Mission 5
One of the longer missions in Lucia's adventure, this one takes place in the same power plant that Dante explores. When the level begins, move forward to a room with a corrugated metal door. This is locked for now. Move down the stairs and take on a panoply of Msira and Homromsira. Play up the combos for points. When they all die, leap up the platforms until you reach a high door (a bunch of Orbs are camped in front of it). Run forward through the next two hallways into a hangar. Here, you'll have to battle several Puia and a new foe--Terreofinis (which is a lot lot Agonofinis). Collect the Orbs from above the tail of the plane, then head inside the airplane's cargo hold. Smash the crates to discover the Cranky Bomb, an explosive projectile that will now complement Lucia's arsenal.

Exit the plane and head to the door in the back corner of the hangar. Here you'll discover a Trigger vent and a blue globe. Strike it until the cubes turn purple, which will add power to all doors. The air has also been turned on in the hangar. Move back across the room by rolling, and proceed all the way back to the starting room. Remember that metal door that was previously locked? It isn't now, so head through it.

As you move forward on the next path, you'll receive a new amulet--the Evil Heart. This is a sucky amulet, to be sure... both literally and figuratively. It will rob Lucia of her life slowly. You've got to move fast now. You'll want to use the Aerial Heart to fly over the area of curlycue pipe nearby to score a Gold Orb.

Make your way down the stairs, Devil Triggering occasionally to regain health (make sure Healing Heart is equipped). Puia will dog you the whole way, but they are easily dealt with--just lock on and use Knives. Be sure to grab a trail of Red Orbs on a narrow walkway. Once you get them, leap over the railing to the courtyard below. Jump between the four large canisters here to get a Blue Orb Fragment. Then move back up to the main path and follow it to a door.

Inside, strike the blue globe... you know the drill. This will make another amulet at the top of the central silo here available. Devil Trigger and run down the corkscrew ramp, ignoring enemies. Run past the green door and all the way to a Trigger vent. Refill your power, then head inside the silo and use Aerial Heart to climb to the top, collecting the Red Orbs all the way. You'll get the Flame Heart, which adds cajun flavor to your Devil Trigger attacks. Return below and hit the striking stone for multiple Orbs. Then run to the green door you passed, sure to grab the Red Orb on your way in.

In the next chamber, work your way down to the empty lava pit and enter the door behind the Red Orb. Move to the circular plate set back in a small half-hallway. You will place the Evil Heart there, and be rid of it's life-sucking effects.You will also receive Electro Heart, which will lend electric power to your Trigger attacks. When you've made the swap, head out the door with the blue jewel in it.

You'll find yourself near some train tracks. Head forward and take on the multiple Blood Goats that appear, then grab the Red Orbs at the end of the short branching tunnel. Then turn around and head all the way up the tunnel to arrive at a lift area. Smash the crates here to grab some Orbs, then use your flying abilities to score some more from the rafters. When you have all of them, hop onto the lift and ascend, battling Flambats that drop packets of green health love on you. At the top, explore the doorway to the right to find a Secret Room. Once you beat it, head to the middle door to end the mission.



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Mission 6
After a brief chat with the ever-suave but not quite tough Arius, you'll be dropped into a nocturnal realm to scrap it out with several tough baddies. You'll recognize the fight from Dante's mission. Begin by slaying the Savage Golems that appear, building up your Devil Trigger as much as possible. You'll also have to contend with several floating Demonochorus, but these guys are actually helpful, in that they aid you in linking combos between Golems. Make sure you don't gobble up any of the Green Orbs on the perimeter during this brawl. You may need them in the boss battle, which will occur once you beat these enemies.

Boss: Noctpteran and Larva
A large Mothra lookalike, Noctpteran stays in the unfriendly skies throughout the fight, and lets her larva do the dirty work. The larva are especially nasty, because they're slimy and quick, and very, very big. Big enough to swallow you? Yep. And that's just what they'll try to do. That means you have to stay in the air as much as possible, because getting eaten by a worm will really mess up your health.

The pattern to this level is: double jump, throw crazy batches of knives, land, repeat. Devil Trigger whenever you can on the moth. When she goes down, focus on the larva. As they come out of the soil, double jump, then slam down with a close range attack as they move underfoot. If you do get eaten, whale on the SQUARE button until you burst out. Use the Devil Trigger to help you end these guys faster. They're extremely mean and can easily tear through your life. When all the wormies die, collect all the Orbs from the area, and stand on the central beam.

Back upstairs, you'll find yourself in a flooded tomb-like area. Looks like you'll have to dive! First, though, explore the tunnels behind you to find a Blue Orb Fragment and some Red Orbs. Go across the bridge and use your DT powers to soar atop each of these tall pillars, which will yield a Red Orb storm.

Then fall into the murky depths below. To swim, press any direction to move. Press X to rise and CIRCLE to fall. SQUARE will still attack. Explore the underwater realm to find a blue-lit cave that contains the Bow Gun, useful for shooting foes undersea. Equip that weapon immediately, then swim to the door indicated in the previous cinema. En route, you'll encounter Erupt Gels. Waste them with the Bow Gun and proceed to the exit.


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Mission 7
This mission occurs mostly underwater, so hopefully your swimming skills are sharp. At the beginning, swim forward and search the right wall for a gap that will cough up bonus Orbs. Then swim past a vertical tunnel and into a small cubby to the left to get a Blue Orb. Then head up the chute by repeatedly pressing X. At the top of the tube, spring out and on to dry ground.

