invisibility
here may disable the Divinity Statue from working for the rest of the level.
The cutscene of enemies spawning cannot begin until Dante has stopped using the
Divinity Statue, preventing some glitches.
Out of bounds / Sightseeing: you can escape the big fight room once inside by
Gliding against the walls. Doing this you can backtrack in the level and
revisit the first areas, only now with full power and skills. The ghostly
scientist figures from earlier can be seen normally textured.
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=JshBoalPNJE
...waiting for a set amount of time:
+++ Cutscene (enemies spawn)
...after the fight is over:
+++ Cutscene (floor breaks open)
...after shooting a few Demonic Shards:
+++ Cutscene (Vergil gives Dante the shotgun)
- checkpoint 9
...after shooting the Shards:
+++ Cutscene (Vergil needs more time)
...after waiting a set amount of time:
+++ Cutscene (enemies spawn)
...after the fight ends:
- checkpoint 10
...after the dialogue between characters ends:
+++ Cutscene (Rages appear)
...after the fight:
+++ Cutscene (level end)
If you die by jumping into a chasm right as this final cutscene starts, you'll
enter Game Over-screen while the cutscene audio plays in the background. It is
a genuine game over, though and the game doesn't think you passed through the
level.
--- Mission 13. Devil's Dalliance
Secret Missions: Shenanigans, Hasty Acquisition
...as level begins:
- checkpoint 1 (before intro scenes)
+++ Cutscene (intro scene 1)
+++ Cutscene (intro scene 2)
- checkpoint 2 (after intro scenes)
Wasted potential: the first room of the level is completely sealed by
collision, making early leaving unlikely.
...after killing first enemy wave:
+++ Cutscene (more enemies spawn)
...after killing second enemy wave:
+++ Cutscene (even more enemies spawn)
...after first fight ends:
+++ Cutscene (Dante speaks to Lilith)
+++ Cutscene (the room changes form)
- checkpoint 3 (after cutscene)
Wasted potential: the second room of the level is also sealed off, making early
leaving unlikely.
...after second fight ends:
+++ Cutscene (Dante speaks to Lilith)
- checkpoint 4 (after cutscene)
+ Divinity Statue 1
You can turn Dante invisible at this Divinity Statue with some luck.
+ Secret mission: Shenanigans
Sequence break: skip most of this mission
(c: AKheon)
You can use a devilish secret mission exploit to skip straight to the last part
of the level! First, enter Shenanigans here. Turn Dante to the right for about
135 degrees, so that he faces one of the corners of the room. Start infinite
jumping upwards retaining this angle - using enemies is recommended to speed
this process up. After getting higher than the walls of the map, start Gliding
straight ahead. Having Glided maybe 20 seconds, you’ll reach the Hasty
Acquisition map. Now, quit the secret mission.
Dante will come out through the wrong secret mission door and is now at the
last stretch of the level. However, the map isn’t exactly steady at the moment,
being prone to unload at a moment’s warning. Seek a green door nearby, in the
direction where you normally enter this area from. Glide near it so that you
hit a loading trigger. Then move a bit away from the door and hit death
collision beneath to warp back up to the secret mission door. Now you’re all
set to complete the rest of the (surprisingly short) mission.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=M9YJuwU2vt0
Out of bounds: you can just go and Glide wherever you want at this point in the
stage.
If you head directly to east from this area (assuming that the large statue is
at the north) and Glide for a minute, you’ll reach the secret mission Hasty
Acquisition map! The Shenanigans map is also somewhere nearby, although I
haven't pinpointed exactly where.
Other: if you have invisibility glitch active and hit the first button, the
cutscene will play as normal. Which is rare for the game to do so while in this
undetectable state. But the following battle trigger will still ignore you.
...after hitting first button with Stomp:
+++ Cutscene (Devil Has Talent-logo)
...after reaching Round 1-platform:
- checkpoint 5
+++ Cutscene (Lilith speaks, Round 1 begins)
Other: if you Glide into Round 1, the damaging floor tiles in the fight can
glitch up so that they are barely visible.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=eGOBTs-N5_c#t=87
... after beating Round 1:
- checkpoint 6
...after reaching Round 2-platform:
- checkpoint 7
+++ Cutscene (Lilith speaks, Round 2 begins)
... after beating Round 2:
- checkpoint 8
...after reaching Round 3-platform:
- checkpoint 9
+++ Cutscene (Lilith speaks, Round 3 begins)
If you Infinite Glide into this cutscene, the game does not stop you and Dante
continues gliding out of the fight arena while it becomes sealed. After the
cutscene, Dante is still Gliding, but now outside the fight arena.
...after Stomping the button after Round 3:
- checkpoint 10
Trigger skip: you are able to use IG-momentum to skip the trigger for Round 4.
So what's the use? Well, you can walk around in an empty Round 4-room as long
as you want, and you also see the "Fight"-text laying on the floor, ready to be
used in the next cutscene.
...after entering the Round 4-room:
+++ Cutscene (Lilith speaks, Round 4 begins)
...after beating Round 4:
+++ Cutscene (room opens up)
- checkpoint 11
Out of bounds / Sightseeing: this area is more enclosed than the first one, but
by Gliding towards the direction you came from you can leave.
Other: if you fly away from the map so that it unloads, then return, and only
then activate the button on the ground, the neon highways that form do not have
any collision. They continue to lack collision even if you retry from last
checkpoint - you have to return to main menu and continue to get collisions
back.
Collision flaw: if you Glide into the side of a neon highway, some odd things
may happen. Dante may zip upwards or downwards or have other strange momentum
while in his climbing animation. (c: Sasori Nagashi)
Videos:
1, Sasori Nagashi's video
http://www.youtube.com/watch?v=_SfTFrLan_8
...after two smaller fights, approaching the Round 5-platform:
- checkpoint 12
...after reaching Round 5-platform:
- checkpoint 13
+++ Cutscene (Dante lands, Round 5 begins)
Other: the Drekavac you fight here is actually invincible, and your only goal
is to do a certain amount of damage to him so he'll leave. But if you have DT,
you can keep him suspended in air indefinitely and wail an air combo after an
air combo on him. With Super Dante, you can do an infinite air combo on this
guy!
...after doing enough damage to Drekavac:
+++ Cutscene (Drekavac escapes)
...after beating Round 5:
- checkpoint 14
+ Divinity Statue 2
You can easily turn Dante invisible at this Divinity Statue. Helmbreaker into
the nearby chasm as you activate the Statue, visit training area and return.
Dante should be invisible. Be prepared to infinite jump your way out of the
chasm next, though. Also, be prepared to get stuck since you can't hit any
critical triggers here while invisible.
Videos:
1, some footage of Dante invisible here by AKheon:
http://www.youtube.com/watch?v=rHpys6V9Qh4#t=188
+ Secret mission: Hasty Acquisition
Escaping from this secret mission, it should be possible to return to the main
level afterwards... or you can reach the Shenanigans secret mission and create
a combined secret mission.
Out of bounds / Sightseeing: you can Glide anywhere you want from this main
area. If you Glide beyond the large statue, you’ll soon reach an odd extra map
that has a large green “pillar” in it in the middle of some futuristic ambience
you see elsewhere in the level too. Other than that, there’s nothing - no death
collision (at least below) or any platforms.
...after reaching the central platform:
- checkpoint 15
Trigger skip: you can use IG-momentum to skip past the triggers that start the
final fight sequences on this level. But alas, it's not particularly useful.
