~~Title: General Information~~
====== General Information ====== \\ [[dmcdmc:start|DmC: Devil May Cry]] went through massive changes from Vanilla to Definitive Edition. [(DmC: Definitive Edition - Full Changelist (2015): CapcomUnity.)] Although, this edition is only avaliable to PS4/Xbox One gen console. DLC contents are also available immediately such as: * Vergil's Downfall * Dante's Bloody Palace - unlocked after completing Dante's campaign * 3x Dante skins * 3x Dante weapon skins * Item finder - can be purchased in the item shop for red orbs ===== New Features from Definitive Edition ===== **Turbo Mode** > Capcom couldn't support this at 30fps from PS3/Xbox360 because strike frames were getting dropped (PC fps is uncapped). DE runs 60Hz which makes it possible to include it. * Game runs 20% faster * Toggle-able in all difficulties, and in tandem with other modifiers (like HCM or Must Style Mode) **Hardcore Mode** > The hardest felt changes in this mode are those to the style system. Getting a SSS, and keeping it, is a lot more difficult in Hardcore Mode. DT also throws-back to original DMC with HCM active, so the player will need to stay on their toes after activating it. ++++ Creates an experience that still Ninja Theory’s DmC, but with a bit of a throwback to the classic DMC in terms of balance | * This change aren't made to the default game, because there are a lot of players who enjoy the current balance and Ninja Theory didn't want to alienate those players. This way everyone has the option to play the game with the difficulty/balance that suits them. * Toggle-able on all diffculty levels, for both Dante and Vergil. * Does not affect mission unlocking. * Unique style pars and leaderboards for Hardcore Mode on every difficulty. **Style Rank** * System re-balanced for HCM. * Decay rate on HCM increased further. * On HCM, penalties on the Style Rank gain for repeating the same move multiple times is significantly increased. **Balance** * No auto-parry from prop/shredder. * Only the first strike in an attack can perform a parry. * 5% damage for all enemies. * Dreamrunners can parry the Arbiter Flush projectile 3 times on MUST DIE mode. **Devil Trigger** * DT no longer launch enemies. * DT is earned, and spent, faster. * Player used to have reduced style gain while on the ground. This is now equal to when in the air. ++++ **Target Lock** > This is one of the most requested features. Developers were always keen on adding it to the original game, but for a whole bunch of reasons never got the chance to. * Hold {{:wiki:lockon.png?nolink&20|}} to lock-on - remappable. * {{:wiki:leftstick.png?nolink&20|}} to cycle locked target - remappable. * Evades circle around locked enemy * Input for Stinger-type moves can be optionally toggled to any of the following via the options menu: * {{:wiki:stickforward.png?nolink&20|}}, {{:wiki:stickforward.png?nolink&20|}} + * {{:wiki:lockon.png?nolink&20|}} + {{:wiki:stickforward.png?nolink&20|}} + * Both * Options to have lock-on be a toggle instead of a hold. * New present control maps to account for the addition of lock-on. * All inputs fully remappable. **Vergil Bloody Palace** > Original BP was tuned specifically for Dante. DE added another BP that is tuned for Vergil. * 60 levels * Includes all Vergil enemies * Includes Hollow Vergil boss * Does not start on easy difficulty, as Dante's BP does. Instead, starts on Nephilim and increases from there. * 3 special waves * Portal arena * Collapsing floors * Vergil Swords **‘Must Style’ Modifier** > This mode is tailored to combo enjoyers. * Must be at S rank or above to deal any damage to enemies themselves. You can, however, still damage enemy shields without S rank being active. * Style Rank is earned in the normal way, so attacks that are blocked will grant you no style points. This makes the Dreamrunner a particularly tricky adversary in Must Style mode, since you'll need a good strategy to get past his block, without repeating the same attacks, to get past the S rank threshold. * Can be played over any difficulty, and in tandem with other mods. **'Gods Must Die' Difficulty Mode** > This mode is inspired for the fans from forums. Developers were originally going to remove health drops but, with the boosted damage from enemies, the health from those drops was negligible which, wasn't necessary to remove. As a result, players can still gain a little bit of health back from slugs/enemies/etc. * Unlocked after completing MUST DIE mode * Enemies spawn with DT active * Enemies deal 2.5x damage * Cannot use items. * Has its own rank pars and leaderboards **Miscellaneous** * New