Mission 03 - Flying Hunter - Devil May Cry 5 Guide - IGN (2024)

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Welcome to the guide for Mission 03 - Flying Hunter, a main mission in Devil May Cry 5. Read on for helpful tips, collectible locations, Secret Missions, boss strategy, and more.

The beginning of M03 unlocks Devil Breakers:

  • Punch Line
  • Helter Skelter


After meeting up with V, Nero learned that the demon infestation is linked to the demonic tree Qliphoth. They split up to take care of things.

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Now, you'll learn about Grim Grip points and Wire Bound. Pay attention to the tutorial here. Stand on the spot with flames in front of you. This will cause a "Grim Grip" point to appear. Hold RB/RT, then B/Circle to pull yourself to them.

Getting to the next rooftop, you'll be attacked by Pyrobats. Use Wire Snatch to pull them close to you, and watch out for projectiles.

When you've taken care of them, you can jump down to the terrace below to find some green orbs, or continue to the next platform the camera focuses on.

Use it to get to the next area. Before using the Grim Grip point directly to your left once you land, hop over to the other side of the roof to find more Red Orbs. Then, continue onward. Be ready for a fight on the next rooftop.

When you've defeated the enemies, you can fill up on health below behind where you landed. Use the Grip Grip in the corner on the roof here to proceed.

On the next rooftop, there are red orbs and green orbs to your right. Continue to the next Grim Grip activation point straight ahead from where you landed to continue.

A short cutscene will play, and a tutorial will pop-up, explaining that some Grim Grip points will move if you first shoot it with your gun.

Before using the Grim Grip here straight ahead of you, explore the area around you first. Then, return to the Grim Grip to get to a rooftop with a large Red Orb cache and a Gold Orb.

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The next one will send you to a sewer opening, where you'll learn about Demon Tree Blood Clots. Break this one to earn Red Orbs, and create an opening. But, go around the corner first for more Red Orbs.On the other side of the opening, some enemies will be waiting for you.

After dispatching them, continue to the left beneath the roots, and destroy the Blood Clots to your right. This won't create an opening just yet.

Continue around the corner, to what looks like a dead end with a small amount of Red and Green Orbs.

Take a closer look at the wall in the back left. It's cracked, and there are Red Orb caches behind it. Hit it a few times with Nero's sword to break it down.

Breaking down the hidden wall in the back will prompt enemies to spawn, so be ready. Defeating them will open up the corridors again - head into the nearby doorway to find another Blood Clot to destroy.

Note: Don't just mindlessly hit the gas canister with your sword... it will explode, and it will hurt. Oops.

Destroying the Blood Clot ahead will seal the exits, and enemies will spawn. These are a bit stronger than usual, so be on your toes - but they're nothing you haven't seen before. Defeating them opens up an exit by the Blood Clots you just cleared. Head through here, and go across the way to the green exit sign.


Watch the Video Above to see how to activate Secret Mission 02 here!

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Jump down to the bottom of the stairwell, and go to the back left corner. Turn around and look up at the wall behind you. You should see the red markings begin to glow - activating Secret Mission 2.

You can shoot the Wire Bound point here to make it move up to use as a shortcut, or you can simply use the stairs.

Instead of heading straight into the opening here, continue up the stairs to the right of it, and turn around. There's an overhang, which you can get to by hopping on the wall beside you. Use the Grim Grip platform here to reveal a point above you, and Wire Bound up to find a Blue Orb Shard.

When you do finally enter the intended opening, you'll encounter the terrifying Death Scissors emerging from a painting. Continue deeper into the building to find it.

It's not far - it's right around the corner in a library. Break the bookcases as you go - they'll get in your way.

This creature continuously blocks, and it's easiest to get off a combo after dodging it. The ability Table Hopper will come in handy if you have it! The scissors will shine right before it makes an attack.

Tip: You can one-shot Death Scissors. Break its guard with melee attacks, then lock on to it in anticipation. When its mask glows red, shoot it - this should kill it immediately.

After defeating it, head up the stairs, but make a right. Follow the path around to find some red orbs in the back corner, then hop across the chandeliers from the ceiling to go back to the top of the stairs.

Grab the Red Orbs to your left then follow the hallway to the right until you make it to an open room with a phone. Use it to call Nico and purchase whatever you need.

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Boss Fight: Illuminating Corruption Artemis

Get prepared, because there's a boss right through the door beyond the phone booth. We recommend purchasing the following abilities for this fight, if you don't already have them:

  • Enemy Hop
  • Roulette Spin

This one is called Artemis, and it's an aerial winged-mermaid monstrosity. It spends a lot of time in the air, and flying across the map, which is why we suggested the previously mentioned skills. They'll help you cover the gap.

Artemis is going to throw laser-like projectiles at you first, so be ready to either jump over them, or dodge below them, depending on the type of attack.

When Artemis sends out ads (additional enemies) that appear like floating eyes that shoot projectiles at you, shoot them with your gun as soon as possible. Once they're knocked down to a sliver of health, they will no longer shoot, and will remain stationary. Use these downed enemies as a Grim Grip to wire Bound toward Artemis.

Redminder: Target the makeshift Grim Grib with RB/RT, then press B/Circle to Wire Bound to it.

This should bring you straight to Artemis, so make use of them often. You can also Wire Snatch directly toward Artemis.

However, sometimes the boss will hover to far out of reach, and you will have no choice but to use her minions as Grim Grips to get to her.

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When Artemis backs up against a wall and begins glowing, charging up a powerful beam, use the minion Grim Grips to jump behind her. You can attack her from behind while she shoots the hyper beam in front of her.


After this, she will become much more aggressive. Do your best to dodge out of the way as soon as her wings glow to avoid her attack. You can continue to use the minion Grim Grips to soar across the arena to get to her quickly.

Once she goes down... a lady you may recognize falls out from inside her.

That marks the end of Mission 03 - Qliphoth. Next is Mission 04 - V

Up Next: Mission 04 - V

PreviousMission 02 - QliphothNextMission 04 - V

Top Guide Sections

  • Walkthrough
  • Mission 19 - Vergil
  • Mission 18 - Awakening
  • Best Skills to Unlock First

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In This Guide

Mission 03 - Flying Hunter - Devil May Cry 5 Guide - IGN (1)

Devil May Cry 5

Capcom

ESRB: Mature
PlayStation 4Xbox OnePC

Related Guides

OverviewWalkthroughMission 19 - VergilMission 18 - Awakening

Mission 03 - Flying Hunter - Devil May Cry 5 Guide - IGN (2024)

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