...after entering the Devil's Dalliance main area again:
- checkpoint 16
+++ Cutscene (Lilith speaking, Round 6 begins)
...after killing first wave of enemies:
+++ Cutscene (Red Rages appears)
...after killing second wave of enemies:
+++ Cutscene (Blue Rages appear)
...after killing third wave of enemies:
+++ Cutscene (end level)
--- Mission 14. Last Dance
Secret Missions: none.
...after starting the level:
- checkpoint 1
+++ Cutscene (intro scene)
...after Cutscene 1:
- checkpoint 2
Strategy: if you don't mind being a bit cheap, Mundus' Spawn's A.I. has
difficulties keeping up with Dante if he is at the Spawn's eye-level for too
long periods of time. So do some damaging infinite jump sequence next to the
spawn. You'll stay in air, Spawn takes damage and he will barely attack back.
Other: if you go outside the fight arena, Mundus Spawn may sometimes teleport
outside bounds! This isn't particularly useful, though, since he does not fall
down.
...Demon Pulling the prompt on the Spawn's side for the first time:
+++ Cutscene (Spawn opens its eye)
...after depleting Spawn's health for the first time:
+++ Cutscene (Spawn falls down)
Speed strategy: you can pull Lilith out of Mundus Spawn during the cutscene
where the Spawn becomes stunned if you time the Demon Pull correctly. This
saves some time since both of the cutscenes overlap, allowing you to start
moving many seconds earlier than normal and deal more damage to Lilith during
the time she is vulnerable. Easiest to do on Heaven and Hell.
Videos:
1, AKheon's vid of HoH-mode speed completion:
http://www.youtube.com/watch?v=rZ0RnAhpOLw
...after pulling Lilith out:
+++ Cutscene (Lilith comes out)
...after some seconds:
+++ Cutscene (Lilith is pulled back in)
...after depleting Lilith's health:
+++ Cutscene (end level)
--- Mission 15. The Trade
Secret Missions: none.
...as level begins:
- checkpoint 1
+++ Cutscene (intro)
+++ Cutscene (intro 2)
- checkpoint 2
...if you take too long to Demon Pull the box:
+++ Cutscene (Vergil and Kat crash)
Sequence break: skip the entire level
The level starts. Ignore the stressful situation you are in and just start
infinite gliding. Go behind the warehouses to the right and then start steering
towards the back, to the same direction you'd normally progress in the level.
You can see the edge of the sea texture - try to line yourself up with it and
just keep flying onward. Eventually something will pop up in the air in front
of you. Quickly pause the game and wait to load the rest of the level too, and
then you'll find that you are at end level. Just hit the red spot on the bridge
to bring this level to a close.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=ZSMRyiVs9ds
...Demon Pulling the box:
+++ Cutscene (Vergil and Kat continue)
...if you take too long to Stomp the box:
+++ Cutscene (Vergil and Kat crash)
...Stomping the boxes thrice:
- checkpoint 3
+++ Cutscene (Vergil and Kat continue)
...using the last Lift point:
- checkpoint 4
+++ Cutscene (Vergil and Kat get in trouble again)
- checkpoint 5
...if you take too long to Demon Pull the rotor:
+++ Cutscene (Vergil and Kat are annihilated)
Info: if you wait a little before pulling the rotor, a second Demon Pull point
appears on the rotor for some reason.
...Demon Pulling the rotor:
+++ Cutscene (Vergil and Kat continue to the highway)
- checkpoint 7
...using the last Lift point:
+++ Cutscene (Vergil and Kat get in trouble yet again)
- checkpoint 8
...killing a wave of enemies:
+++ Cuscene (Dante glances at the bridge)
...if you take way too long to break the bridge pillar:
+++ Cutscene (Vergil and Kat crash)
...breaking the bridge pillar:
+++ Cutscene (level end 1)
+++ Cutscene (level end 2)
Other: a GameFAQs user RuyyHou25 reported that after completing this level, the
menu had glitched graphics for some reason.
"...the key icons, button press icons, the icons for lost souls and doors and
all that were glitched out in the menus. Not sure how I did it, but was pretty
funny. You could still see the outlines and faint black lines going through,
but otherwise the image was basically transparent, so it basically looked like
it had glitched out like old NES games used to do."
--- Mission 16. The Plan
Secret Missions: Extreme Traversal, Bait and Switch
...as level begins:
- checkpoint 1
+++ Cutscene (intro)
+++ Cutscene (intro 2)
- checkpoint 2
Speed strategy: from the start, Glide to where Dante is facing to go through
the nearby building. One of the later Lift points is there that you can grab to
skip ahead in the platforming section. And because you skipped another trigger
near the first Lift points, the fight arena will be completely invisible!
Things work out perfectly well, though.
Videos:
1, coming soon...
Trigger skip: you can Fireworks out of the Angel Lift-point right before
reaching the yard where a fight begins. If you do that, the scenes and the
fight do not start. However, doing this causes you to become stuck since
completing the fights is necessary to reach further in the level.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=UpHd88u48wg
...using last Lift point:
+++ Cutscene (Dante climbs up and fight starts)
- checkpoint 3
Wasted potential: you can go behind the obstruction at the main entrance with
Gliding and other tricks, but some important triggers are not loaded inside.
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=JshBoalPNJE#t=199
Other: double Witch glitch
At least on SoS- and DMD-modes, you can take an extra Witch from the entrance
fight into the first building fight. It is done by killing the Stygians and the
Frost Knight that spawn before the Witch all at the same time - easiest to do
with an environmental kill. This fools the game into thinking that the fight is
over, and the Witch will spawn too late for the party.
This means you basically avoid having to fight a Witch... however, she will
follow Dante inside the building and be around in the next fight too, so that
you'll face off against two Witches instead of just one.
Videos:
1, MysticGospel's original video
http://www.youtube.com/watch?v=CfeaiVjz48o
...after killing enemies:
+++ Cutscene (Vergil on computer)
+++ Cutscene (entrance is closing)
...if you take too much time:
+++ Cutscene (entrance is sealed again)
...at building entrance:
+++ Cutscene (Dante enters the building and a fight begins)
- checkpoint 4
Out of bounds / sightseeing: you can go out of bounds here by just infinite
jumping. The walls are pretty high, though.
...near Divinity Statue:
+++ Cutscene (Vergil on computer)
- checkpoint 5
If you enter the elevator too quickly, this cutscene seemingly becomes skipped.
If you Glide to the Divinity Statue and use it to go to the training room right
before this cutscene, you'll get the usual result of Dante falling down through
training room floor with the game softlocked.
1, falling through training room floor by nanospheres:
http://www.youtube.com/watch?v=ryyQ6o1SHzA#t=34
+ Divinity Statue
...entering elevator and ascending a bit:
+++ Cutscene (exterior scene of the building)
...after elevator reaches Floor 87:
+++ Cutscene (Dante meets Vergil)
- checkpoint 6
Out of bounds: you can go out of bounds after exiting the elevator. Just
infinite jump somewhere close to the window in the same room the elevator is,
and you’ll notice that there is no ceiling. The infinite walls aren’t too high,
fortunately.
