It starts with a motorcycle crashing through a window. That's the vibe. In 2001, when Hideki Kamiya and the Team Little Devils crew at Capcom pivoted away from what was supposed to be Resident Evil 4, they birthed a genre. If you go back and play Devil May Cry 1 Mission 1 today, you aren't just looking at a retro action game. You’re looking at the DNA of the modern character action title. It's weirdly atmospheric. It's clunky in spots. But man, it’s deliberate.
Most people remember the "Stylish" rank popping up for the first time, but they forget the quiet dread of Mallet Island. You start outside a gothic castle. It’s raining. The camera angles are fixed—a leftover from those Resident Evil roots—which creates this claustrophobic, cinematic tension. You aren't just a guy with a sword; you're Dante, and you're trespassing on something ancient and genuinely mean.
The Curse of the First Red Orb in Devil May Cry 1 Mission 1
The very first thing you do in Devil May Cry 1 Mission 1 isn't fighting. It's exploring. This is a huge misconception about the DMC series; people think it’s just a "press triangle to win" simulator. It isn't. The first mission, titled "Prophecy," is a lesson in environmental storytelling. You walk through those massive front doors into the main hall. There’s a giant statue of a horse. There’s a blue door to your left and a red one to your right.
You've got to find the Bloody Eye. This is a key item, and the game doesn't hold your hand. You have to jump. Dante’s jump in the first game feels heavy compared to the floaty acrobatics of DMC5. It’s a commitment. You head up to the second floor, and that’s when the music shifts. The track "Public Enemy" starts to kick in, but only lightly. It’s teasing you.
Most players miss the hidden Red Orbs tucked away in the rafters. If you’re trying to S-Rank the game or even just survive the later encounters with Nelo Angelo, you need those orbs for Purple Orbs (Devil Trigger gauge) and Blue Orbs (Health). Mission 1 sets the pace: if you don't look up, you're going to stay weak.
Puppets and Plastic: The Horror Roots
Then come the Marionettes. Honestly, these things are creepier than almost any enemy in the sequels. They don't just spawn; they twitch into life. They make this horrible, dry clicking sound. This is where Devil May Cry 1 Mission 1 teaches you the basics of "Stinger" and "High Time."
If you just mash the attack button, the Marionettes will eventually parry you or throw a blade that takes a chunk out of your health. You learn quickly that Dante is a glass cannon. You have Alastor—well, actually, in the very beginning, you just have Force Edge. Force Edge is a bit of a wet noodle. It doesn't have the reach you want. You’re forced to rely on your Ebony & Ivory pistols to keep enemies at bay while you close the distance.
The combat mechanics here are rigid. You can't swap weapons on the fly like you can in later games. You have what you have. This makes every encounter in Mission 1 feel like a tactical puzzle rather than a free-form dance. You learn to launch an enemy, jump, and shoot them mid-air to keep them suspended. This "juggling" mechanic was actually discovered as a bug during the development of Onimusha, and Kamiya leaned into it for DMC. It’s literally the foundation of the entire franchise.
Navigating the Castle Architecture
The level design in Devil May Cry 1 Mission 1 is basically a loop. You go up, you grab an item, you go down, you fight. It's simple, but it's effective. The castle feels lived-in. You’ll notice the suits of armor. Most of them are just props, but the game trains you to be paranoid. Is that one going to move? Is there a secret behind it?
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There is a specific moment in this mission where you have to jump onto a floating platform to reach a higher ledge. It's a bit finicky. The fixed camera makes depth perception a nightmare for modern gamers used to 360-degree control. But there's a trick: watch Dante's shadow. If his shadow is on the platform, he'll land on it. It’s a tiny detail, but it’s how we survived the PS2 era.
Hidden Mechanics You Probably Forgot
- The Taunt: If you taunt (R2 on the original controller), you gain a tiny bit of Devil Trigger gauge. In Mission 1, you don't even have Devil Trigger yet, but taunting still helps your style rank.
- Critical Hits: You can actually one-shot certain Marionettes if you time your shotgun blast (once you get it) or your sword strike perfectly as they attack.
- The Secret Mission: There isn't one inside Mission 1 exactly, but the game starts tracking your performance immediately. If you take damage, your chances of an S-Rank are gone.
The mission ends after you use the Bloody Eye to unlock the door in the floor of the main hall. It feels short. It's maybe five to ten minutes if you know what you're doing. But those ten minutes are dense. They establish that Dante is a "cool" protagonist who is actually in a horror movie. He's the only one not scared, which is why we think he’s awesome.
Why Mission 1 Matters for 2026 Gamers
Looking back at Devil May Cry 1 Mission 1 from a modern perspective, it’s easy to call it "dated." That’s a mistake. It’s focused. Unlike modern open-world games that bloat their first hour with tutorials and "follow the NPC" segments, DMC1 gives you a sword, some guns, and a door that won't open.
Figure it out. That's the ethos.
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The lack of a map that tells you exactly where to go is refreshing. You have to look at the environment. You have to notice the glow of the items. It’s a "show, don't tell" approach that has largely disappeared from AAA gaming. When you finally beat the mission and see that total screen, you feel a sense of accomplishment because you mastered the movement, not because you followed a golden waypoint.
Actionable Strategy for S-Ranking Mission 1
If you're jumping back into the HD Collection, getting an S-Rank on Devil May Cry 1 Mission 1 requires three things: Speed, Orbs, and Style.
- Don't Get Hit: This is the most important factor. Getting hit tanks your style points and your final grade. Use the roll (Lock-on + Side + Jump) constantly.
- Collect Everything: You need to grab the hidden orbs in the upper balcony of the main hall. Every orb counts toward your final score.
- Vary Your Attacks: Don't just use the 3-hit combo. Mix in the "High Time" (Lock-on + Back + Attack) and hold it to follow the enemy into the air. Use your guns to keep the combo meter from dropping while you run to the next puppet.
The timer is generous, but don't dawdle. The real challenge is the "no damage" run. If you can clear the Marionette ambush in the side room without taking a scratch, you're golden.
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Next Steps for Players:
Start by focusing on the "High Time" maneuver. It’s the most important move in Dante’s arsenal. Practice the timing of the "Long High Time" (holding the button) versus the "Short High Time" (tapping it). Once you have that down, go back to the main hall and try to reach the highest rafters without falling. This mastery of Dante’s vertical movement will be mandatory for the boss fight against Phantom in Mission 3. Don't worry about buying skills yet; save your orbs for Stinger Level 1 as soon as Mission 2 starts. It’s the only way to close gaps effectively.