Powers & Abilities


He plucks the threads that make us dance, finger and toe. We surrender, in joy, to the lowest of the foul and rank. We submerge through darkness, rancid filth. Hour by hour we move downward, ever closer to hell. In a slow, steady, gait. Now, let the world resonate. Sloth, Gluttony, Greed, Envy, Lust, Wrath, and Pride. A bell of chaos that tolls human desires. After two thousand long years, the once-sealed gate to the demonic world will open. Destruction! Carnage and Despair! Let your instincts drive you. Entrap this world in fear! As its very name, Temen-Ni-Gru, strikes terror into the hearts of mankind. And I, will become the ultimate ruler of this wasteland, engulfed with pandemonium. The demonic power that Sparda once imprisoned... will be mine!

—Arkham, Devil May Cry 3

Arkham was a scholar and father of Lady who allied himself with Vergil in reviving Temen-ni-gru and worked to become a demon.[1] After a failed ritual involving sacrificing his wife, Kalina Ann, he then gained an alter-ego known as the Jester.[2] He then became interested in inheriting the power of Sparda, seeking out the Sword of Sparda to usher a new age of chaos. He was killed by the combined efforts of Dante and Vergil and his own daughter.[3]

He is the main antagonist of Devil May Cry 3: Dante's Awakening.

Official DescriptionEdit

Devil May Cry 3 instruction manualEdit

Arkham works closely with Vergil. Although human, he is driven to become a demon.[1]

Devil May Cry 3: Dante's Awakening Bradygames Official GuidebookEdit

Arkham is a scholar who works with Vergil to ressurect Temen-ni-gru, the massive that serves as a portal to Hell. Like Vergil, Arkham seeks to control and wield the power of the demon world, to become the Devil himself. He has sacrificed much to aquire the power he seeks, including the woman he once loved. However, the ceremony in which he murdered her went awry, and the power he obtained was immature. The scarring on his face serves as a grim reminder of the lengths to which this man will go to possess the power of Hell.[4]
This laughing buffoon appears before Dante inside the Tower of Temen-ni-gru. The jester sometmes offers helpful advice as if he wants to help Dante on his mission. But sometimes, he cherrily throws an obstacle in the devil hunter's path. Jester's true motivations in this affair are uknown, and it's uncertain what agency he serves.[4]


A sinister individual driven by his yearning to become a demon, Arkham is characterized as a cunning manipulator and intellectual scholar willing to sacrifice his own wife and use his own daughter in his endeavors. He also is willing to ally himself with those more powerful than him such as Vergil to make ends meet, ultimately betraying them when they serve their use. While in his usual persona, he is shown to be far calmer and maintains his composure.[3]

As Jester, he possess a flamboyant and clownish personality, possessing the cunning and intellect he has as Arkham but with a crazed personality. He constantly taunts, and even berates, his opponents in this persona. Dante's comments insinuate that his vexing nature is even more annoying than his own.[3]


Arkham appears as a tall, pale-skinned bald male adult. He dresses in a rather simple minister-esque fashion consistently of a purely black-colored ensemble devoid of color or any lightly-colored shades. His most distinguishing feature aside from his heterochromia is a large burnt scar covering the entire left side of his head and barely creeping over his face. In certain cutscenes whenever he begins to plot or becomes excited, this burn mark eerily squirms about. During the first half of the game, he is usually seen with a tome in his hand, though he is barely seen reading from it.



During the first battle, he does not flinch if he's hit unless you strike while he fans himself with his scepter (this is triggered by shooting him with any firearm, although Ebony & Ivory are the most effective). You are free to do your most punishing and powerful combos while he's doing this. After this, Jester vanishes and summons a flurry of energy spheres and behaves more like a circus ringmaster. He still won't flinch while doing this. The spheres can be unpredictable and hard to avoid, but he summons them in one of three attack patterns: scrambled, his most unpredictable attack, where the spheres bounce around the whole area; circulating, the easiest pattern to avoid, where the spheres move around the area in an orderly, yet slow and circular fashion; and waves, which is hard to avoid if the player is near Jester, where the spheres come from a single portal above Jester, but in quick, devastating waves of three spheres in all directions. The only way to endure the waves unhurt is through timing your rolling and staying far from Jester while he's doing this.

The second and third battles are similar to the first one, only with three major differences:

  • They can be skipped
  • Jester attacks a bit more aggressively
  • When about half his health has been depleted, Jester will summon a giant, smiling ball to ride and attack with.

When he summons the ball, Jester's arsenal of attacks will change slightly. Sometimes, the "ball" will shoot a bomb from its mouth, similar to the one that the Hell Wrath struggles with. Another ability it has is the uncanny ability to use the spectral hand found on demonic door barriers to attack, usually when Jester uses his spheres; it is possible to tell if the ball will use it if it appears to be straining something. Then, there are the four large demonic barriers the ball summons when Jester uses any sphere pattern. Finally, the ball has the ability to explode when you attack Jester with a Devil Arm before he attacks. Once you make your move, Jester vanishes. The ball laughs and explodes a short time later. Jester then summons a new ball. A quick strategy is to take advantage of the fact that you can actually make Jester tired while he's on the ball. Then, barrage him with Swordmaster aerials and avoid his attacks.

During the last battle, the ball has two more attacks: Jester will roll it around, damaging anything in its path, or he will bounce around the area with it.

It's possible to break the ball when Jester is fanning himself. Even though he will summon another one later, doing so will give you more time to attack.

During the fight with Jester, if you listen closely, you can hear him shout random quotes from his cutscene dialogues, including "Welcome to Hell!" and "Jester's gonna spank your butt, spank you on the butt".


  • Jester is the PS2 memory card save icon for Devil May Cry 3: Special Edition. When attempting to copy, he'll start juggling the balls he's holding. Attempting to delete the save will cause him to get down on his hands and knees and shake his head in disappointment with the balls he was juggling being strewn on the ground next to him.
  • The name "Arkham" is a reference to the fictional town of Arkham, Massachusetts, which is the setting for several stories composed by American author H.P. Lovecraft. The town is given the epithet "witch-haunted", and has a recurring role in Lovecraft's Cthulhu Mythos (a series of tales that focus on the existence and designs of the Outer Gods: malevolent, ancient entities that attempt to infiltrate Earth and obliterate all human life).
  • Arkham might also be a reference to "Arkham Asylum", a facility housing the most notorious criminals in the DC Comics universe. One of the most famous inmates is the Joker, a possible inspiration for Jester.


  1. 1.0 1.1 Devil May Cry 3 Manual: "Arkham works closely with Vergil. Although human, he is driven to become a demon
  2. 3142 Graphics Art Book
  3. 3.0 3.1 3.2 Devil May Cry 3: Dante's Awakening
  4. 4.0 4.1 Bradygames: Devil May Cry 3 official strategy guide

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