
DmC: Devil May Cry â Achievement Walkthrough
58 achievement guides ¡ Full game page â
Open the upgrade screen from the pause menu and spend your points on literally anything - the cheapest combat move will do. You earn upgrade points steadily just by finishing missions, so this pops within the first mission or two of normal play. There is no wrong first purchase: every combat upgrade you buy also feeds Power... Give me more power! later, and respec is not something you need to worry about for achievement purposes.
A scripted early-campaign fight. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return.
Arbiter is one of Dante's Demon-side weapons and the game hands it to you as part of the plot. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return.
Worth knowing: once you have it, Demon weapons start counting toward In the name of my father (100 kills using nothing but Demon weapons), so this is the point where that grind can begin.
A pure cumulative counter across the whole game - it will tick over during normal play well before the campaign ends. No need to farm. It is the first rung of a ladder: Bring it on! wants 1,000 and Looks like we have a winner wants 5,000, and all three count the same kills, so simply playing the difficulty runs you need for the other achievements will carry you up the chain.
Osiris is one of Dante's Angel-side weapons, given to you by the story. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return.
Once unlocked it counts toward You'll never have her fire (100 kills with nothing but Angel weapons).
Angel Boost is a traversal ability the campaign grants you. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return. It is also the ability a lot of the platforming challenges lean on, so expect to use it heavily in the Secret Missions.
A scripted set-piece encounter. The description says survive, not defeat, so play it safe: keep moving, dodge rather than trade hits, and let the sequence play out. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return.
Another Demon-side weapon handed over by the plot. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return. Like Arbiter it feeds the Demon-weapon-only kill count for In the name of my father.
A story objective involving the character Phineas. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return.
Devil Trigger is Dante's transformation, unlocked by the story. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return.
After this it becomes upgradable, which matters for You can't handle it (max out Devil Trigger) and for I've come to retrieve my power on the Vergil side.
An Angel-side weapon granted by the campaign. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return. Counts toward the Angel-weapon-only kill total.
One of Dante's firearms, unlocked through the story. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return.
Firearms have their own kill-count achievement - For Tony Redgrave wants 50 kills using nothing but guns - so this is when that becomes possible.
A named boss fight in the back half of the campaign. Standard boss discipline applies: learn the tell for each attack, punish the recovery windows rather than forcing damage, and use Devil Trigger when you need breathing room. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return.
If you are chasing Stylish! or Jackpot!, boss missions are usually the hardest places to hold a high style rank, so consider clearing them normally first and coming back once your upgrades are deeper.
The style meter climbs as you land varied attacks and drops when you repeat yourself or take damage. To spike it to SSS: rotate between Angel, Demon and firearm attacks, mix launchers and grabs into your ground combos, and above all do not get hit.
Pick a busy encounter with several enemies rather than a single tough one - more targets means more chances to keep the chain alive. Buying combat upgrades first makes this dramatically easier because you simply have more distinct moves to cycle through. This is the single-encounter version of what Stylish! asks you to hold for a whole mission.
The last of Dante's firearms to be handed over by the story. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return.
A late-campaign story objective. This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return.
The campaign's climactic boss. Expect multiple phases with different attack patterns - watch one full cycle before committing to damage, keep your Devil Trigger in reserve for the phase you find hardest, and top up health items before you start the mission if you have them.
This is story progression. It unlocks on its own as you push through the campaign, so there is nothing to hunt down and nothing to miss - if you finish the game you will have it. Every mission is replayable from mission select afterwards, so even if you somehow skipped past it you can return. Clearing it also gives you The end? Don't bet on it provided you are on Human, Devil Hunter or Nephilim.
Awarded for finishing the campaign on any of the three starting difficulties. Nephilim is the standard 'intended' setting and it also feeds Jackpot! (all missions on Nephilim at SSS), so if you have any interest in the full completion it is worth making Nephilim your first run rather than Human.
Finishing the game on a lower difficulty does not lock you out of anything - the harder difficulties unlock regardless - but you will be replaying the campaign several times either way.
Red Orbs are the currency you spend on upgrades and items, and this tracks spending, not earning. It will happen naturally as you buy combat upgrades. Do not hoard - buying upgrades is what you want anyway, since Power... Give me more power! requires purchasing all of Dante's combat upgrades.
This is the small tier; Absolutely crazy about it wants 50,000 spent.
Very different from Sensational!, which only needs a momentary SSS spike. Here the mission's final style grade has to be SSS, which means sustaining stylish play across the entire level.
What helps most:
- Buy combat upgrades first. More moves means more variety, and variety is what the meter rewards.
- Pick a short, combat-dense mission with no long platforming stretches - dead air between fights bleeds the meter.
- Never repeat the same attack twice in a row. Alternate Angel, Demon and gun attacks constantly.