Skins: DMC1 Dante, Classic Vergil. * Added ‘Friend Boards’ on the Mission Start and Complete screen so you can immediately see your friends’ scores above and below you. * New Cutscene between mission 15 and 16 that discloses how Kat knows the layout of Mundus' building. ===== Changes to the original game ===== **System** * Fixed an issue so that if the player presses the 'back'/'select' button while Dante/Vergil's movement is constrained to 'Idle', it no longer show the quick items screen. * Bloody Palace Fixed a bug where Style Rank wasn't resetting between waves. * Added [[youtube>watch?v=Tm9BFxRXXBY|'Disable Timer' mod]] to Bloody Palace. Scores generated with this mod active are no elligible for leaderboards. * Removed Key and Door colours - any key now works in any door. * Credits music edited and lengthened in-line with additional credits. * Vergil's defeat cutscene music edit changed and lengthened in-line with new picture edit. * Harpy telescopic stab telegraph sfx added and additional shorter vocalisations added to same animations. * Up-scaled HUD elements and realigned/resized as necessary for 1080p. * Additions/changes to menu screens to accommodate new difficulty modes and modifiers. * Pause Screen now has tooltips to show which mods are enabled/disabled. * Moved 'Super Dante' option out of 'perks' menu, and placed it with other modifiers on the Mission Start screen. * Updated title screen for Definitive Edition * Added new loading tips **Style Bonuses** > Developers wanted to reward players for doing long combo chains and award finishers properly. * All original DmC style bonuses removed from the game. * "Awesome Combo" buff added under the hood. This awards the player with a Style Rank boost when they perform an end-of-combo attack. The more hits in the combo, the higher the bonus. * Style bonus added for performing a parry. * Style bonus added for performing a last-second evade of any kind. * Killing an enemy now awards a percentage of their health as a Style Rank boost (invisibly) * Fixed a bug where Dante could be awarded the last-second-evade bonus twice from enemies who cast 2 hit boxes in a single attack. * Fixed an issue where Dante and Vergil were doing 20% more damage to enemies at S/SS/SSS rank, but were not gaining extra style points for it. **Style Balance** > Despite HCM, developers did want to make some adjustments to the default Style System to fix exploits, increase readability, and make it as fun a challenge as possible; even for players new to the series. * Style Rank default decay rate increased. * Style Rank now decays all the way from SSS, down to D rank, then to no rank. * When gaining a Style Rank, the Style Rank immediately increases to a minimum of 20% into the new rank (this stops the player immediately losing a new Style Rank). * When losing a Style Rank, the Style Rank immediately decreases to a maximum of 80% into the new rank (this stops the Style Rank popping in and out of two ranks. Also balances the free 20% pop into a new rank). * After a short period of inactivity the Style Rank fades from the screen. During this time the style rank continues to decay. Anything that causes the Style Rank to increase causes it to reappear on screen. * While invisible the Style Rank decay rate accelerates in a linear fashion to a maximum of a rank per second. * Style Rank points required for ranks C, B, A and S increased slightly. * Style Rank points required for SS and SSS (and maximum style points) increased significantly. * Style Rank bonuses for being in Devil Trigger reduced slightly to 125% (down from 150%). * Post DT style rank buff removed from the game completely. This was too invisible the user, and didn't add any "fun/tactic" to DT use. * Style Rank bonuses for hitting multiple enemies reduced significantly. * Fixed a bug with the multiple enemy Style Rank bonus that was causing the same attack on the same enemy to increase the multiplier. * Repetition of attacks no longer affects the Style Points earned from that attack; only its contribution towards the Style Rank (letter). * Getting hit no longer resets the repetition table, only reduces the time remaining on each unique attack. * The size of the repetition table has been capped, only allowing a small sub-set of moves to exist on it at and one time (the number of moves allowed to exists varies from normal and HCM). ==== Collectibles ==== Developers want players to experience Secret Missions, because they're fun little challenges, and help train/challenge players in different tactics/weapons outside their normal personal style. Having colour coded doors and keys just felt like a barrier to accessing those mission, so they made 1 key type, and any key can open any door. They also redistributed the keys and doors, along with other collectibles, to reduce frustration in getting 100% collectibles for Mission Scores.