Dante's Inferno: Complete Walkthrough & Boss Guide
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🗺️ Main Story Walkthrough
Tick off each step as you go — your progress saves locally, no account needed.
The game opens on the Third Crusade battlefield where Dante, a Crusader knight, is slain and must fight Death himself to survive. Defeat Death in a quick-time-event heavy boss encounter to claim his Scythe, your primary weapon throughout the game. This prologue teaches the two core upgrade paths — Unholy (scythe-based, offensive) and Holy (cross-based, magic) — and introduces the Absolve versus Punish system for defeated sinners. Absolving earns Holy XP for cross upgrades; punishing earns Unholy XP for the scythe. Plan your build early: a Holy-focused playthrough makes the final boss considerably easier, while Unholy builds excel in mid-game content.
Dante descends through the Gates of Hell, crosses the River Acheron, and enters Limbo, the first circle where unbaptised souls drift in twilight anguish. The platforming here is forgiving; use it to master Dante's aerial scythe combos and the cross magic beam. Collect Damned souls scattered throughout the environment by pulling them in with the Scythe grab — each soul converted counts toward Holy or Unholy XP. King Minos, the judge of the dead, stands at the threshold to the second circle and is the first true boss fight. His wheel-of-judgment attacks hit hard; study the patterns carefully and look for the Torture Device prompt.
The second circle is a lurid, fleshy landscape of writhing souls and grotesque erotic architecture. Dante battles winged Lust demons that dive-bomb from above — prioritize the Holy Cross beam to shoot them out of the air before they reach melee range. The primary collectibles here are Beatrice Stones, which raise maximum Mana, and are hidden in breakable wall sections. Marc Antony must be defeated before Cleopatra becomes vulnerable; he fights aggressively with charging tackles. Once Cleopatra is exposed, the encounter ends via a cinematic execution sequence requiring precise button-prompt inputs.
The third circle is a rain-soaked wasteland of filth where bloated souls crawl through foul mud for eternity. Enemy variety increases significantly — large Gluttons function as mini-tanks and should be prioritized with scythe overhead slams to interrupt their charges. Explore every side alcove for Antony & Cleopatra Relics and additional Beatrice Stones before reaching the central arena. Cerberus, the three-headed guardian of Gluttony, introduces a multi-hit boss encounter: each head must be defeated in sequence, with the active head identified by its glowing eyes. Focusing fire on only the glowing head prevents the other two from regenerating health.
The fourth circle pits misers against spendthrifts in eternal combat while Dante navigates collapsing gold-laden platforms and treasure hoards. Enemy encounters here include Greed Guardians who throw gold coins as projectile weapons — dodge to the side rather than forward to avoid the wide coin sprays. Dante's father Alighiero appears as the boss of Greed, confronting Dante with accusations about his past. Alighiero fights dirty: he uses coin-throw barrages, clawed sweeps, and a high-damage body slam. This is the fight where Unholy builds begin to outperform Holy builds in raw DPS, so an Unholy player should fully exploit scythe combos.
Heresy, the sixth circle, is a city of burning tombs housing the souls of arch-heretics, and the platforming difficulty rises sharply with moving flame-platforms and collapsing bridges. Absorb as many heretic souls as possible here — they yield the highest base XP of any enemy type to this point. Anger, the fifth circle, introduces Phlegyas, the ferryman of the Styx, as a persistent environmental hazard before he becomes a boss encounter. Phlegyas pounds the docking platforms as you cross the Styx, requiring constant sprint-dodge timing to avoid his fist slams. Hitting his hands with Cross Holy blasts causes him to flinch and pause the platform assault temporarily.
The seventh circle of Violence is split into three rings covering those violent against others, themselves, and God; the architecture shifts from fiery to bleached and arid. A monstrous centaur-like demon named Francesco guards the descent into Fraud, the eighth circle — dodge his tentacle grabs and attack the exposed head during his breath-attack recovery. The Malebolge section of Fraud is composed of ten ditches filled with different categories of fraudsters, making it the longest and most enemy-dense section of the game. Upgrading Scythe to the Righteous Cross combo before entering the Malebolge makes clearing the dense enemy groups significantly faster.
The ninth and final circle is a frozen lake entombing traitors, bathed in the cold wind produced by Lucifer's beating wings. The platforming here is the game's hardest, with ice surfaces that reduce traction and crumbling edges. Lucifer himself is imprisoned waist-deep in the frozen lake at the very bottom of Hell. This is the game's climactic encounter, divided into three phases: a cross-bombardment opening phase, a direct-combat mid-phase, and a dramatic aerial finish using the Scythe. Save maximum Mana for the final phase — the Holy Cross magic beam is the fastest way to stagger Lucifer during the combat phase and set up the finishing QTE sequence.
⚔️ Boss Guides
Death
Attack Patterns
Death attacks with wide sweeping scythe arcs, a ranged soul-beam from his skull, and a ground slam that sends shockwaves across the platform. He moves with supernatural speed and his scythe arcs cover most of the combat area. The fight is partially scripted: specific phases require blocking or dodging on cue rather than dealing damage.
Strategy
This is fundamentally a tutorial boss fought through quick-time events and dodge-timing sections. Focus on reading the on-screen button prompts accurately rather than trying to out-damage Death. When the prompt to grab his scythe appears, hit it immediately — missing this window extends the fight and costs health. The final QTE chain ends the fight and rewards Dante with the Death Scythe as his core weapon.
