Devil May Cry HD Collection
99 Achievements
1,000
60-80h
Xbox One
Xbox Series
Night Terrors
DMC: Survive an encounter with Nightmare
10
20.18%
How to unlock the Night Terrors achievement in Devil May Cry HD Collection - Definitive Guide
Although this achievement can't be missed as you progress through the game, Nightmare is well known to be an incredibly difficult fight, especially if you've never faced it before.
Basics:
There are lights on the wall (similar to the rune rings that activate elevators when you hit them). Attacking these will cause the lights in the room to turn on, and make a glowing ring light up around the wall light. This ring empties over time, and when it is completely dark, the lights turn back off.
When the light is off, Nightmare is in its liquid form and cannot be harmed. When the light is on, Nightmare turns solid and can sometimes be harmed.
In liquid form, Nightmare has two abilities: first and most importantly, if you stand still while close to/inside the liquid Nightmare, it swallows you whole and you appear in a dark, strange environment. There are several Sargassos (floating skull enemies) and one big Sargasso that is only attackable after you've killed the smaller ones. The big Sargasso has a chance to drop a large health orb when you kill it. Once all of the Sargassos are dead, a darker version of Phantom (the big lava spider boss) will spawn and attack you. He has less health than the original fight, but can still prove deadly. Upon killing Phantom, he will drop a significant amount of green orbs and your devil trigger gauge will be fully recharged. You will then return to the room where you were fighting Nightmare, and Nightmare will take 25% of its total health in damage. Nightmare can only swallow you like this ONCE per encounter. (If he swallows you again, you'll just take a bunch of damage; no more teleporting to another realm.) Also, after you escape Nightmare's swallow, the lights in the room turn from white to yellow and stay lit for longer before going out. So if you can handle it, getting swallowed can actually help in the fight.
Nightmare's second ability in liquid form is to spit out these small sluglike creatures that chase after you. If they touch you, they will hit you with a powerful ice attack, dealing damage. Individually they are easy to avoid, but try not to get surrounded.
Solid form is where the real fight takes place. The majority of Nightmare's body is invincible; its only vulnerable points are two spheres, one on its back and the other on its tail, which are only sometimes visible. While in solid form, Nightmare has a lot more versatility in its attacks. If you have some Devil Trigger charge and you go long enough without using it, Nightmare will start absorbing your DT gauge. Let it absorb enough, and Nightmare will Devil Trigger (even below DMD difficulty). Aside from that, Nightmare will attack you with a giant laser from its mouth, summon orbs that shoot machinegun fire at you, and fire black projectiles from its tail. It will also shoot out retractable spikes from its sides. Avoid being hit by any of these attacks; the laser and spikes are hard-hitting, and the machinegun fire can briefly stunlock you. If you are close enough to the tail sphere to hit it while Nightmare's tail attack is active, the shots should actually miss you, meaning the best defense here really is a good offense. When Nightmare activates its laser, the orb on its back will be visible; when Nightmare activates its tail gun or side spikes, the orb at its tail will be visible. Unfortunately, the floating orbs that shoot at you are not accompanied by any vulnerability from Nightmare. When a sphere is visible, hitting it will damage Nightmare. Once Nightmare's health bar is emptied, it flees, and you unlock the achievement.
Additional Tips:
The spheres on Nightmares body change colour over time, based on how many times they've been hit. They start blue, then turn green, and finally red. The later the colour, the less damage Nightmare will take from that particular sphere being hit. Each colour change also comes with the sphere becoming noticeably more deformed, for an additional visual clue.
(Side note: although you get the achievement for winning this fight, you still have to fight Nightmare two more times to finish the game, and the colours of the spheres DO NOT reset between fights. So it's best to try and change the colours as little as possible.)
The colour change is NOT based on how much damage you've done to that sphere. Instead, it's based on how many times that sphere has been hit by ANY of your attacks (note that this makes the old standby Million Stabs a terrible attack to use here). For this reason, it's best to switch to Ifrit, activate Devil Trigger, and fully charge the attacks in your standard combo. Maximum damage without changing the colour of the sphere. If you time it right, you should be able to get in one full 4-hit fully charged Ifrit combo, which does a respectable amount of damage even on the highest difficulty if you're devil triggered.