\\ ++++ Mission 1 (Dante) | * Moved the key from the side path near the first Lost Soul to where the arcade machines are located just before the Hurricane ride. * Moved the Vital Star from the end of the secret Angel Lift path (just past the Hurricane ride) to where the key used to be. * Moved the Lost Soul that's behind the Eryx Punch Door to the end of the secret Angel Lift path (just past the Hurricane ride). * Added a brand new key to behind the Eryx Punch Door. * Moved the Lost Soul that's in the room with the large doll (being electrocuted) to the corner of the path leading to the cog room. ++++ ++++ Mission 2 (Dante) | * There was a Lost Soul directly underneath the one that moves away from you after Study Room. Moved this into the Grand Foyer, opposite the room with the key. * Moved the Lost Soul in the room that you Angel Lift to before returning to the Grand Foyer for the first time, to the opposite wall. The sound effects for this were audible from part of the Foyer, which was really confusing. * Moved the Lost Soul after the Secret Door into the Demon Stomp pit in the same area. * Moved the Vital Star in this Demon Stomp pit to the corner of the room above. * After gaining Osiris and back-tracking to the Osiris Vines, there was another Lost Soul. Moved this to the other side of the room. ++++ ++++ Mission 3 (Dante) | * Moved the key that's hidden behind the Arbiter door to where the Vital Star was located (down the passage under the archway to the right). * Moved the Lost Soul that was located on the out-cropped platform in the middle of arena (opposite the Secret Door) to where the key used to be located. * Moved the Vital Star that was in the passage under the archway to where the Lost Soul used to be on the out-cropped platform. ++++ ++++ Mission 4 (Dante) | * Moved one of the two Lost Souls in the fountain area (the one that required you to jump from the fountain) to on top of one of the roofs in the section where Dante needs to Demon Pull three cameras. * Moved the Lost Soul that's in the arena where Dante has to pull three cameras and up by an Angel Lift point to the opposite side of the lift point and further along the wall in that direction. * Moved one of the two Lost Souls that's near where Dante needs to pull the stairs out (the one that's on the back wall) to behind the stairs and high up on the wall. ++++ ++++ Mission 5 (Dante) | * Moved the Lost Soul that was just after the three Pathos (and across the pull point gap on the right-hand side) to much later in the level, in the Demonic Corridors behind Osiris Vines. * Moved the Lost Soul that was to the right of the Frost/Hell knight combined fight, on the ground level, to where the Argent key was previously. * Moved the argent key up to the top level of Demon Warehouse B, where you use Aquila to reach. * Moved the Lost Soul that was at the top of this route to the Eryx door at the end of the lower Angel Lift sequence * There was Osiris Vines at the end of the maze section with a star in it. Moved this to just before the three Pathos earlier in the level and put it on the crates in the corner. ++++ ++++ Mission 6 (Dante) | * Moved the key that was located at the start of the level to halfway down the tunnel on top of a pipe. * Adjust the collision around this pipe so that you can comfortably walk on it. * Moved the Lost Soul that was located on the left-hand side of the Succubus hallway to the other side of the room and put it on the outside of the pillars. ++++ ++++ Mission 7 (Dante) | * Moved the Lost Soul that was in the same room as the gold door to beyond the Eryx Punch Crate, placing it on the left-hand side on the green wall panel. To make this reachable, a copy of a storage container was placed underneath this panel as a stepping stone, and turned into a floating platform. * Moved the Vital Star that was in the Eryx Punch Crate to where the second Lost Soul is (up the Angel Lift sequence that you're not supposed to be able to reach this early in the playthrough) * Moved the Lost soul that was at the end of the Angel Lift sequence to where the first key was (behind the Aquila Vines that's nearby) * Moved the key that was behind the Aquila Vines to later in the level, on the right side of the elevator section, where the Lost Soul was. * Moved the Lost Soul near the elevator shaft to the platform above the room