- Taking damage is the biggest single killer of a rank. Dodge first, attack second.
Do this on a difficulty you are comfortable on. If you intend to get Jackpot! anyway you will be doing this on every mission on Nephilim, so treat this one as practice.
A speed requirement, so pick the shortest level you can and route it deliberately. Skip optional fights where the game lets you, sprint past anything not blocking the exit, and use your traversal abilities aggressively.
Doing this after you have upgrades makes it far easier - you kill mandatory enemies faster, which is where most of the clock goes. Replay from mission select as many times as you need; there is no penalty for a failed attempt.
Lost Souls are destructible collectibles scattered through the missions. Half of the total is the first tier; Fill your dark soul with light wants all of them.
The mission-complete screen shows what you found in each level, so you can pinpoint which missions still owe you and replay just those from mission select. Nothing here is missable - every level can be revisited. Since you will be replaying the whole game for the difficulty achievements anyway, sweep collectibles on a run where you are not also chasing a style rank.
The description is strict about nothing but Angel weapons, so the safe approach is to commit: pick a combat-heavy mission, use only your Angel-side weapons and nothing else for the duration, and repeat until the counter fills.
A lower difficulty makes this quicker because enemies die faster and you are less tempted to break the rule to survive. This pairs naturally with In the name of my father - do one run Angel-only, the next Demon-only, and both counters fill from the same replays.
The mirror image of You'll never have her fire. Restrict yourself to Demon-side weapons only and grind out 100 kills across whatever missions you are replaying.
Demon weapons hit harder but swing slower, so on higher difficulties this can get uncomfortable - do it on a low difficulty run where the extra recovery frames do not get you killed. Some enemy types in this game are colour-coded against a particular damage type; if something is refusing to take damage, that is why, and you may need to pick a different mission to farm rather than break the weapon restriction.
Mission 1 is set in an amusement park and the Hurricane ride is an environmental hazard there. You need to knock or lure ten enemies into it - your pull and launch abilities are the tools for this rather than raw damage.
Key point: you have to be careful not to simply kill the enemies with normal attacks, because a dead enemy does not count as pushed. Soften them only as much as you need to move them.
Mission 1 is fully replayable from mission select, so this is not missable, but you may need several attempts to bank ten. Note: this is the only environmental-kill achievement in the list, so once it is done you can play normally.
Wisps are a specific enemy type. Beating one is the whole requirement, and they appear in normal mission flow, so this usually falls out of a standard playthrough without effort. If the counter has not popped by the end of the campaign, check the mission-complete screens for a level you cleared quickly and replay it hunting for the encounter.
A long cumulative counter fed by the same behaviour as Sensational! - varied, uninterrupted, damage-free combat. Every style bonus you earn anywhere counts, on any difficulty, including on your Vergil's Downfall runs.
Because the full completion needs several passes through the campaign, this will very likely finish on its own. If you want it faster, play with combat upgrades bought and consciously rotate weapons instead of leaning on one favourite combo.
Mission 6 contains a descent sequence, and the requirement is to reach the end of it having killed all of the enemies along the way - the trap is that the section is designed so you can keep falling and leave enemies behind.
So: stop moving down whenever enemies spawn, clear the area completely, and only then continue. Take it slowly; there is no timer pressure on this one. If you reach the bottom and it does not unlock, you missed at least one - restart the mission from mission select and be more methodical.
The middle rung between Impressive (100) and Looks like we have a winner (5,000). Purely cumulative across all missions, difficulties and modes - no farming needed if you are doing the multi-difficulty completion, since a single full campaign run puts a serious dent in it.
Imprisoners are a specific enemy type that show up in the normal course of the campaign. Beat one and the achievement is yours. Like the Wisp, this is almost always a by-product of simply playing the story.
Vergil's Downfall is the game's separate playable campaign starring Vergil, with its own missions, its own upgrade tree and its own set of achievements. You need the Vergil's Downfall content to earn this and the other Vergil achievements - check that it is installed before you plan around it.
It is much shorter than the main campaign, and clearing it once on any difficulty unlocks the harder Vergil difficulties, which is where the real work is (I need more power!, This is the power of Sparda!, You're not worthy as my opponent).
Secret Missions are optional challenge rooms hidden behind Secret Doors in the levels - short, self-contained tests with a specific win condition stated when you enter.
You need to find the doors before you can attempt the missions, so this overlaps heavily with Let's welcome chaos! (open all Secret Doors) and Dude, the show's over! (find all Keys), since the doors are key-gated. Ten is the halfway tier; One hell of a party! wants every one of them.
Nothing here is missable - replay any mission from mission select to reach a door you skipped.