In the next chamber, leap down and claim the Aqua Heart, which allows you to swim faster while in Devil Trigger. Kill the Auromancers that appear, then hop on the ledge above the amulet holder, and then again to the higher ledge on the left. Smash the vase to get an Orb, then press CIRCLE to enter the Secret Room. When you're done, head back to the previous ledge and bust up the vases here to get a bunch of Orbs. Then drop down and enter the right cave opening, then follow the Orb trail down to a water hole. Drop in and swim through the rectangular opening ahead.

In the large chamber, rise to the top of the room and exit through the vertical tunnel. In the next chamber, you have to hit a series of lock balls to activate a series of platforms above the water. To do this, first neutralize the skull-like Sargassos floating here. They like to chomp you, so attacking from behind is the best option. Once they're all dead, drift to the bottom of the room and start striking the lock balls. Work your way around in corkscrew fashion until all of them have been lit. Then hop out of the water and on to the lowest shimmering platform. Use these glowing tiles to get to the top of the central pillar and strike it until all the cubes are purple. Doing this will shut off the current in the previous room. Head back over there.

Drop all the way down to the floor of the next room and float down the tunnel that's sunken in the floor. Follow the path to a room with a God of Time and several Green Orbs. If you haven't already, level up your Bow Gun here, then grab the Orbs and head through the door at the opposite end of the room. Boss time!

Boss: Tateobesu
This underwater boss can be tricky if you lose track of him. The solution to this is: don't. Make sure you don't sink to the bottom of the level. Keep rising in the water, and always know where this slimy fish is. The scrod has two attacks. First, he'll go stealth and turn invisible, then try to sidle up to you and shock you by turning on the electric charge. Secondly, he'll come right at you, mouth agape, and try to rough you up inside its filthy craw.

The Devil Trigger is your best ally in this fight. The Bow Gun will help, but only when the overgrown musky is visible. Use the Aqua Heart to become faster, and stay away from the fish as much as possible. When it materializes, light it up with Devil Trigger shooting attacks, or the Bow Gun if you're out of juice. And that's about it. Just outlast the guppy then swim up through the vent in the ceiling to finish the mission.



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Mission 8
You begin in the water. Swim up and out of the vertical tunnel to take on the Blades, fierce amphibious baddies you can cut you up if you're not careful. Use a combo of Bow Gun and blades on them. Make sure you examine the area near the niches to the right. Near a leaning concrete platform (to the left of the lower cubbies) you'll grab a Gold Orb. Swim up top and press CIRCLE in the darkened doorway to go into a Secret Room.

When you return outside, grab any Red Orbs you see, then move to the top of the room and up inside the circular tube above. Leap out of the water on to the platforms that line the sides of this tube, then move up into the chamber above. At the far end, you'll see a totem of sorts. Search the area behind to find a Blue Orb Fragment. Then move around the front and press CIRCLE to activate the tower. It tells you to "reflect" its power. Move to the other side of the room, and wait for it to spit fireballs at you. Stand to the left of where the fireballs pass and press TRIANGLE to send the fireballs back to the statue. It takes timing and correct placement, but experiment until you get it right. Three hits will bring the tower down and fill the room with water.

Float up to the top of the area, and follow the Orb to a new, dry chamber. Smash the vases here to get more Orbs, then hit the striking stone for even more. Then exit down the rectangular corridor and drop back down into the drink. Drop to the bottom of the next area and swim through the door to find yourself in a large room full of Blades and Gels. Kill them all, then collect the Orbs at the other end of the room and drop through a vent in the floor. Swim through the narrow underground passage to gain a Green Orb, Blue Orb Fragment and more. Emerge on the other side, then swim back through the room and up a tube above the square vent.

Spring out on to dry land and through the doors. It's a tile puzzle like the one Dante solved. Leap up to the blue square on the far wall and press CIRCLE to activate the puzzle. Then go step on the central square on the floor. As different patterns of tiles raise, smash the globes that accompany them to light the red flames at the back of the room blue. This will make several watery towers raise into the air. Use them as stairs to reach the top of the chamber. Air Hike over to the high door and go through. Kill the Gbusmsira that meet you here, then turn your attention to the lit-up globes in the path. These will have to be struck and destroyed in order to drop a force field in the other room that will allow you to get the Quick Heart. But it's harder than it looks. If you just try to destroy all of the globes in a row and run into the room, you'll fail.

Therefore, begin by hitting the globe closest to the door first. Strike it ten times. Then move to the middle globe and strike it ten times. Then destroy the globe furthest from the door. As you move toward the door now, the other globes will be weakened. Destroy them in order and run in to claim your prize. When you have it, use the nearby God of Time statue, then grab the Green Orb, bash up the casks in the next hall to get Orbs and follow the path to another boss fight.

Boss: Plutonian
This Plutonian looks like he was outfitted from the Heavy Metal spring catalog. He looks mean, but the fight will actually go quite fast, especially is you're able to Devil Trigger. The full DT gauge you just got from the secret room should help. The main thing to avoid early in the fight is Plutonian's morning stars. He's got good range while swinging them, and they're enough to knock you off your feet. You can jump over them, or attack in close, which is what you want to do anyway. Try to attack from the side, and use Devil Trigger to make it go faster.

Midway through the fight, two things will happen: lasers will start cutting across the room in horizontal and grid patterns, and Plutionan will begin summoning Agonofini to help his cause. The lasers are easy to see coming and jump over if they're single beams, but the grid is a little tougher. You can stay in the air when the grid appears, though, and come back down to earth when it goes away. As for the other creatures, slay them if they get in your way, otherwise leave them. Concentrate on just jumping and pumping daggers into him to build up your Trigger. When it's charged, move in and finish him off with melee attacks. Soon, he will fall.