with the copper Secret Door, where the third key used to be. * Moved the Lost Soul above that room to the opposite wall, so that its sound effects don't interfere with the Lost Soul below. * Moved the third key slightly along the level to where you come out on the subway track, just off camera; it is visible during the next cutscene. ++++ ++++ Mission 8 (Dante) | * Moved the Vital Star from behind the second Eryx punch door, to the corner just before the first Eryx door. * Moved the Lost Soul from the Aquila Vines to behind the second Eryx door. * Moved the Lost Soul that was in one of the corridors coming off the Harpy Nest, further down the corridor (behind the two Gun Shards). ++++ ++++ Mission 9 (Dante) | * Moved the Key in the first major combat room to behind the Aquila Vines just after this room. * Moved the Aquila Vines, and the platform it is on, up about a metre, so that it doesn't look like you can reach it with Angel Boost and the Osiris. * Moved the Devil Trigger Star that was here to where the key was. ++++ ++++ Mission 11 (Dante) | * Moved the Vital Star that was in the Aquila Vine room downstairs to where the Lost Soul was. * Moved that Lost Soul up to where the Vital Star was. * Disabled the door that used to close and lock you out of the Secret Door. * Moved the Lost Soul that was in the middle of the maze on the wall (and near the Secret Door room) to where the Devil Trigger Star was just before the library. * Moved this Devil Trigger Star to the dead end (where the door closes on your as you approach it). * Moved the Lost Soul that was high up in the Butcher room to the wall behind the Butcher so that you can jump to it without combat climbing. ++++ ++++ Mission 13 (Dante) | * Centred and raised the Lost Soul that was hiding underneath the ramp at the start of the level. * Moved the key that was on the right-hand side of the initial room (by some arcade machines) to the platform which you reach by stomping a button then jumping between the boxes that appear. * Moved the Vital Star that was on the platform that you reach from the stomp-able button to where the key used to be (next to the arcade machines). * Removed the Lost Soul that was hiding between the pillar on the right-hand side after stomping the first button and following the angle/demon paths. (This has been moved to mission 15). * Moved the Devil Trigger Star that was much later in the level on the platform reached by the secret Angel Lift route to where the (now removed) Lost Soul used to be. * Moved the Lost Soul that was on the right hand side of the enclosed green room to the next room along (blue room) and placed it on the left-hand side. ++++ ++++ Mission 15 (Dante) | * Moved the Vital Star from later in the level (that was previously behind the Osiris Door) to where the first key used to be located (in the docks). * Moved the first key (in the docks) to the first combat arena, on top of the crates in the corner. * Moved the second key (located in the streets section) to behind the Osiris Door across the street. * Added a new Lost Soul to replace the one taken from mission 13 and placed it on the ledge where the second key used to be. * Slightly tweaked the geometry where the Lost Soul is located to better sit the Lost Soul. ++++ ++++ Mission 16 (Dante) | * Added a new Devil Trigger Star to highlight the route to the secret staircase leading to one of the Secret Doors and a Lost Soul. * Moved the Vital Star that was behind the Arbiter door up to floor 105 to where the key and two Lost Souls used to be located. * Moved one of the two Lost Souls that was next to the key on floor 105 to the end of the long corridor that you traverse just before the first set of lasers (it's at the end of the corridor past the door). * Moved one of the two Lost Souls that was next to the key on floor 105 to floor 88 and behind the Eryx punch door. * Moved the Lost Soul that's behind Osiris Vines on floor 105 further up the wall and closer to the ceiling (to make it more enjoyable to destroy). Re-arranged the red orb slugs surrounding it. * Moved the key that was next to two Lost Souls on floor 105 to floor 88 behind the demonic floating boxes. * Moved one of the two Lost Souls that was located in an elevator on floor 105 to the ledge above you Angel Lift to above the small enclosed office on the same floor. * Moved one of the two Lost Souls that was located in an elevator on floor 105 to the angel Osiris door room on floor 154. * Put the Devil Trigger Star that used to be in the middle of the room on floor 105 into the elevator where two Lost Souls used to be. ++++ ++++ Mission 1 (Vergil) | * Moved the Lost Soul that's in the side corridor as you enter the mansion to the opposite wall and moved it down slightly to make it comfortable to destroy. Tweaked the decal placement. * Moved the Lost Soul that's after the traversal section as you leave the mansion for the first time up to a comfortable jump height and placed it on one of the windows slightly to the right. Tweaked the decal placement. * Significantly increased the draw distance on the Lost Soul that's after the traversal section as you leave the mansion for the first time. * Moved the Lost Soul that's hidden in a side corridor after the wisp fight (just before the Divinity Statue) up to a comfortable jump height. Tweaked the decal placement. * Moved the Health Cross shard that's behind that wall on the traversal route later in the level and put it around the corner to left from where you exit the mansion. * Moved the Lost Soul that's underneath the Angel Lift point slightly up and to the left, putting it at a more comfortable jump height. Tweaked the decal placement. * Significantly increased the draw distance on the Lost soul that's underneath the Angel Lift point. ++++ ++++ Mission 2 (Vergil) | * Moved the first Health Cross shard to a bit later in the level, on a combat platform where you fight some ravagers. * Moved the Health Cross shard that was on the right-hand route as the path splits to the bottom of the stairs on the left-hand route. * Moved the Lost Soul that was hidden at the bottom of the stairs on the left-hand route to the platform on the right-hand route (where a Health Cross Fragment used to live). Tweaked the decal placement. * Moved the large Vital Star that was on the platform accessible via the secret route through the teleport door to the top of the archway further down the left-hand route. * Moved the Lost Soul that was on top of archway on the left-hand route to the combat arena later (after the routes merge). It's on one of the rocks at the far end of the arena. * Moved the Lost Soul that's hiding to the left of the big archway (on the left-hand route) to the left-hand side of the big arch. Moved it up to a decent jump height and tweaked the decal placement. * Moved the Health Cross Fragment that was to the right of the teleport door (on the way to the secret route) to the end of the level on the floating platform where the full Health Cross used to live. * Moved the full Health Cross that was at the end of the level to the platform at the end of the secret route accessible via the teleport door. ++++ ++++ Mission 3 (Vergil) | * Moved the Lost Soul that's right at the start (on the big rock that you can approach from either side) downwards slightly. * Moved the Health Cross Fragment that's near the start of the level on a rocky platform towards the front of the platform. * Moved the Lost Soul that was in the area with the train (that you need to shoot with a Summoned Sword) around the corner to the left. * Moved the Vital Star that was in the secret room in between the two train traversal sections, to where the Health Cross Fragment is on the hidden platform that you need to turn around and backtrack to directly after the cut-scene with Dante. * Moved the Health Cross Fragment that's hidden on the platform that you need to turn around and backtrack to (directly after the cut-scene with Dante) to where the Vital Star was previously in the room between the two train traversal sections. * Moved the Lost Soul that was in the corridor after you smash Dante through a wall (and just before Divinity Statue) up and to the right slightly, centring it and making it easier to destroy. * Moved the Lost Soul (that you can hear through the wall) that's hidden on the outside of the large arched wall down ever so slightly to make it more comfortable to destroy. * Moved the Health Cross Fragment that was on a platform located during the traversal section at the end of the level (where you traverse around the large angel) back through the level to the top of the large arched wall where the last fight takes place (right before a teleport door). ++++ ++++ Mission 4 (Vergil) | * Moved the Lost Soul that is out on a platform after the first traversal/fight section down slightly. * Moved the Health Cross Fragment that's at the start of the level (on the platform at the end of the split path) to where the Vital Star is later (on the platform past the Divinity Statue, then two invisible platforms and a lift point). Placed it on the edge of the platform overlooking the lift point. * Moved the extra piece of geometry blocking the player when they try and jump back from the Health