One clean level, start to finish, zero hits. Pick your battleground carefully: the shortest, least combat-dense level you can find, on the lowest difficulty available to you, with your upgrades already bought so fights end fast.
Play defensively - dodge on reaction rather than trying to out-damage attacks, and back off entirely when several enemies converge. Environmental damage counts, so take platforming sections slowly too.
If you get clipped, restart the mission immediately rather than finishing it. Unlimited attempts via mission select.
A pure platforming challenge on a specific bridge in Mission 16. The lasers move, so the whole thing is about timing rather than reflex speed - watch a full cycle from safety before you commit to each gap, and move in single deliberate hops instead of chaining traversal moves and overshooting.
Touching a laser once fails the attempt, so restart the mission from mission select rather than pressing on. Getting comfortable with your Angel Boost timing beforehand is the single biggest help here.
Same restriction pattern as the Angel and Demon weapon achievements, but with a much lower target. Guns do modest damage, so pick a low difficulty and a mission full of weak enemies rather than trying this against tanky ones.
Stay at range, keep moving, and resist the urge to finish a stubborn enemy with a melee swing - that kill will not count. Fifty goes faster than it sounds once you commit to a full gun-only mission replay.
The large tier of the spending counter (This is my kind of rain is the 10,000 version). Since it tracks orbs spent rather than held, the way to get there is simply to keep buying: every combat upgrade, every health and Devil Trigger upgrade, and consumables when you need them.
This lands naturally alongside Power... Give me more power!, Let's rock, baby! and You can't handle it, which between them require buying essentially everything Dante has.
Keys are collectibles that open the Secret Doors. They come in different types and each type opens a matching door, so this achievement is the gate on the whole Secret Mission chain.
The mission-complete screen tracks per-level collectible counts, so after a full playthrough you can see exactly which missions still hold keys and replay only those. Fully repeatable, nothing missable. Do this pass on a relaxed low-difficulty run rather than during a style-rank attempt.
Every Secret Door in the game has to be opened, which requires having the right Key for each - so Dude, the show's over! is effectively a prerequisite. Opening the door is separate from completing the mission behind it, so this one is about thorough exploration rather than skill.
Sweep level by level using the mission-complete screen to confirm each one is clean before moving on.
Son of Sparda is one of the unlockable higher difficulties, and it requires a full campaign clear - every mission, not just the last one. Expect tougher enemy compositions than the starting difficulties.
Go in with your upgrades already bought from earlier runs; upgrades carry forward and they are what makes the harder difficulties tolerable. Stock health items before hard missions. This is one of the five distinct difficulty clears the full completion demands, so treat it as a checkpoint on the way to Devils never cry and And welcome to Hell!
The full version of This party's just getting crazy!. Every Secret Mission has its own stated win condition and some are genuinely demanding skill or platforming tests rather than simple fights.
Read the condition carefully before starting each one - several fail on a technicality (taking a hit, using the wrong weapon type, running out of time) rather than on death. You can retry any of them freely, so failure costs nothing but time.
Prerequisite: you need every Key and every Secret Door open first.
The complete version of And you are set free. Every Lost Soul in every mission. Use the mission-complete screens to find the levels you have not fully cleared and replay just those.
Bundle this with the Key and Secret Door sweep into a single dedicated collectible run - they are all found by the same behaviour, which is exploring every side path instead of running for the exit.
The big one for Dante's campaign. A mission's 100% rank combines its collectibles, its style rank and its clear conditions, so this is effectively the sum of every other Dante achievement applied to all missions at once.
The description confirms difficulty does not matter, which is the important concession - do these attempts on the lowest difficulty available so the style-rank half is as forgiving as possible. Work mission by mission and only move on once a level shows 100%.
Do this after you have bought all of Dante's combat upgrades. Trying it with a shallow moveset makes the style requirement far harder than it needs to be.
Bought with Red Orbs from the upgrade screen. Along with You can't handle it and Power... Give me more power! this is part of buying out Dante's entire progression, which also carries you to Absolutely crazy about it (50,000 orbs spent).
Orbs accumulate from combat and from replaying missions, so if you are short, replay a combat-heavy level a few times rather than grinding one encounter.
Every combat upgrade in Dante's tree. This is the single most useful purchase set in the game for achievement purposes, because a wider moveset directly improves your style ranks - which is what Stylish!, Jackpot! and Keeps getting better and better all hinge on.
Prioritise this over health and Devil Trigger if orbs are tight, then come back for those.
Another Red Orb purchase from the upgrade screen. Requires having unlocked Devil Trigger first (You are not a Human, are you?). Buy it early rather than late - a longer, stronger Devil Trigger is a genuine safety net on the harder difficulty runs you still have ahead of you.
Furnace of Souls is a named section with an environmental heat hazard, and the restriction is specifically on damage from the furnace - the description does not say enemy damage disqualifies you, but play it safe and avoid both.
