Hey guys, welcome to the tenth part of my Devil May Cry guide. In the last part I told you the most convenient strategy to defeat the Nightmare boss, how to easily complete two side quests, and the location of various useful items. Today I will tell you some tips to overcome the areas of the seventeenth mission and to defeat the boss of this level. So get ready, demon hunters!

As soon as the seventeenth mission starts, go back outside through the circle on the ground. Go back over the destroyed bridge and just when you reach the other end, not before, a secondary mission will start. Above the pieces of the bridge, high above the ground, floats a blue orb fragment. You can try to reach it in two ways. One is to take advantage of the trampoline-circles that accompany the scythe demon that roams there to reach it. Another less dangerous way is to climb up to the top of the chapel door frame and use Air Raid to grab him from there. When you have it, go back to the other side of the bridge and jump across the left frame.





Go up the spiral stairs; towards the middle, there is a room with several destructible pieces of furniture containing red orbs. Go to the top of the stairs and cross the door. You will be in a small library with two teleporter boxes but only one is active. Jump on it to appear in a desolate courtyard. Try to open the door to meet specimens of a new type of enemy: Frost. Shake them with Ifrit to “melt” them and unlock the door.





Proceed down the corridor without turning left at the first fork and go to the end. Open the door to access the lair of a grumpy dinosaur skeleton. It throws rather annoying fireballs, but they don't do much damage. Wait for the right moment and hit a ball with the sword to return it to its owner. When three of them hit it, it will shatter and a mirror will appear that reflects light with great intensity. Operate the handle next to it and turn it with the analog stick until the mirror has turned halfway around. A light reaction will occur, revealing an object in an elevated area in the room where the skeleton was.





Head to the ledge to the left of that room and turn the corner to come out onto a furnished terrace with a bench. Jump to grab a hidden blue orb fragment. Return to the ledge and jump to the opposite ledge. Notice that when there is lightning, the floating platforms become semi-visible. Use them to get to the Quicksilver. When you have it, exit the room and, in the hallway, turn at the fork you went through earlier. You can now use the Quicksilver to open and cross the door at the end.





Move forward a bit to meet again an old foe: the Black Knight. In this new confrontation, he has “learned” a new attack that adds to his already sickly skills. When he teleports and does not appear behind you, it means that he is floating in the air at one end of the room. Immediately you will see flying swords appear around you that will launch themselves at you. Countering this attack is not too difficult, just jump with rolling blaze towards the swords to destroy them before they hit you. Otherwise, use the same techniques as in other confrontations or, if you want to innovate, use Ifrit's flying kicks to destabilize the black knight and then hit him several times.




After each attack, don't forget to step back a bit because he will give you one of his famous jabs that take a good portion of health. If your situation is very desperate, use any healing items you have on hand.

After the confrontation, the mission concludes with a long sequence that shows how the black knight disappears for good while Trish talks to Mundus.



And that's all, I hope you found this content entertaining. Thank you for reading and supporting me.
Translation to English made with the help of DeepL Translator.
All images in this post are screenshots from my Devil May Cry HD Collection game.