Cross Fragment (where the Vital Star used to live). * Moved the Vital Star that was on the route to the right of the Divinity Statue (next to the two invisible platforms followed by a lift point) to where the first Health Cross Fragment is earlier in the level (on the split path). * Removed two instances of Kismet that were deleting Vital Star collectibles when the player touched them, even if they couldn't pick them up at the time. * Moved the Lost Soul that was on the left hand side as you cross bridge (after the tyrant fight) to the combat platform that's directly after the large spinning rock that you shoot. * Moved the Health Cross Fragment that was by the final Divinity Statue on the right-hand side and on a small platform to the platform where the Lost Soul used to be, on the left-hand side of the bridge (after the tyrant). * Increased the audio distance of the Lost Soul that's behind you when you come out of a teleport door. * Moved the Lost Soul that was on the platform in the middle of nowhere (that was extremely difficult to reach) above the door just before the Imprisoner fight (facing towards you as you come down the stairs into the tomb). * Tweaked the trigger box slightly as you enter the Imprisoner fight area to give the player more time to deal with the new Lost Soul. ++++ ++++ Mission 6 (Vergil) | * Moved the Lost Soul that was located after the first combat fight up to a better jump height. * Moved the Lost Soul that was on the archway, above the entrance to the mansion, to the room to the right of the mansion exit (that you trick up to to go through gap). * Moved the Health Cross Fragment that was in the room to the right of the mansion exit (that you trick up to to go through the gap) to the location after the harpy/witch fight (where a Devil Trigger Star used to be). * Moved the Lost Soul that was hidden in the side corridor as you enter the mansion from the left wall to the back wall. Tweaked the audio volume. * Removed the Devil Trigger Star in the combat area with the witches/harpies. * Moved the Lost Soul on that mansion exit that you had to combat climb to reach, to just around the corner where the Devil Trigger Star is and put it on the right-hand window. * Moved the shard on the collapsing platform where you would die if you successfully reached it, to the corridor just before the previous Divinity Statue. * Moved the collectible that required you to combat climb to a rock, to the platform just before the bridge that collapses on the traversal section later in the level. * Removed the rock that the collectible that required you to combat climb used to live on. * Moved the Devil Trigger Star that's around the corner to the left as you leave the mansion to the platform underneath the Angel Lift point (after the circular combat platform). * Moved the shard that's behind the wall after the Angel Lift point to the right-hand side of the same platform. * Moved the Lost Soul that was on the right (as you come out into the open) after taking the Angel Lift point, to the left hand wall (and down to near the floor). ++++ ==== Achievements / Trophies ==== [[dmcdmc:dante|Dante]] and [[dmcdmc:vergil|Vergil]] Achievements/Trophies are now combined into one list. Therefore, the total achievement/trophy count is increased to 50 (up from 48). Additionally, the values of trophies status and Gamescore are re-evaluated to compensate for hardcore mode, bloody palace and the inclusion of the Vergil DLC. * Original Game: [[https://psnprofiles.com/trophies/1809-dmc-devil-may-cry|Trophies]] | [[https://www.trueachievements.com/game/DmC-Devil-May-Cry/achievements|Achivements]] * Definitive Edition: [[https://psnprofiles.com/trophies/3389-dmc-devil-may-cry|Trophies]] | [[https://www.trueachievements.com/game/DmC-Devil-May-Cry-Definitive-Edition/achievements|Achivements]] ++++ Removed Achievements | > {{https://dmc.wiki/_media/dmcdmc:achievements:absolutely_crazy_about_it.jpg?nolink&50|}} **Absolutely crazy about it :** Spend 50,000 Red Orbs. > {{https://dmc.wiki/_media/dmcdmc:achievements:and_welcome_to_hell.jpg?nolink&50|}} **And welcome to Hell! :** Complete all missions on Hell and Hell. > {{https://dmc.wiki/_media/dmcdmc:achievements:this_is_what_i_live_for.jpg?nolink&50|}} **This is what I live for! :** Complete all missions on Heaven or Hell. > {{https://dmc.wiki/_media/dmcdmc:achievements:and_you_are_set_free.jpg?nolink&50|}} **And you are set free :** Free half of the Lost Souls. > {{https://dmc.wiki/_media/dmcdmc:achievements:dude_the_show_s_over_.jpg?nolink&50|}} **Dude, the show's over! :** Find all of the