Sightseeing: reaching Secret Mission and 1st part of the level again
It's possible to backtrack to the lower level of the building as well as reach
the Extreme Traversal Secret Mission. After going OoB in the way detailed
above, you need to drop out-of-bounds for about 45 or 50 seconds. As you fall,
search around for a visible object (it's a box, in fact) in the far distance
through the darkness and face it as you fall. Once the 45 seconds elapse, start
infinite gliding towards the object in the distance for about 2 minutes and 10
seconds. Once that time has elapsed, turn 45 degrees to the right and proceed
to go straight. Eventually you will reach the Traversal Secret Mission, but you
are basically stranded since the Mission never starts. Maybe one day, doing
this route in reverse might let us leave the Secret Mission while it has been
reached via normal means.
If you want to backtrack to the start of the level, it's done by following the
directions as mentioned above, but instead of turning right after travelling 2
minutes and 10 seconds. Instead, turn left (roughly), and continue going
straight. Eventually you'll reach the start of the level. Strangely, there is a
checkpoint located high above the roof located near the base of the stairs that
lead to the entrance (restarting after you've hit this checkpoint results in
Dante falling through unloaded dark nothingness). The entrance of the building
is actually unblocked, so you can go in. However, the main hall area is half
loaded and it also has dodgy graphics - the real main hall is actually a
separate map somewhere completely else in the unloaded nothingness.
How about the red cube itself in the distance? A closer inspection reveals that
it is the cutscene-only area where Vergil is doing his computer work!
Videos:
1, findlestick's vid of reaching the secret mission and more
http://www.youtube.com/watch?v=K7Kjh8Wz86c
2, JohnCandyFortyFive's video of Vergil cutscene area
http://www.youtube.com/watch?v=1crBWk-WawY#t=124
Sequence break: going OoB here, you can Glide directly to the next elevator,
skipping the laser corridor and other things in the process. §
Trigger skip: you can use IG-momentum to get past the corridor fight unnoticed,
but the door to the east wing does not open until you've beaten the enemies.
...approaching lasers:
+++ Cutscene (Vergil deactivates lasers)
Other: the game tries to surprise you by closing in some walls as Dante
approaches. However, with careless Stinger usage, you can get Dante stuck
between the enclosing walls before they are completely sealed!
Videos:
1, Keirnoth's vid
http://www.youtube.com/watch?v=SCAuEXGmEb0
...entering through the door to the finance wing:
- checkpoint 7
+++ Cutscene (Dante observes the room, a fight starts)
- checkpoint 8
Out-of-bounds: you can escape out-of-bounds into the first haunted elevator
(one of the ones that knock you back should you try to enter it). Doing
consecutive Air glides against the black "corruption stuff" next to the
elevator (while aiming Dante into the elevator) causes Dante to go through the
doors unharmed. And you end up out-of-bounds, though be prepared to either
Infinite Jump or Infinite Glide once you get out of the elevator, since there
is no ground directly where you end up.
...as fight ends:
- checkpoint 9
...Dante uses the Lift point above:
+++ Cutscene (Dante climbs up)
Other: you can get hit and die while entering the elevator. This doesn’t cause
any too extreme effects to happen, though.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=RmaZd_S6u8E
...riding elevator to Floor 105:
+++ Cutscene (Dante steps out of the elevator)
- checkpoint 10
Sequence break: you can skip the first fight of floor 105 by using IG-momentum
to go past the fight trigger.
Videos:
1, CrypticJacknife's video
http://www.youtube.com/watch?v=mA0p8nTNSX8
...trying to continue on the path leading to left:
+++ Cutscene (path becomes blocked and fight starts)
- checkpoint 11
...as fight ends:
- checkpoint 12
...as Dante uses the next Lift point:
+++ Cutscene (Dante climbs up)
...going through the next open door:
- checkpoint 13
Other: at the hallway with the horizontal lasers, doing things in the wrong
order can cause most of the lasers to be completely harmless to Dante. As if
they weren't even there, but this is of no real use since - from memory - you
get stuck.
Fight skip: you can skip the small corridor fight before the second laser
corridor by using IG-momentum to skip past it. But... the laser corridor scene
might not start afterwards, getting you stuck? Should be verified at some
point. §
...walking through the corridor with elevators:
- checkpoint 14
+ Secret mission: Extreme Traversal
...if Dante falls down but climbs back up with the Lift point:
+++ Cutscene (Dante climbs up)
...having used three Lift points before the laser corridor:
- checkpoint 15
...walking before the lasers:
+++ Cutscene (Vergil deactivates lasers, mostly)
If you move too hastily into this cutscene, Gliding or even just rolling, Dante
will take damage from the lasers ahead, and the cutscene becomes entirely
skipped. This causes the laser fields never turn intermittent like they should,
but this is only a visual difference: the lasers themselves can be passed
through if you just remember which part of them is safe to pass.
Other strange effects include: a red, static color may appear for a second of
two when you take damage, blocking all graphics. Loading screen stays on
forever after retry, although it can disappear if you take damage during this
state, restoring visibility. Continuing from main menu causes loading screen to
stay on permanently; it overlaps with your HUD and things will never be the
same again; you have to restart the mission.
Sequence break: you can skip the upcoming fight by using IG-momentum.
...progressing deeper into the laser corridor:
- checkpoint 16
+++ Cutscene (Drekavac appears, fight starts)
...as the fight ends:
- checkpoint 17
...reaching the end of the laser corridor
- checkpoint 18
Out of bounds: just start infinite jumping in front of the door that leads out
of the laser corridor. Dante breaches the ceiling and is free to go wherever.
+ Divinity Statue
...approaching the main elevator:
+++ Cutscene (Dante and Vergil ride the elevator)
- checkpoint 19
...reaching the West wing sky bridge:
- checkpoint 20
Out of bounds: you can get out of bounds at the collapsing bridge. Easiest to
do after it has collapsed and left noticeable gaping holes in its side you can
Glide through from.
It's possible to drop down to an earlier part of the level that is pretty close
by - Glide to the right of the collapsing bridge, then turn 90 degrees to go
"through" the corridor you just came from while it is unloaded. When screen
turns black, keep Gliding for roughly 8 or 9 seconds, then drop down.
You can see the first sky bridge of the level below. You can go and enter the
area that follows it too, but at this stage it just keeps unloading erratically
and you can't enter the elevator on that floor again. If you now try to infinite
jump back up and hit the death floor there, the game will softlock.
If you jump beneath the bridge but keep Gliding to the direction of where you're
supposed to head next for two minutes, then drop down, you'll reach the
Traversal secret mission. That map looks pretty neat when you have the reddish
visual aura from the main level still active.
Wasted potential: you can reach the final part of the stage early by infinite
jumping, but there are no triggers there and you can't complete the level.
... reaching the last part of the collapsing bridge:
- checkpoint 21
+ Secret mission: Bait and Switch
...after riding on the elevator:
+++ Cutscene (Dante steps out and sees main core)
- checkpoint 22
Other: this is a fight arena where enemies that are tossed beneath the level
may get stuck there instead of being environmental killed. So be wary of that
fact.
...as fight ends:
- checkpoint 23
+++ Cutscene (place starts to collapse)
- checkpoint 24
...using the last Lift point:
+++ Cutscene (level end)
--- Mission 17. Furnace of Souls
Secret Mission: A Day In Hell
...as level begins:
- checkpoint 1
+++ Cutscene (level start)
Other: if you retry while the flames are active, some graphics will be glitched
during the intro cutscene. The flames will appear to be active around the
closest stone blocks without any other fiery ambience or sounds. Also, the next
flame that occurs during the level itself has a messed up timing and doesn't
turn fatal until a few seconds in.