If you let liquid Nightmare swallow you and defeat the boss inside, the hit counter on all of Nightmare's spheres resets, although if the colour has changed, it won't change back. So if a blue sphere is one hit away from turning green and you let yourself get swallowed, if you emerge victorious that sphere will no longer be one hit from turning green. However, if the sphere turns green before you get swallowed, it'll still be green when you come out.
When Nightmare fires its mouth laser, the orb on its back will open for punishment. When Nightmare uses its retractable side-spikes, the orb on its tail will open for a time. If you manage to hit the side spikes before they retract, you'll stun Nightmare for a little while, allowing you extra time to hit the orb on its tail. A good way to do this is with Ifrit's 'Rolling Blaze' ability, if you have it.
Speaking of Nightmare's side spikes, these are its most sudden - and hence dangerous - attack. Watch closely; if Nightmare suddenly turns so that its side is facing you, its about to try and spike you.
Since you're worried about the spheres breaking if you hit them too many times, you'll want to be using your most powerful attacks on them - that means having Devil Trigger active. A good way to recharge your DT gauge during the fight is to let the lights turn off after you combo an orb and shoot your grenade launcher at liquid Nightmare. Roll dodge and backflip out of the way to avoid Nightmare's swallows and slugs. Also, if you time it well, you'll have the time for a two-handed taunt after comboing an orb for some extra DT charge!
Nightmare can be a very challenging fight, even for people with a lot of practice. Be patient, familiarize yourself with the fight, and stay calm and steady. (And if you run out of yellow orbs, just restart the level!)
Basics:
There are lights on the wall (similar to the rune rings that activate elevators when you hit them). Attacking these will cause the lights in the room to turn on, and make a glowing ring light up around the wall light. This ring empties over time, and when it is completely dark, the lights turn back off.
When the light is off, Nightmare is in its liquid form and cannot be harmed. When the light is on, Nightmare turns solid and can sometimes be harmed.
In liquid form, Nightmare has two abilities: first and most importantly, if you stand still while close to/inside the liquid Nightmare, it swallows you whole and you appear in a dark, strange environment. There are several Sargassos (floating skull enemies) and one big Sargasso that is only attackable after you've killed the smaller ones. The big Sargasso has a chance to drop a large health orb when you kill it. Once all of the Sargassos are dead, a darker version of Phantom (the big lava spider boss) will spawn and attack you. He has less health than the original fight, but can still prove deadly. Upon killing Phantom, he will drop a significant amount of green orbs and your devil trigger gauge will be fully recharged. You will then return to the room where you were fighting Nightmare, and Nightmare will take 25% of its total health in damage. Nightmare can only swallow you like this ONCE per encounter. (If he swallows you again, you'll just take a bunch of damage; no more teleporting to another realm.) Also, after you escape Nightmare's swallow, the lights in the room turn from white to yellow and stay lit for longer before going out. So if you can handle it, getting swallowed can actually help in the fight.
Nightmare's second ability in liquid form is to spit out these small sluglike creatures that chase after you. If they touch you, they will hit you with a powerful ice attack, dealing damage. Individually they are easy to avoid, but try not to get surrounded.
Solid form is where the real fight takes place. The majority of Nightmare's body is invincible; its only vulnerable points are two spheres, one on its back and the other on its tail, which are only sometimes visible. While in solid form, Nightmare has a lot more versatility in its attacks. If you have some Devil Trigger charge and you go long enough without using it, Nightmare will start absorbing your DT gauge. Let it absorb enough, and Nightmare will Devil Trigger (even below DMD difficulty). Aside from that, Nightmare will attack you with a giant laser from its mouth, summon orbs that shoot machinegun fire at you, and fire black projectiles from its tail. It will also shoot out retractable spikes from its sides. Avoid being hit by any of these attacks; the laser and spikes are hard-hitting, and the machinegun fire can briefly stunlock you. If you are close enough to the tail sphere to hit it while Nightmare's tail attack is active, the shots should actually miss you, meaning the best defense here really is a good offense. When Nightmare activates its laser, the orb on its back will be visible; when Nightmare activates its tail gun or side spikes, the orb at its tail will be visible. Unfortunately, the floating orbs that shoot at you are not accompanied by any vulnerability from Nightmare. When a sphere is visible, hitting it will damage Nightmare. Once Nightmare's health bar is emptied, it flees, and you unlock the achievement.
