Reason is the twelfth mission in Devil May Cry 5 and the eleventh "proper" mission.
June 15th 11:11am[]
After awakening from a trip through his boyhood memories, Dante spoke about the first battle with Urizen. Everything was going well until Trish, Lady, and Dante made it inside Urizen's fortress and came under fire from Urizen's terrifying power. Nero and V joined the fight but were quickly forced to retreat. And now...
Walkthrough[]
Style Points & Time Requirements[]
The following is a table that lists the S rank requirement (Style) based on difficulty level as well as the timing requirements for each "Speed Clear" Extra Bonus. This information was taken from the Devil May Cry 5 Official Complete Guide and was translated by @DMC5Info which can be found here.
| - | Human | Devil Hunter | Son of Sparda | Dante Must Die | Heaven or Hell | Hell and Hell |
|---|---|---|---|---|---|---|
| Style Points | 4000 | 5000 | 5500 | 6000 | ? | 5500 |
| Speed Clear S | 13:00 | 16:30 | 18:00 | 21:00 | 05:00 | 21:00 |
| Speed Clear A | 19:30 | 24:45 | 27:00 | 31:30 | 07:30 | 31:30 |
| Speed Clear B | 26:00 | 33:00 | 36:00 | 42:00 | 10:00 | 42:00 |
Mission[]
Several Hell Caina will appear when you begin moving; fight or ignore them and continue along the path until you pass underneath of a series of stone arches; look to your left to find a Blood Clot. Destroy it to make the structure collapse, allowing Dante to run up it to reach the next area. Proceed until you reach a forced battle against some Hell Caina and Chaos (the Chaos are replaced by Qliphoth Saplings and a Fury on higher difficulties). Defeat them and head into the collapsing building.
Head up the broken pieces of building and into the large, more open room; if you continue into the part of the room with green flooring, you'll find a Red Empusa hiding in the corner. Defeat it, then turn around and destroy the Blood Clot. Before you do anything else, head back the way you came to go through a new path you just created and find Secret Mission 08. Then head back to where you destroyed the Blood Clot and fall down to the lower level.
Ignore the Clot in front of you and instead turn around to destroy the Blood Clot directly behind where you dropped down from. Don't destroy the second Blood Clot yet. Instead, jump up into the open room that's now right in front of you to grab a Blue Orb Fragment; two Nobodies will spawn in and the room will become closed off until they're defeated. Do so, then head back to the last Blood Clot directly across from you to cause the rest of the building to collapse.
Head up via the stacked pieces of building to your right and head through the hole in the wall and take an immediate right; head to the end of the room where there's a collapsed desk to find Lady's Kalina Ann. Turn around and leave, now going the direction with the Large Red Orb Cache. Break it to get your orbs, then jump back up the broken pieces of building to return to where you started.
This time, don't go any further up. Instead, walk forward through the hole in the wall and jump as high up as you can while standing in the middle of the small, semi-enclosed space right before the large room where you broke the first Blood Clot. If you jump high enough, you'll get a Gold Orb for your trouble and can continue moving through the large room in front of you. Instead of going down, continue heading forward and turn left to hop down through a large hole where a wall used to be. Hell Antenora and Qliphoth Saplings will spawn in as you're running, but aren't mandatory and can be ignored as you make your way to the next fight.
Here, you'll meet your first Hell Judecca; defeat them and the Hell Caina in order to progress. Note that with the exception of Kalina Ann, your guns' standard attacks will have little-to-no effect on Hell Judecca due to their Hyper Armor, thus it's recommended to use Trickster to keep up with them as they teleport around the field. Balrog is particularly good at stunning Hell Judecca due to how many hits it can deal in a short time period.
Once Hell Judecca has been defeated, head left from the area entrance and jump up another collapsing building to begin another mandatory fight.