Other: rarely the flames may disappear from this level. One explanation is that
falling into a chasm at a precise time can do it.
Videos:
1, SecretDecay's vid
http://www.youtube.com/watch?v=FD-TNx4RE7w
...if Dante dies by touching the flames:
+++ Cutscene (death)
At least on Heaven or Hell-mode you can suffer a glitchy death by taking damage
AND dying from the flames, causing you to lose two lives in lieu of just one.
Sequence break: reach the higher area early
(c: Aphox)
Walking on the right path, some Knights will spawn there. You have to kill them
first, because there is some invisible ceiling above as long as the enemies
exist.
So, after killing the Knights, do a small jump on the pillar to your right.
Start infinite jumping on the spot. Jump for around 8 seconds and then you’ll
be able to latch onto a Lift Point that belongs to a platform much higher and
later in the level!
Best thing is that this route gives Dante no damage and is doable on HoH-mode
as well.
Videos:
1, Aphox's vid of Mission 17 speedrun route
https://www.youtube.com/watch?v=_nsqu94jGD8
...using the final Lift point on either path:
+++ Cutscene (Dante climbs up) or (Dante lands)
- checkpoint 2
Sequence break: coming from either path, you can skip the fight here by doing
Fireworks out of the Lift point and Gliding the rest of the way onto the fight
arena. This way you skip the trigger that is tied to the Lift point and would
start a fight.
...as the fight ends:
- checkpoint 3
Wasted potential: sometimes when you try to reach the path that leads to the
Divinity Statue too early, there will be odd misplaced collision in there,
preventing Dante from jumping very high in air or - in fact - progressing in
the level. §
Other: sometimes if you ignore the two enemies that spawn on the platform
leading up to the Divinity Statue, the game will think there is a combat going
on for the rest of the level although it isn't. This prevents you from using
the Divinity Statue and the secret mission doors.
...using the final Lift point before the Divinity Statue:
+++ Cutscene (Dante lands)
- checkpoint 4
+ Divinity Statue
This Divinity Statue is known to cause the rare permanent slow motion glitch.
Basically, all gameplay is slowed down to about sixth of its normal rate. It
isn't known why it happens. Be warned trying to recreate the glitch: you may
also softlock the game by accident in the process.
You have to Glide into the nearby chasm at the same time activate the Statue
and enter training room. Depending on the timing, Dante may enter training room
while in slow motion (which means a softlock) or he may enter slow motion after
exiting training room, in which case you retain control and can take this
glitch elsewhere in the level.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=dUpY-kUR4Xw
Wasted potential: it's rare, but somehow you can death warp from the platform
next to the Divinity Statue (where some Hell Knights will spawn) to the top of
the nearby series of platforms (right before the Lift Points) by falling into
the chasm beneath the Hell Knight platform. If a reliable tactic for it could
be invented, it could even be a speedrun strategy, but we've only seen it
happen once...
+ Secret Mission: A Day in Hell
You can escape this secret mission and return to main level... however, it is
an extremely unlikely feat until someone devises a reasonable setup for doing
it, since you have no visual cues for finding back to the level.
If you manage to do it anyway, you'll end up in the main level while this
secret mission is on. Flames of the furnace are apparently inactive, although
otherwise things work out like normal. If you activate the secret mission,
Dante is killed instantly and you fail the secret mission. It's pretty
interesting to fail Dante while he is doing everyday things like activating
Lift Points. However, be warned that if you fail Dante during a cutscene, the
game will probably softlock afterwards. This is a pretty promising glitch
variation... If only it wasn't so difficult to do.
Videos:
1, AKheon's vid - Dante gets a dedicated Fail-button
http://www.youtube.com/watch?v=Kdi3CdSW_p8
Other: the flames of this level turn invisible if you Glide into the secret
mission doorway and die from the flames while the game is loading the secret
mission. Dante respawns back at the Divinity Statue, the game is miraculously
not softlocked, and the flames lack effects... but are there.
Videos:
1, nanospheres' video
http://www.youtube.com/watch?v=ryyQ6o1SHzA#t=80
...using the Lift point at the top:
+++ Cutscene (Dante climbs up)
- checkpoint 5
Sequence break: using Glide, you can bypass the front of the fight arena and
enter it from the back side instead, skipping any triggers associated with a
fight starting here.
...landing on the huge platform:
+++ Cutscene (Dante lands)
- checkpoint 6
If you die at the same time this cutscene starts, Dante will respawn on the
fight arena standing idly. After a second things go back to normal.
Speed strategy: well, if you're masochistic and don't mind the ever-burning
flames, you can just leave the combat arena during the fight and continue on in
the level. You'll probably need to eat a lot of health items to survive to the
end this way, though.
...as the fight ends:
- checkpoint 7
...using the topmost Lift point:
+++ Cutscene (Dante climbs up)
...using the last Lift point on the path:
+++ Cutscene (level end)
You can die as this cutscene starts - especially easy on HoH. This causes Dante
to evaporate in the flames and the screen to fade-in to white. After that,
Dante is saved by the bell (so to speak) because the mission ranking appears
and takes away the pain.
--- Mission 18. Demon's Den
Secret Mission: Colossal Triumph
...as level begins:
- checkpoint 1
+++ Cutscene (intro scene)
Trigger skip / Sequence break: skip everything
This entire level with its fights and its puzzle can be skipped with one
strategic trigger skip. At the very beginning of the level, gather some IG-
momentum and blast through the cutscene trigger that would start the puzzle.
Now, the puzzle is active, yet in an unmixed state. So just choose a plate and
whack it with Stomp four times to end up in the intended solution for the
puzzle, and the level will end.
Videos:
1, findlestick's original vid
http://www.youtube.com/watch?v=gNDFoGs-SHg
2, CrypticJacknife's optimized speedrun that uses this skip
http://www.youtube.com/watch?v=GViblm3-gEc
+ Divinity Statue
If you Stinger into the next cutscene while entering training room, you
achieve... you guessed it... a softlock.
...walking into the main area:
+++ Cutscene (puzzle activates)
- checkpoint 2
If you retry right before this cutscene, upon retry your controller will start
to vibrate lightly, the same way it does in this cutscene. And it doesn't stop
afterwards, unless you walk into the cutscene trigger again... so basically, if
you want to play this level with some extra vibrations, here is how.
...assuming the exit is to the north...
...Demon Pulling the North-East generator:
- checkpoint 3
+++ Cutscene (engine activates, fight starts)
Other: if you skipped the puzzle start cutscene earlier, activating these
devices causes a graphical glitch. The activated pillar rises from the ground
and starts levitating in air.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=eGOBTs-N5_c#t=218
Other: enemies can get stuck inside the rotating devices, becoming repeatedly
hit and eventually environmentally killed.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=7O4Xd5WvE6I#t=18
...as fight ends:
- checkpoint 4
...returning to main area:
- checkpoint 5
...entering North-West tunnel:
+ Secret Mission: A Colossal Victory
Wasted potential: you can interrupt any of the Pull prompts with Fireworks.
This only causes some audio to play, with no other effects.