This is a timing and routing challenge: learn where the safe spots are, wait rather than rush, and accept a slow clear. If you take furnace damage, restart the mission immediately from mission select instead of finishing it.
The top of the kill-count ladder. 5,000 sounds enormous but the full completion requires five separate full campaign clears plus Secret Missions plus collectible sweeps, and every kill on every difficulty counts - most players cross this line without ever thinking about it.
If you are somehow short at the end, replay a dense combat mission on a low difficulty a handful of times.
One of the unlockable difficulties, and it needs a full campaign clear. Check the difficulty's own description in-game before you start so you know exactly what ruleset you are signing up for - the harder DmC difficulties change damage rules rather than just inflating enemy health.
This is one of the five distinct difficulty clears the completion requires. Bring your fully-bought upgrades and stock consumables beforehand.
Dante Must Die is the series' traditional hardest standard difficulty and it demands a full campaign clear. This is the toughest of the Dante-side achievements that is purely about survival.
Approach:
- Have every combat and health upgrade bought first. Do not attempt this early.
- Play patiently. Dodge-first, punish-second; trading hits is how runs end here.
- Save Devil Trigger for the moments when you are surrounded, not as a damage opener.
- Stock consumables before each mission and use them without guilt.
Missions are individually replayable, so a bad attempt costs you one mission, not the run.
Requires the Vergil's Downfall content. Son of Sparda has to be unlocked on the Vergil side by clearing the campaign once first (Our souls are at odds brother).
Vergil has his own upgrade tree, entirely separate from Dante's - so buy it out before attempting the harder difficulties. That work overlaps directly with I've come to retrieve my power.
The Vergil-side equivalent of Keeps getting better and better, and the description gives the same concession: difficulty does not matter. Do it on the easiest setting available.
Vergil's Downfall is much shorter than the main campaign, which makes this considerably less punishing than the Dante version - but it still combines collectibles, style rank and clear conditions per mission, so buy out Vergil's combat upgrades first.
Vergil has a completely separate progression from Dante, so nothing carries over - this is its own grind inside Vergil's Downfall.
Do it early in your Vergil work rather than late. A fully upgraded Vergil is what makes This is the power of Sparda! and You're not worthy as my opponent realistic, and the wider moveset is what makes I'll try it your way for once (SSS on all missions) achievable.
Requires the Vergil's Downfall content and a previous clear to unlock the difficulty. As with the Dante version, read the in-game difficulty description first so you know the exact ruleset.
Vergil's Downfall is short, so even the awkward difficulties here are a fraction of the time a main-campaign run costs.
The hardest of the Dante-side difficulty clears and a full campaign run. Check the in-game difficulty description before starting - the top DmC difficulties alter the damage rules rather than simply scaling numbers, and knowing exactly what you are up against changes how you play.
Whatever the ruleset, the approach is the same: fully upgraded, maximum patience, dodge before you attack, and treat every avoidable hit as a mistake. Missions are individually replayable so progress is never wiped.
The style-mastery achievement. Every mission, SSS final rank, all on Nephilim specifically - so unlike Keeps getting better and better, you cannot drop the difficulty for this one.
What actually moves the needle:
- Buy every combat upgrade first. Non-negotiable; variety is the score.
- Never repeat an attack back to back. Rotate Angel, Demon and firearm constantly, even when it is less efficient.
- Damage taken is the biggest rank killer. Dodge out of situations rather than fighting through them.
- Do not let the meter drain during traversal - keep the pace up between fights.
Grind mission by mission and restart the moment a mission is clearly not going to make it. Expect to replay individual missions many times.
The Vergil-side twin of Jackpot!, and the same rules apply - Nephilim specifically, SSS on every mission, no difficulty drop allowed.
The saving grace is length: Vergil's Downfall is far shorter than the main campaign. Buy out Vergil's combat tree first (I've come to retrieve my power), then work mission by mission, restarting early on any run where the meter has clearly slipped.
The Vergil-side equivalent of Dante Must Die, unlocked by clearing the lower difficulties first. Requires the Vergil's Downfall content.
Go in fully upgraded. Vergil's kit rewards patient, precise play rather than aggression, so let openings come to you instead of forcing them. Missions are individually replayable, so a wipe costs one mission rather than the run.
The hardest Vergil achievement and typically one of the last things standing between you and the full completion. Requires the Vergil's Downfall content and every lower difficulty cleared first.
Check the in-game description of Hell and Hell before you start so you know the exact rules you are playing under, bring a fully bought-out Vergil, and play with maximum caution. Because Vergil's Downfall is short, this is a genuinely quicker achievement than And welcome to Hell! on the Dante side despite sitting at the same difficulty tier.











