Devil May Cry 4 Mission 3 Fortuna Castle

Part 2 of the complete Devil May Cry 4 game guide.

Mission 03: The White Wing

  1. Head straight back into the action. Some scarecrows are waiting for you right at the start. As you approach the scarecrows, there is a path to the left with a rickety wooden fence blocking the path. Break it for another huge red crystal of red orbs. Go back to upgrade if you didn't have enough when powering up at the mission start menu.
  2. At the waterfall, jump up so you can reach the series of Grim Grips that will help you up and out. Halfway up, you can stop and hop down among some roofs to get a large red orb. There is a really tough blue orb available if you use the Grim Grips above where you are at the large red orb. Kick-jump off of the wall past the second of them, pointing up to grip another set of Grim Grips. Unfortunately, the final platform is very tough to actually land on.
  3. Move on over the railroad tracks halfway up the cavern, then face a few more scarecrows. Afterwards, continue up next to the ladder and be sure to check the path to your left as you move on for a vital star.
  4. Break the fence to get out to a snowy new area. Immediately on your left on a mountainside is a small area with a large red orb you can jump up to. Continue back along the snowy trail until you reach a cutscene and a new type of enemy - Frosts. You can break some pillars in this area for goodies. The cutscene comes at the broken bridge in front of Fortuna Castle.
  5. After dealing with the Frosts (keep one away from you at all times with your Buster move) hop up onto the bottom left and right pillars (the ones that don't break when you shoot or chop them) to receive secret orbs. Move on to the castle gate for another cutscene with Gloria.
  6. Once you've finally entered the gate, you'll reach the Grand Hall, where you should collect orbs by destroying everything. Afterwards, you may power up with another statue in the NW corner of the room. Your next door is just south of that statue.
  7. Your old friends, the scarecrows, are back. Be sure to smash any candlesticks for red orbs. There's another upgrade statue at the north end of this Large Hall, but you need to go in a door in the west end.
  8. Once inside the Torture Chamber, you reach a sealed room with several scarecrows to beat. After moving on up the stairs, there's a room with spikes at the ceiling (actually where you just were) with some particularly difficult Grim Grips. Some disappear from time to time and others move, but you basically have to just hit them all as quickly as you can to get across. Any drops will mean you have to face the same scarecrow horde again. Yep, it's a torture chamber. Hold R1 for every independent jump you have to make and just mash the O button as fast as you can. Have some sense with it though. There are some short instances where this policy will fail you.
  9. Once you're through to the Grand Hall 2nd floor, you should move north along the perimeter, making sure to grab the two red orbs on the wall through a kick jump and snatch move. Magical barriers (glorified invisible walls) will prevent you from entering any door but the correct one.
  10. You'll move outside to find two surprisingly tough Frosts. Use your Buster wisely to keep one away from you, and watch out for their ice bullet attacks. Remember your Exceed powers with L2.
  11. Move along north, until you find a weird lamp/pillar thing with a vital star above it. You can reach it, but you have to kick-jump on the pillar so that you land on top of it, then jump. It's a bit tough, but just go to the side, kick jump without holding in any direction, then calmly move in the correct direction just after you start coming back down.
  12. As you continue east from the pillar, another combat adjudicator will appear, but it is red, meaning only Dante can use it. Continue through the door. Another two Frosts will confront you, so deal with them as you did earlier.
  13. Continue south to get back into the Grand Hall, on the opposite side of the room. There's a blue pedestal to hit that will allow you on through. Don't go through the door yet. On your way south from the pedestal, a large mirror sits on the right wall that you can break to find another blue orb fragment. Now, continue through that door you opened up.
  14. The Gallery you enter will be sealed with lots of scarecrows and lots of red orb stuff to break. Ignore the gyro blade and continue into the Library. A red orb stash does exist on a pillar outside, but you'll need Air Hike. Once you continue on past the Divinity Statue, you'll see a cutscene with a Bianco Angelo. Despite the build up, they're easy to beat as all you really have to watch out for is their charge attack, then go around their back and use a Buster on them. They block attacks to their front. After you've beaten them, collect any remaining orbs and examine the anima mercury in the golden pillar. This concludes Mission 03.