Keys. > {{https://dmc.wiki/_media/dmcdmc:achievements:every_hero_has_a_weakness.jpg?nolink&50|}} **Every hero has a weakness :** Complete Furnace of Souls without taking damage from the furnace. > {{https://dmc.wiki/_media/dmcdmc:achievements:for_tony_redgrave.jpg?nolink&50|}} **For Tony Redgrave :** Kill 50 enemies using nothing but firearms. > {{https://dmc.wiki/_media/dmcdmc:achievements:in_the_name_of_my_father.jpg?nolink&50|}} **In the name of my father :** Kill 100 enemies using nothing but Demon weapons. > {{https://dmc.wiki/_media/dmcdmc:achievements:you_ll_never_have_her_fire.jpg?nolink&50|}} **You'll never have her fire :** Kill 100 enemies using nothing but Angel weapons. > {{https://dmc.wiki/_media/dmcdmc:achievements:it_s_showtime._come_on_.jpg?nolink&50|}} **It's showtime. Come on! :** Earn 1,500 Style Bonuses. > {{https://dmc.wiki/_media/dmcdmc:achievements:jackpot.jpg?nolink&50|}} **Jackpot! :** Complete all missions on the Nephilim difficulty with a SSS rank. > {{https://dmc.wiki/_media/dmcdmc:achievements:keeps_getting_better_and_better.jpg?nolink&50|}} **Keeps getting better and better :** Gain a 100% completion rank on all missions. > {{https://dmc.wiki/_media/dmcdmc:achievements:let_s_welcome_chaos.jpg?nolink&50|}} **Let's welcome chaos! :** Open all of the Secret Doors. > {{https://dmc.wiki/_media/dmcdmc:achievements:looks_like_it_s_your_lucky_day.jpg?nolink&50|}} **Looks like it's your lucky day :** Complete a level without taking any damage. > {{https://dmc.wiki/_media/dmcdmc:achievements:now_my_coat_s_all_charred.jpg?nolink&50|}} **Now my coat's all charred :** Navigate the Sky Bridge on Mission 16 without hitting the lasers. > {{https://dmc.wiki/_media/dmcdmc:achievements:where_does_the_time_go.jpg?nolink&50|}} **Where does the time go? :** Complete a level with 2 minutes or less on the clock. ++++ ++++ Some Vergil's Downfall achievements are merged to the main lists | > {{https://dmc.wiki/_media/dmcdmc:achievements:we_have_an_uninvited_guest.jpg?nolink&50|}} **We have an uninvited guest** > {{https://dmc.wiki/_media/dmcdmc:achievements:you_don_t_belong_here.jpg?nolink&50|}} **You don't belong here** > {{https://dmc.wiki/_media/dmcdmc:achievements:our_souls_are_at_odds_brother.jpg?nolink&50|}} **Our souls are at odds brother** > {{https://dmc.wiki/_media/dmcdmc:achievements:i_need_more_power_.jpg?nolink&50|}} **I need more power!** > {{https://dmc.wiki/_media/dmcdmc:achievements:this_is_the_power_of_sparda_.jpg?nolink&50|}} **This is the power of Sparda!** ++++ ++++ Modified Requirements | > {{https://dmc.wiki/_media/dmcdmc:achievements:looks_like_we_have_a_winner.jpg?nolink&50|}} **Looks like we have a winner :** Reduced from 5,000 to 2,500 kills and description is "Slay 2,500 Demons as Dante". > {{https://dmc.wiki/_media/dmcdmc:achievements:this_is_my_kind_of_rain.jpg?nolink&50|}} **This is my kind of rain :** Increased from 20,000 to 10,000 Red Orbs and description is "Spend 20,000 Red Orbs as Dante". ++++ ++++ Changed description | > {{https://dmc.wiki/_media/dmcdmc:achievements:time_to_go_to_work_guys_.jpg?nolink&50|}} Time to go to work guys! → Purchase Dante's first upgrade > {{https://dmc.wiki/_media/dmcdmc:achievements:come_on_puppy._let_s_go_.jpg?nolink&50|}} Come on Puppy. Let's go! → Defeat Dante's pursuer > {{https://dmc.wiki/_media/dmcdmc:achievements:flock_off_feather-face_.jpg?nolink&50|}} Flock off, feather-face! → Survive the encounter with the Tyrant in the church > {{https://dmc.wiki/_media/dmcdmc:achievements:you_are_not_a_human_are_you.jpg?nolink&50|}} You are not a Human, are you? → Acquire Dante's Devil Trigger ability > {{https://dmc.wiki/_media/dmcdmc:achievements:the_end_don_t_bet_on_it.jpg?nolink&50|}} The end? Don't bet on it → Complete Dante's Story > {{https://dmc.wiki/_media/dmcdmc:achievements:it_s_only_the_rain.jpg?nolink&50|}} It's only the rain → During "Found" Kill 10 enemies using the Hurricane ride > {{https://dmc.wiki/_media/dmcdmc:achievements:a_man_with_guts_and_honor.jpg?nolink&50|}} A man with guts and honor → "During "Secret Ingredient" kill all of the enemies during the descent". This achivement pops on final enemy kill now. Not the end of the section. > {{https://dmc.wiki/_media/dmcdmc:achievements:impressive.jpg?nolink&50|}} Impressive → Slay 100 Demons as Dante > {{https://dmc.wiki/_media/dmcdmc:achievements:bring_it_on_.jpg?nolink&50|}} Bring it on! → Slay 1,000 Demons as Dante > {{https://dmc.wiki/_media/dmcdmc:achievements:fill_your_dark_soul_with_light.jpg?nolink&50|}} Fill your dark soul with light → Free all of the Lost Souls in Dante's story ++++ ===== References ===== ~~REFNOTES /2 ~~ ~~REFNOTES~~