In this fight, you'll face several Scudo Angelo, followed by Hellbats and a Proto Angelo. On higher difficulties, a Nobody will also be present. Defeat them all and quickly hop up the collapsing building in front of you to grab the Purple Orb Fragment. Head all the way down and keep going down the path, ignoring the Qliphoth Saplings, where you'll hop up onto another destroyed building to find a Divinity Statue. Customize Dante if needed, then head into the boss fight against Cavaliere Angelo.
Boss: Cavaliere Angelo[]
You may recognize this boss from Mission 05, only this time without the aid of its time-altering steed. While possessing an altered moveset now that it can no longer slow time and gallop about, this fight is still reminiscent of its fight from earlier with Cavaliere Angelo teleporting around the field and utilizing lightning alongside its sword attacks. Unlike the previous fight however, this time there's much more focus on close combat and parrying. With how predictable Cavaliere's moves are, this is a good time to practice parries and get more comfortable with the Royalguard style.
A good tip for parrying most if not all of the sword-based moves in this fight is to make frequent use of Helm Breaker; this move has a large parry window and quick execution, making it easy to repeat in succession for consistent parries.
Note that while parrying isn't necessary to defeat this boss, Cavaliere's sword does considerably more damage while charged and only loses charge when parried or when an attack is successful; the latter can be somewhat more difficult without parrying first given that Cavaliere has a shield that it utilizes frequently. Decreasing charge also makes the boss weaker, decreases the number of subsequent attacks for long-ranged moves, and prevents some attacks from being used at all as several require an active charge. The amount of charge that Cavaliere Angelo has is based on how much of its sword is affected by a bright purple glow; the closer it is to the hilt before it stops, the lower the charge is and vice versa.
Attacks[]
Cavaliere Angelo will always begin the fight the same way: slowly advancing towards Dante while attacking from a distance. Once it gets close enough it'll begin to use its sword instead, which can be forced early by simply closing the gap between Dante and Cavaliere yourself rather than waiting for it to come to you.
- Charge & Discharge: Cavaliere Angelo will teleport away to a far side of the area and raise its sword into the air to begin charging electric energy into its sword. While an easy target during this period and able to be interrupted, be aware that once its sword is fully charged there will be an immediate discharge of lightning in the surrounding area that deals massive damage if Dante is hit. Cavaliere always starts the fight fully charged.
- Electric Bullets: Cavaliere Angelo will shoot 1-3 fast moving lightning projectiles from a distance. The number of projectiles depends on the amount of charge stored in Cavaliere's sword, with any amount of charge being 3 and no charge at all being 1. They can be dodged normally, however they're also relatively easy to parry with Royalguard's Block for a head start on filling the Royal Gauge.
- Lightning Bolts: Same general idea as the above except that instead of projectiles, individual circles of light will appear beneath Dante's feet where a bolt of lightning will strike down a second later. Easily avoided by running side to side or dodging with Trickster.
- Sword Slash: 4 consecutive swings of Cavaliere's sword, each one capable of being parried or guarded against. Often used as a lead-in for other sword attacks. Note that parries, unlike Blocks, can result in the boss counter-attacking if there's still charge left in its sword.
- Horizontal Slash: Horizontal swing of Cavaliere's sword following the completion of a Sword Slash. Parriable.
- Sword Slam: Downward swing of Cavaliere's sword following the completion of a Sword Slash. Slams Dante into the ground. Parriable.
- High Time: Upwards sweeping motion of Cavaliere's sword following the completion of a Sword Slash or a Sword Slam. Launches Dante into the air. Parriable. Use Trickster to re-right yourself mid-air if Dante gets launched.
- Rushing Slash: A horizontal slash performed immediately after teleporting to Dante's location. Performed after Cavaliere's sword has been recharged and is identified by Cavaliere leaning slightly forward while approaching, with its sword visibly preparing to swing itself in a horizontal line. This move is followed up by additional swings on SoS and higher difficulties.
- Sword Thrust: Forward thrust of Cavaliere's sword. Typically follows its shield being hit by one of Dante's melee attacks.