...Demon Pulling the North-West generator:
- checkpoint 6
+++ Cutscene (engine activates, fight starts)
...as fight ends:
- checkpoint 7
...returning to main area:
- checkpoint 8
...Demon Pulling the South-East generator:
- checkpoint 7
+++ Cutscene (engine activates, fight starts)
...as fight ends:
- checkpoint 9
...returning to main area:
- checkpoint 10
...Demon Pulling the South-West generator:
- checkpoint 11
+++ Cutscene (engine activates, fight starts)
...returning to main area:
- checkpoint 12
...solving the puzzle:
- checkpoint 13
+++ Cutscene (puzzle is solved)
+++ Cutscene (level end)
If you skipped the cutscene you get when first arriving to the main area, you
can activate it now after solving the puzzle at the same time you complete the
level. This causes the two cutscenes to overlap, with audio playing from both
cutscenes at the same time. Then you complete the level.
Another variation is to skip the level end cutscene as soon as it occurs to
regain free movement during the level end cutscene. Being able to move normally
as the level ends is something a bit unusual for the game, and you might see
something unrelated before the mission ranking, such as a display of the font
the game uses.
If you activate Divinity Statue and go training during Dante's and Vergil's
dramatic bonding scene... woe is you! You enter training room, but Dante is
most likely seen falling through the bottom of the room while the cutscene
audio plays in the background. You do not actually finish the level afterwards,
and the game is softlocked - you have to reload.
--- Mission 19. Face of the Demon
Secret Missions: none.
...as level begins:
- checkpoint 1
+++ Cutscene (level intro)
- checkpoint 2
Speed strategy: while the level is loading, spam Angel Evade forward. Dante
should start the level further down the collapsing platform than normal, saving
seconds of sliding time. (c: TheCrypticJacknife)
Videos:
1, speedrun of M19 by CrypticJacknife:
http://www.youtube.com/watch?v=DSkONhoATrs
Sightseeing: reach the upcoming building early
You can start a Glide here and go wherever you want. One attraction is the
building you’d normally reach via a cutscene in a short time. It can be found
from behind Mundus’ back, from pretty high up. One set-up to reach it involves
Gliding against the building with collapsed interior (where Vergil appears in
the cutscene), then infinite jumping on top of the building, then Gliding to
the other building.
The other building is mostly unloaded at this time - you can see a windowpane
floating in air and another cube-like object near it. If you go too close to
the windowpane, the game will transport Dante inside the building early... but
he will get stuck there because Vergil is not around to kick the doors open. So
it’s recommended to go around by the roof instead. Although this area is really
glitchy at the time, opting to unload at the moment’s notice. If you hit the
corridor cutscene as the map unloads, the game will softlock... so beware that.
It will be really difficult to get to the end of the building like this, and
even if you do, the cutscene of Mundus attacking won’t activate. While this
allows you to examine the cutscene-only area of the office closer, it has no
other use. Trying to use the grapple points leading up to the boss fight ahead
softlocks the game - Dante just remains standing in mid-air. Could it be that
the actual boss fight takes place in some altogether different map? (c:
SeventhDec)
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=gsbocfgllfk
...after Dante lands on the ceiling:
- checkpoint 3
+++ Cutscene (Vergil attacks Mundus)
It’s possible to die at the same time you hit this cutscene trigger. This
causes Dante to spawn at another roof with the cutscene camera disabled. It’s
pretty nice to see the dramatic action transpire from Dante's angle.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=JTH_EvSCimU#t=543
Other: Lift Point break-out
The Lift Points here are more vulnerable than usual to odd glitches. When
entering one of the green boost rings, attempt to shoot with Revenant or do a
Stomp and Dante becomes frozen in a strange pose. You can shoot with firearms
without the pose interrupting, or try to re-do a Stomp for some extra effects,
but everything else ends the glitch. It looks silly, but that's all it is good
for.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=JJ99nAfSbN4#t=41
Other: glitching up Mundus' eye cutscene
(c: SeventhDec)
At the last lift point, instead of doing the expected and launching into air
and Demon Pulling the eye, do the unexpected and first Demon Pull and then
launch into air. I've heard that only Demon Pulling also works with certain
timings.
Dante will appear standing idly by in mid-air, and after that Mundus gets
assaulted by the Whip, apparently acting by its own will. After that the
cutscene may proceed as normal, albeit from absent Dante's point of view,
almost like an "out of body experience", or the cutscene may turn totally black
and the game softlocks.
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=JJ99nAfSbN4#t=119
...after Pulling the eye:
+++ Cutscene (Dante attacks Mundus)
...after ending up inside the building:
- checkpoint 4
Wasted potential: there is loads and loads of special death collision outside
the window. In fact, hitting it causes a special reaction in which Dante loses
the ability to do attacks and respawns back inside the building after a few
seconds.
If you move away from the map during the few seconds before respawning, Dante
will freeze and you have to retry to continue.
Other: backtracking to the start of the level
By Infinite Gliding + some Infinite Jumps, it's possible to backtrack to the
start of the level. Mundus will follow you, and you'll see him attack through
the building's collisions to get you. If you then try to continue on in the
level like normal, the game unloads the next area too easily. I've not managed
to continue on while keeping things loaded.
I once skipped the cutscene before the large bus in Dante's way and backtracked
after triggering the Mundus fight. But that area (and I'm assuming the cutscene
trigger, since the scene never activated) had trouble staying loaded while I
tried to activate it. Though it might be possible to do so... §
Other: dropping Vergil down
You can drop Vergil down into the pit below. After having fallen, he will not
respawn back again, which probably gets you stuck in the level. But at least it
looks comical to do this.
One way is to use Frozen Glide momentum to push Vergil out of the window with
Dante. Second way is to Glide out of the second window in a certain way to
cause the current map to unload. During this time Vergil can drop down into
nothingness and ostensibly get killed. Fun for the whole family!
Videos:
1, SeventhDec's vid of Frozen Glide method
http://www.youtube.com/watch?v=JTH_EvSCimU#t=196
Trigger skip: you can skip the cutscene in front of the window with IG-
momentum. Might save some time on console because of the loading times.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=_IIPWHwMFi0
...walking next to the window:
+++ Cutscene (Dante and Vergil discuss their plan)
Speed strategy: by jumping out of the window here, the game will transport you
straight to the cutscene that takes place after breaking the Arbiter-door. Hard
to say why. Note that on console, if the game hasn't loaded the cutscene
completely, odd side effects may occur instead and you won’t save time. What
happens is basically the same as dying while entering a cutscene, with the
usual side-effects.
Videos:
1, see the above vid by AKheon
...breaking Arbiter door and walking inside:
- checkpoint 5
+++ Cutscene (Vergil is sucked in by Mundus)
+++ Cutscene (Mundus prepares to spew lava)
Dying as you enter this cutscene causes Dante to respawn elsewhere, falling and
dying repeatedly while the cutscene takes place. After the cutscene, Dante may
respawn back inside the building, but with Vergil nowhere in sight... getting
you stuck. Or another variation is that Dante spawns at the post-cutscene
platform before the boss even realizes he is there. You can’t damage or get
Mundus's attention like this, so you have to retry to continue.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=M0SaE_PCROU#t=108
Other: Mundus endlessly vomiting lava
Just a visually funny trigger oddity. If Dante latches onto the Lift Point
ahead, but jumps back to the previous rooftop from it, Mundus will be standing
upright with an endless lava stream flying from his mouth. (c: SeventhDec)
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=JJ99nAfSbN4#t=15
...after using second lift point:
- checkpoint 6
+++ Cutscene (Dante lands on the ceiling)
Other: if you Glide around recklessly, you may get an odd scenario where a part
of Mundus is totally crowding the battlefield. Some glowy and molten lava parts
block the view and Dante hops neurotically like he always does when in cramped
spaces. Doing attacks doesn’t seem to harm Mundus, and likewise, his attacks
have difficulties reaching Dante.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=M0SaE_PCROU#t=183
Other: a rare mystery of Mundus being invisible - or rather - completely absent
in this fight. From the looks of it, something did not load correctly in the
game's memory.