Mission 04: Cold Blooded

  1. Thanks to that Anima Mercury, you can now move the Gyro Blades with your Buster attack. As the tutorial screen suggests, slashing the Gyro Blades before using your Buster makes them more deadly when they hit enemies. Guide the first Gyro Blade through that blue door to escape the library. You've got to leave that Gyro Blade in there, so don't spend forever trying to get it to squeeze through the door.
  2. Once you get back to the Gallery, two scarecrows and eventually two Frosts will attack you. Use the Gyro Blade if you wish, but it's not necessary to kill them.
  3. Once out into the Grand Hall, text along the bottom of the screen suggests that the blue coffin in the middle of the hall you hopefully noticed "is summoning" a gyro blade, meaning you should find one to smash that coffin open with. Jump down to the lower floor and look in the north section for a Gyro Blade, which you should promptly use to break it. Also, break the chairs to get red orbs if you'd like. The broken coffin will reveal a "seal" that doesn't help you yet. Go through the eastern door.
  4. In the Large Hall, the game basically tells you to collect the four Gyro Blades in the area and place them on the four circles up north. You have to use one of the Gyro Blades already in its place on a circle and take it to the SW corner to break open the wall to another. Enemies will appear after you go to retrieve the various blades, but simply charge yours by slashing it then Buster it right into them to clear them out immediately. Either before or after this retrieval, go to the door just above the iron-gated area containing another Gyro Blade.
  5. Inside this Dining Room are two Bianco Angelos and plenty of stuff to break. Beat them using the strategies suggested when they were first encountered at the end of Mission 03, then head through the door and look west for another Gyro Blade as you hear a fire cannon on the other end of the hallway. Use the Gyro Blade as a shield and make your way on down towards the fire cannon, sending the Gyro Blade into it to destroy it and reveal a new Secret Mission (#2). Completing the secret mission will return your Gyro Blade to its original position, but you won't need it, so don't worry.
  6. Now you are into the caged area with the next Gyro Blade you need. Once you move in a bit, the blue pedestal you'll need to hit to get out is sealed off. Scarecrows will attack you again. Get rid of them, hit the blue pedestal, then take your Gyro Blade and eliminate the scarecrows that appear outside the now open caged area. Take that Gyro Blade to the circles in the north then get the last one in the SW if you haven't already. The four blades combined will open up the blue seal and grant you access to a large green orb and a door. Go through that door, obviously, and be ready for a boss fight.

Boss #3: Bael

  1. The first cutscene will reveal the Rusalkas, two blue enemies that you'll soon discover aren't exactly real. Once you're in battle, focus on one of them and keep hitting them until they pull away. As they pull away from you, just use Streak (R1 + triangle and up, if you've purchased it) to quickly close the gap and keep hitting them. Eventually, they'll pull straight up and you need to start running away, as the real boss is about to jump right at you. This will trigger another cutscene.
  2. The huge toad you now face will use a few different attacks on you. First of all, he'll try and jump on you. Roll away to avoid his shadow. Also, he'll shoot ice spikes which have shadows. Move away from their shadows. Then, if he takes in a breath and his throat gets bigger, just run in one direction to get away. Otherwise, keep slicing him and use a Buster on either his tongue or tail tip when he sticks his tongue out and flops down.
  3. Eventually, he'll retreat and the Rusalkas will come back, so use the same strategy. Buster one if she collapses and turns red, which will pull Bael back out.
  4. When he eventually turns red, he'll basically just try to jump on you more. If he freezes, get away from his mouth area, otherwise he will eat you.
  5. In general, don't worry too much about being close to him, especially if you're not directly in front of him. He'll usually just try to increase the gap between you. After he's dead, mission complete.

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