King Minos
Attack Patterns
King Minos sits atop a giant wheel-of-judgment and attacks by spinning the wheel to crush Dante, swiping with enormous hands that create shockwave rings on impact, and calling down column attacks from above. He is physically the largest boss in the first half of the game. His hand swipes travel from one side of the arena to the other and must be jumped over rather than dodged laterally.
Strategy
Stand just outside his dominant hand's slam range and bait the hand swipe, then advance and hit the knuckles with heavy scythe overhead attacks. After several hits, Minos staggers and his face leans forward — this is the Torture Device activation window. Interact with the device (R2/RT prompt) to trigger the splitting-face execution sequence. Use Holy Cross beams during the wheel-spin phase to maintain damage from a safe distance. His wheel attack can be jumped over with a standard upward dash.
Marc Antony & Cleopatra
Attack Patterns
Marc Antony charges across the arena with shoulder tackles, delivers multi-hit sword combos, and occasionally leaps for a ground-pound finisher. He is fast for a boss of his size and punishes static positioning. Cleopatra floats overhead during the Antony phase, occasionally firing projectile attacks downward, but cannot be damaged until Antony is defeated. Once Antony falls, Cleopatra descends and begins a close-range combat phase before the cinematic execution sequence triggers.
Strategy
Keep moving laterally to bait Antony's charge, then counter immediately after he overshoots with a scythe combo. Holy Cross beams can interrupt his charge startup if you have the timing down, which negates his most dangerous attack. Do not stand still — his multi-hit sword combo will hit all its strikes if Dante is stationary. Once Cleopatra descends, the fight transitions to QTE prompts: follow them accurately to secure the cinematic kill without taking the large health penalty from failing the sequence.
Cerberus
Attack Patterns
Cerberus uses three heads in rotation: the active head (indicated by glowing eyes) attacks with lunging bites, wide jaw-sweep slashes, and a barking shockwave blast. The inactive heads occasionally snap in random directions. After the first head is defeated, the remaining two become more aggressive and begin combining their attack patterns.
Strategy
Focus exclusively on the glowing head — attacks on inactive heads deal no meaningful damage and waste time. Dodge toward the bite (not away) to pass under the jaw arc and end up beside the neck, which is the safest melee position. After the bite recovery animation, land a full scythe combo. Holy Cross beams fired directly into the open mouth during the barking shockwave charge interrupt the blast and stagger the head. After the first head dies, the remaining two fight simultaneously; stay mobile and switch to a more defensive dodge-and-counter rhythm rather than pressing extended combos.
Alighiero (Dante's Father)
Attack Patterns
Alighiero throws rapid cascading coin sprays that cover wide horizontal arcs, charges with claw tackles, and uses a high-damage belly slam that creates a shockwave ring. He also periodically heals by absorbing nearby soul energy if Dante stays at range for too long. His coin throws come in two variants: a wide spread requiring a lateral dodge and a concentrated burst that can be deflected back with the Holy Cross.
Strategy
Unlock the Cross Shield / Deflect upgrade before this fight if possible — deflecting his concentrated coin burst back at him deals significant damage and staggers him, creating an ideal melee window. After any deflect hit or dodge-counter following his claw charge, open with the scythe combo ending in the heavy overhead slam for maximum Unholy damage. Never stay at long range long enough for him to begin his soul-drain heal. This fight rewards aggression; passive play allows him to regenerate and makes the encounter significantly longer.
Phlegyas
Attack Patterns
Phlegyas is an environmental obstacle-turned-boss who pounds the wooden docking platforms along the Styx with both fists in alternating sequences. His fists create localized shockwave zones on impact. He also sweeps one hand horizontally across the dock to knock Dante into the river, which is an instant death. His attack rhythm follows a predictable left-right-left alternation with brief pauses between slams.
Strategy
Sprint perpendicular to each incoming fist slam to avoid the shockwave zone. Between slams, move close to a resting fist and land scythe heavy attacks on the glowing knuckles. Holy Cross beam shots during the raised-fist moment cause a brief flinch that buys extra time before the next slam. During the horizontal sweep attack, jump (not sprint) to avoid it, as sprinting forward moves Dante directly into the sweep path. Dealing enough damage to both fists eventually causes Phlegyas to rear back and become fully vulnerable for a charged scythe finisher.
Lucifer (Final Boss)
Attack Patterns
Lucifer fights across three phases. Phase 1 keeps him imprisoned in ice while he fires wing-wind shockwaves and soul-freezing beams across the arena. Phase 2 frees his upper torso; he claws with devastating arm sweeps, uses a ground-slam blast that covers three-quarters of the arena, and fires concentrated darkness beams from his mouth. Phase 3 is an aerial sequence where he launches into the sky and descends for a final crushing blow.
Strategy
Phase 1: fire Holy Cross beams directly at his chest repeatedly while dodging the wing-wind shockwaves left-right. Do not stop firing; sustained cross damage is the unlock condition for Phase 2. Phase 2: close to melee range immediately and focus the scythe combo on his exposed rib-core while dodging arm sweeps by rolling under his arms rather than away. His ground slam has a visible wind-up — jump and air-dash the moment his fists contact the ground. Save all remaining Mana and use the maximum-power Holy Cross charged beam when he opens his mouth for the darkness beam, interrupting it entirely. Phase 3: follow the aerial QTE inputs precisely — the Scythe grab requires holding and releasing the trigger at the correct moment to complete the finishing sequence.