Videos:
1, gamerkaijen's vid
http://www.youtube.com/watch?v=tRECFefxtsc
Out of bounds / Sightseeing: you can just Glide away from the fight here if you
want. If you move far enough away from the map, Mundus may lose some of his
textures or "clothing" all of a sudden, looking odd.
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=BuClRweZMIU#t=233
...if you use a lift point to switch ceilings:
+++ Cutscene (Dante uses a lift point and switches ceilings)
Other: moving Mundus around?
If you do Frozen Glide with momentum against Mundus, it looks a bit like you
are moving him... is it just an optical illusion? Or something more?
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=DXyTmpw80A4#t=511
...destroying Mundus's left or right arm:
+++ Cutscene (Mundus's arm is destroyed)
If you die as these cutscenes start, Dante remains free to move during them.
You can Pull the eye a bit earlier than usual this way, causing Dante to break
free of the following eye cutscene as well! Dying now causes some extra
graphical glitches (and otherwise), as you'd expect.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=M0SaE_PCROU#t=233
Other: jumping down and doing attacks while Mundus is hunched forward, Dante
may accidentally hit some invisible target and gain style points for it. Wonder
what it is?
Videos:
1, SeventhDec's vid
http://www.youtube.com/watch?v=DXyTmpw80A4#t=313
...Demon Pulling Mundus's left eye:
+++ Cutscene (Dante attacks Mundus, Vergil is seen inside Mundus)
Other: early eye pull sometimes causes Mundus to enter a glitched mode where he
is hunched forward like he is when armless, but he still does attacks with his
arms (which are now invisible). He also doesn’t have a visible health bar
during this time. Switching buildings or dying causes things to return to
normal.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=M0SaE_PCROU#t=264
...Demon Pulling Mundus's right eye:
+++ Cutscene (Dante attacks Mundus, Vergil is seen inside Mundus)
...depleting armless Mundus's health:
+++ Cutscene (Mundus is destroyed)
+++ Cutscene (level end)
--- Mission 20. The End
Secret Missions: none.
...as level begins:
- checkpoint 1
+++ Cutscene (intro)
+++ Cutscene (Dante and Vergil start to fight)
Other: in the heat of the battle, it's possible for Vergil to teleport out of
bounds. If interrupted there and he falls into a chasm, he respawns back onto
the arena shortly.
If you infinite jump too high, Vergil may also teleport to the roof of the
fight arena.
Videos:
1, SeventhDec's vid of Vergil dropping out of bounds
http://www.youtube.com/watch?v=7O4Xd5WvE6I#t=315
2, AKheon's vid of Vergil at the roof of the arena
http://www.youtube.com/watch?v=W55SEteRpgI#t=157
Strategy: a fairly interesting tactic against Vergil involves Demon Pulling him
in air when you get an opportunity. After the Pull, do Osiris or Rebellion
second air combo to do damage to Vergil and stay in air at the same time.
Vergil will teleport away and do his air projectile. Just evade the projectile
and Pull Vergil back to Dante again. This can be repeated indefinitely... it’s
basically a vulnerability in Vergil's A.I. (c: SeventhDec)
Videos:
1, SeventhDec's video
http://www.youtube.com/watch?v=W9mPahYBoGU#t=482
Other: Vergil getting stuck
There's more than one way to have Vergil become stuck in air.
One way, in which Vergil will remain twitching in air indefinitely, can be done
by doing the final blow to him after having Demon Pulled him in air.
Second way has Vergil fall down endlessly on his back... but the instructions
for this one will have to wait until the next update. §
Videos:
1, Vergil sliding on his back and / or twitching in air endlessly by SeventhDec
http://www.youtube.com/watch?v=O0raXSz_uXQ
2, some more of twitching in air endlessly by SeventhDec
http://www.youtube.com/watch?v=7O4Xd5WvE6I#t=382
Other: If you make Vergil stuck somewhere but he breaks free later, the spot
where he was stuck may still contain some collision. Dante can enemy step in
that spot although there is no one there.
1, SeventhDec's vid
http://www.youtube.com/watch?v=O0raXSz_uXQ#t=65
Strategy: there is a “sweet spot” on the fight arena where Vergil can’t hit
Dante at all. It is at the middle of the arena’s back wall, a little to the
right of the pillar-like structure. §
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=BuClRweZMIU#t=269
...after damaging Vergil for 3 health block's worth:
+++ Cutscene (Vergil slides back)
...after damaging Vergil for roughly 7 health block's worth:
+++ Cutscene (Vergil tumbles and Dante and him exchange words)
...after damaging Vergil for roughly 10 health block's worth:
+++ Cutscene (Vergil flies backwards but rises up)
...after damaging Vergil for roughly 14 health block's worth:
+++ Cutscene (Vergil tumbles and Dante and him exchange words)
...after damaging Vergil for roughly 17 health block's worth:
+++ Cutscene (Vergil summons doppelganger)
Other: invincible Vergil
A pretty infamous glitch in which the Vergil fight does not end. Normally
hitting a weakened Vergil with any DT attack will start the last cutscene of
the level and the game is then over. But sometimes no cutscene starts, and
Vergil stops taking damage altogether.
In some cases Vergil’s A.I. may turn very passive after this, so that after
having recovered he just keeps walking around and doesn't attack any more.
For now, it is not known what causes this glitch. However, retrying and trying
again should fix it.
Videos:
1, thejourneysofascrub's vid
http://www.youtube.com/watch?v=wD_sKxwKuYg
Other: when Vergil is in his weakened state, any hit you do is fatal to him
after activating DT, even an unignited Kablooey shot.
Other: for a reason or another, Dante can be invisible in the ending cutscenes.
Not much is known of this glitch at this point.
Videos:
1, EvilChubs101's vid
http://www.youtube.com/watch?v=DbsAmIR-sJY
...after beating Vergil:
+++ Cutscene (level end 1)
+++ Cutscene (level end 2)
+++ Cutscene (credits)
Secret missions:
1. Air Brawl
Location: Paradise yard.
Wasted potential: unfortunately the room is completely sealed by collision,
making escape unlikely.
2. Simple Traversal
Location: A Dreamworld-esque area.
Out of bounds: you can just start Infinite Gliding and fly away from this map,
unhindered by walls.
Other: you can do invisibility glitch v1 here quite easily if you're playing
the secret mission through main menu. Just Infinite Glide to the boundary of
the level and have Dante disappear, then start the challenge to have him
respawn back on the level, now invisible.
Other: here, as in the other Traversal-type missions too, the death collision
underneath the levels seems particularly shoddy. You are able to fall through
it with Helmbreaker quite easily, or even by pure accident without Helmbreaker.
It seems you can breach the death floor at will by starting and then restarting
the mission. During the time you restart, the death collision is disabled
momentarily, allowing you to slip past it.
Videos:
1, TheKnightEmiru's video
http://www.youtube.com/watch?v=M9qCfMcCVwc
Wasted potential: during Mission 4, you could otherwise escape this secret
mission and return to the main level, but you have no visual cues for finding
the main level from the unloaded darkness. The task is possible, but very
difficult...
3. Simple Eradication
Location: Mission 1-esque landscape.
Out of bounds / Sightseeing: while the area has collisions to its sides, it
doesn’t have any roof. So you can escape easily by first infinite jumping high
enough, then Gliding out of there!
The ambience is just great in this place. One thing to check out are the
mysterious gelatinous cubes living under the water surface. Glide far away from
the main area where there’s death collision and then dive deep. There are
plenty of cubes around the place, ebbing along the water surface... wonder what
they are for?
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=9sP6_J0jJYw#t=288
Wasted potential: you can kill all of the enemies at once by dragging them over
the pit with Aquila and letting them fall down, but the game only gives you one
kill for this.
Videos:
1, mariotaz's demonstration
http://www.youtube.com/watch?v=gX6Z24z3lIk
4. Demonic Conflict
Location: Art Gallery.
Info: this map is not seen in the main game. There's a small art gallery-esque
moment during Under Watch, but that's just a small corridor and this is a large
room. You can see some interesting paintings on the wall, some of it art that
never made it to the main game, probably. There's also a picture of Sparda to
be found near the gated exit.
Out of bounds: while the room is sealed by collision, you can still escape from
there. Face the right side of the gallery from where you start from. You see
those light racks on the wall? Start a Glide on a precise height so that Dante
is slightly pushed downwards when he Glides past them. Then just stimulate the
wall by moving to and fro - Dante should be pushed inside the wall pretty soon.
If not, end the Glide and try again at a different height. Once inside the
wall, stop Gliding and jump against the outer layers until you breach through,
and now you are out of bounds.
The use of this, other than potentially being able to return to main level
during a secret mission in main game, is to just examine the other side of the
art gallery that you normally can never take a good look at. Well... there
isn’t much there to be honest. It’s a long art gallery hallway that lacks
paintings. Also, the ceiling is cracked in a bit glitchy looking way, and you
can go in or out through the hole. That's it.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=9sP6_J0jJYw#t=186
Wasted potential: during Mission 5, you could otherwise escape this secret
mission and return to the main level, but you have no visual cues for finding
the main level from the unloaded darkness. The task is possible, but very
difficult...
5. Angelic Warfare
Location: A Mission 7-esque room.
Wasted potential: unfortunately this room too is completely sealed by
collision, making escape unlikely.
6. Rapid Descent
Location: A different version of the Virility main area.
Info: this map is an alternative version of the first area in Mission 5
(Virility). By high jumping you can reach a room from the main game that is not
a part of the secret mission. The room, instead of bustling with life and some
demon-busting action, now stands barricaded and abandoned (almost sad to see it
in this state). Interesting to see that the developers bothered to make changes
to an area you were never supposed to revisit anyway. Outside it, everything is
unloaded.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=69Fosm6SyvA
Out of Bounds: it's simple to leave this map, just Infinite Glide up the hall's
angled wall to your freedom. Outside the map there's a stray line of boxes but
not much else to see.
Wasted potential: during Mission 6, you could otherwise escape this secret
mission and return to the main level, but you have no visual cues for finding
the main level from the unloaded darkness. It's possible, but very difficult...
7. A Taste of Heaven
Location: A different version of the Virility final fight room.
Wasted potential: unfortunately this room too is completely sealed by
collision, making escape unlikely.
8. Stylish Victory
Location: Mission 17-esque area.
Out of bounds: you can just start Infinite Gliding and fly away from this map,
unhindered by walls.
Other: during Mission 2, you can glitch up the enemy spawns in this secret
mission by starting the secret mission, then enemy step high jumping up into
air so that the map unloads, then restarting the secret mission. The enemy you
took with you will survive the secret mission restarting, and his presence will
mess up future enemy spawns.
Wasted potential: during Mission 2, you could otherwise escape this secret
mission and return to the main level, but you have no visual cues for finding
the main level from the unloaded darkness.
9. Bait and Switch
Location: Mission 15-esque area.
Wasted potential: unfortunately this room too is completely sealed by
collision, making escape unlikely.
10. The Power Within
Location: The church from Mission 4.
Wasted potential: unfortunately this room too is completely sealed by
collision, making escape unlikely.
Other: about DT in this challenge
As this challenge begins, Dante enters a DT-mode without a special animation. A
pretty unique occurence.
You normally can't turn off DT during this challenge. However, you can turn it
off if you already had DT on as the challenge began. But if you turn DT off
during the challenge, you automatically lose.
For a very cheap completion, you can use Super Dante to give yourself infinite
Devil Trigger during this challenge. The game doesn't turn it off beforehand.
11. What Goes Around
Location: A different version of the Blue Rose-room from Mission 2.
Wasted potential: unfortunately this room too is completely sealed by
collision, making escape unlikely.
12. Moderate Traversal
Location: A Dreamworld-esque area.
Out of bounds: you can just start Infinite Gliding and fly away from this map,
unhindered by walls.
Other: you can do invisibility glitch v1 here quite easily if you're playing
the secret mission through main menu. Just Infinite Glide to the boundary of
the level and have Dante disappear, then start the challenge to have him
respawn back on the level, now invisible.
Wasted potential: during Mission 8, you could otherwise escape this secret
mission and return to the main level, but you have no visual cues for finding
the main level from the unloaded darkness.
13. Flawless Conquest
Location: A different version of the bedroom from Mission 2.
Wasted potential: unfortunately this room too is completely sealed by
collision, making escape unlikely.
Other: there is a noteworthy glitch ledge in this map. Find the entrance you
enter this room from in Mission 2, and go to the right pillar and jump against
it from the wall's side. Dante will climb a ledge but will instantly fall down
afterwards.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=Dv7ZP5-yhlc#t=110
14. Colossal Triumph
Location: A Mission 17-esque area.
Out of bounds: you can just start Infinite Gliding and fly away from this map,
unhindered by walls.
Wasted potential: during Mission 18, you could otherwise escape this secret
mission and return to the main level, but you have no visual cues for finding
the main level from the unloaded darkness.
15. Hasty Acquisition
Location: A different version of Under Watch first room.
Info: this map is also an alternative version of a main game area - the first
room in Mission 4 (Under Watch).
Out of Bounds: while this map is sealed from all sides by collision, you can
breach a wall by Gliding against some breakable objects near where you start in
Under Watch. However, the breakable objects are actually random each time you
fire up this map - it is possible you need to get a certain object spawn in
order to do the wall breach. The surest method so far is to get a lamppost and
a garbage can spawn closest to the entrance gate to the right side of the wall,
and then start Gliding to and fro against them...
Outside, things are as sunny as usual, although the later parts of the level
are unloaded, and the crossroads floor lacks collision. At least you can visit
the small lost soul compartment that is at the top of the stairs and see its
new texturing work. Nice!
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=69Fosm6SyvA#t=147
Other: during Devil’s Dalliance, if you start the secret mission Shenanigans
but then make your way this map, the Witch enemy will spawn and get stuck here.
Exiting and returning to this secret mission, the Witch is still around, and
you can in fact try this challenge out while a Witch is attacking you for some
extra challenge! Or, killing the Witch, you get 90 orbs instantly and remove
all the challenge from the secret mission instead.
Other: there's a slightly glitchy ledge here that Dante can grab on to. Head
left from the crossroads and note the new compartment in the wall here. Jump
against the compartment's right edge from outside, and occasionally Dante
climbs a ledge that doesn't lead anywhere, falling down immediately afterwards.
Other: you can do invisibility glitch v1 here. Same rules apply as usual for
this glitch.
16. Displaced Skirmish
Location: A different version of Bloodline main area.
Wasted potential: unfortunately this room too is completely sealed by
collision, making escape unlikely.
17. Divergent Slaughter
Location: A mission 6-esque platform.
Out of bounds: you can just start Infinite Gliding and fly away from this map,
unhindered by walls.
Other: you can escape this secret mission and return to the main level with
ease since you have a clear visual cue for finding back to the main level!
There's more info about this trick and its effects in the Mission 7-section...
18. Extreme Traversal
Location: A Dreamworld-esque area.
Out of bounds: you can just start Infinite Gliding and fly away from this map,
unhindered by walls.
Other: you can do invisibility glitch v1 here quite easily if you're playing
the secret mission through main menu. Just Infinite Glide to the boundary of
the level and have Dante disappear, then start the challenge to have him
respawn back on the level, now invisible.
Other: you can complete this Traversal-mission in a ridiculously low time using
an exploit. When inside any of the Lift points that launch you forward, so that
the time is slowed down for a moment, if you start the challenge again, the
challenge timer resets but Dante does not teleport back to the start of the
course, giving you a huge headstart. (c: mariotaz)
Videos:
1, mariotaz's vid
http://www.youtube.com/watch?v=6VJzGOkacrU
Wasted potential: during Mission 16, you could otherwise escape this secret
mission and return to the main level, but you have no visual cues for finding
the main level from the unloaded darkness.
19. A Day In Hell
Location: A Mission 16-esque room.
Out of bounds: although the room is sealed by collision, Dante can muster an
escape! Start infinite jumping next to one of the large archways. Dante will
eventually find himself in a closed area with two walls on both sides. Start
Gliding here and push against both of the walls. If you’ll see Dante move up
and down as if he was riding an express elevator, you’re at the right place.
Eventually Dante just bursts through the outer wall doing this, and you are
able to leave.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=9sP6_J0jJYw#t=30
Wasted potential: during Mission 17, you could otherwise escape this secret
mission and return to the main level, but you have no visual cues for finding
the main level from the unloaded darkness. You CAN find the main level by
accident, as I once did, but it's so rare the chances of it happening are
nearly nonexistent. Perhaps one day we will create a good set-up for all of
these secret mission escapes...
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=Kdi3CdSW_p8
20. Subsistence
Location: A variation of the Eye-room from Mission 8.
Out of bounds: like during the main game, there is a gaping hole in the roof
you can jump out from. Another way to go out of bounds is to Glide against one
of the sealed exits until it drops you deep inside a wall, and then jump
outside.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=9sP6_J0jJYw
Other: you can escape this secret mission and return to the main level with
ease since you have a clear visual cue for finding back to the main level!
There's more info about this trick and its effects in the Mission 9-section...
21. Shenanigans
Location: A variation of the Mission 12 final room.
Info: This map is also an alternative version of a main game area - the last
room in Under Siege. Everything outside the chamber seems to be unloaded,
though.
Out of bounds: this place has walls but no ceiling, so do infinite jump your
way out if you so desire.
Wasted potential: while there is death floor in the chasm around the arena,
enemies will not die if they fall in. They just teleport back to the arena
afterwards.
Wasted potential: during Mission 13, you could otherwise escape this secret
mission and return to the main level, but you have no visual cues for finding
the main level from the unloaded darkness.
Combined secret missions:
At some levels where there are two secret missions in a level, you are able to
combine the two secret missions into one by starting a secret mission, escaping
it, then entering the other secret mission. The results can be pretty
strange... here are the known ones so far.
Mission 4 - Simple Flawless Traversal Conquest
Escaping Simple Traversal in Under Watch, making your way back to the main
level and then entering Flawless Conquest, you start this combined secret
mission. In it, Dante has to find his way to the goal while some enemies attack
him. But since the Flawless Conquest doesn’t have a goal marker of any point,
you basically just get stuck. These two secret mission objectives are so
incompatible that they can't be combined at all.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=3tERkgxlos4#t=170
Mission 7 - Divergent Angelic Warfare Slaughter
You need to escape Divergent Slaughter-secret mission during Overturn,
fortunately it is pretty easy. Then make your way further in the level and
enter the Angelic Warfare-secret mission. The rules of the two secret missions
combine so that you need to kill four of the area’s six enemies who only take
damage from Angel weapons without repeating any attacks.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=6nKhbxSO0aM#t=206
Mission 13 - Hasty Shenanigans
Play Mission 13 until you reach the third (red) large area and enter the Hasty
Acquisition-secret mission. From there, escape and find your way to the
Shenanigans-secret mission map... easier said than done for now, since there is
no set-up for it. Anyway, after landing inside the Shenanigans-arena,
activating secret mission causes the two missions to combine.
So what happens? Well, two Rages and a Witch spawn, and then the game expects
you to collect enough red orbs in a given time. The only way to collect the
orbs is to kill the three enemies that just spawned! It’s almost like a real
bonus secret mission.
After completing the mission, Dante is sent through the wrong secret mission
entrance, back near the start of the level. But such a warp is not very useful
in this case. The map will in fact unload again right after letting Dante out.
Videos:
1, AKheon's vid
http://www.youtube.com/watch?v=UXgLN1z9dHE
8. Miscellaneous info
Minimum style challenge?
Just for fun, I considered what would a minimum style challenge mean in DmC.
Normally getting style is important in this series - could you do the opposite
in a worthwhile way?
With our current knowledge you can complete 8 out of the game’s 20 missions
with a whopping 0 style points - either by skipping all fights or using the
secret mission escaping glitch to disable style gain. But in all other levels
there are some fights to be fought, and so far there is no way to defeat foes
without gaining style...
Mission 1 - have to fight Hunter
Mission 2 - can be completed with 0 points! (skip all fights)
Mission 3 - can be completed with 0 points! (skip all fights)
Mission 4 - can be completed with 0 points! (using secret mission glitch)
Mission 5 - have to fight final fight
Mission 6 - have to fight Succubus
Mission 7 - can be completed with 0 points! (using secret mission glitch)
Mission 8 - have to fight two fights
Mission 9 - can be completed with 0 points! (using secret mission glitch)
Mission 10 - have to fight Bob
Mission 11 - have to fight two fights
Mission 12 - have to fight at the end
Mission 13 - have to fight a lot
Mission 14 - have to fight Mundus' Spawn
Mission 15 - can be completed with 0 points! (skip all fights)
Mission 16 - have to fight around the level
Mission 17 - can be completed with 0 points! (skip all fights)
Mission 18 - can be completed with 0 points! (skip all fights)
Mission 19 - have to fight Mundus
Mission 20 - have to fight Vergil
If the secret mission escape glitches were perfected somewhere in the future,
at best we could play through at least 12 of the 20 missions with 0 points.
Until then...
8. About this FAQ
This file was partially written on a PiratePad, and when it got big enough, the
work was continued in Google Docs.
====================================
Copyright © 2014 Hannu Ratilainen
All text is available under the terms of the GNU Free Documentation
License.
http://www.gnu.org/copyleft/fdl.html#SEC1
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
Newest version of this guide will always be at GameFAQs, so check there if
you're not certain.
====================================
For contacting, try the Youtube-accounts of either author.
http://www.youtube.com/user/AKheon
http://www.youtube.com/user/findlestick
FIN