Additional Tips:
The spheres on Nightmares body change colour over time, based on how many times they've been hit. They start blue, then turn green, and finally red. The later the colour, the less damage Nightmare will take from that particular sphere being hit. Each colour change also comes with the sphere becoming noticeably more deformed, for an additional visual clue.
(Side note: although you get the achievement for winning this fight, you still have to fight Nightmare two more times to finish the game, and the colours of the spheres DO NOT reset between fights. So it's best to try and change the colours as little as possible.)
The colour change is NOT based on how much damage you've done to that sphere. Instead, it's based on how many times that sphere has been hit by ANY of your attacks (note that this makes the old standby Million Stabs a terrible attack to use here). For this reason, it's best to switch to Ifrit, activate Devil Trigger, and fully charge the attacks in your standard combo. Maximum damage without changing the colour of the sphere. If you time it right, you should be able to get in one full 4-hit fully charged Ifrit combo, which does a respectable amount of damage even on the highest difficulty if you're devil triggered.
If you let liquid Nightmare swallow you and defeat the boss inside, the hit counter on all of Nightmare's spheres resets, although if the colour has changed, it won't change back. So if a blue sphere is one hit away from turning green and you let yourself get swallowed, if you emerge victorious that sphere will no longer be one hit from turning green. However, if the sphere turns green before you get swallowed, it'll still be green when you come out.
When Nightmare fires its mouth laser, the orb on its back will open for punishment. When Nightmare uses its retractable side-spikes, the orb on its tail will open for a time. If you manage to hit the side spikes before they retract, you'll stun Nightmare for a little while, allowing you extra time to hit the orb on its tail. A good way to do this is with Ifrit's 'Rolling Blaze' ability, if you have it.
Speaking of Nightmare's side spikes, these are its most sudden - and hence dangerous - attack. Watch closely; if Nightmare suddenly turns so that its side is facing you, its about to try and spike you.
Since you're worried about the spheres breaking if you hit them too many times, you'll want to be using your most powerful attacks on them - that means having Devil Trigger active. A good way to recharge your DT gauge during the fight is to let the lights turn off after you combo an orb and shoot your grenade launcher at liquid Nightmare. Roll dodge and backflip out of the way to avoid Nightmare's swallows and slugs. Also, if you time it well, you'll have the time for a two-handed taunt after comboing an orb for some extra DT charge!
Nightmare can be a very challenging fight, even for people with a lot of practice. Be patient, familiarize yourself with the fight, and stay calm and steady. (And if you run out of yellow orbs, just restart the level!)
3 Comments
This achievement didn't show up for me, does anyone know why? ;-;
By xTiuJow557 on 19 Dec 2022 08:46
According to your TA profile, you have the achievement. Double check your xbox achievements for the game; you may have missed the popup/it may have not shown up for some reason.
By Death395 on 28 Dec 2022 23:27
This guide was translated automatically.
Plot
Against the Nightmare you will need Ifrit, pistols and a lot of runes.
The nightmare has two forms: slime and body. In the form of slime, he is invulnerable and can drag you into the Underworld to a mini-boss (sort of dark copies of previous bosses). If you are confident in your abilities, you can tackle the mini-bosses, as killing them will deal more damage to the Nightmare in a shorter time. It’s also easier to get runes on the slime with pistols (or a grenade launcher, but I didn’t get it often).
The body is summoned using a mechanism triggered by your weapon. In body form, you also won't be able to deal damage to Nightmare until his Cores come out. When the core appears, Nightmare will launch an attack based on your position.
1. Ice beam from the mouth. You must face the Nightmare. The easiest way to dodge the beam is to attack the Core on your back.
2. Spears from the sides. You should be on the side of Nightmare. Spears can be repelled. The “aura” in Ifrit’s jump works well here. The spears will stop hitting, and you will have a window for the Core in the back.
3. Rockets from the core. You should be behind Nightmare. Bursts of missiles will begin to appear from the Core behind. You can only dodge them, since knocking them down with an “aura” is difficult and useless.
4. Flying limb. Appears randomly. A limb flies out of Nightmare's back and begins to describe circles around his body. As with spears, you need to hit the limb so that it returns to the back, and work on the core on the back.
And now an interesting point with the Nightmare: Core COLOR. The core can be blue-green-red depending on the damage received over all 3 battles. When the Core doesn't take too much damage, it will break and turn green. This will only affect a couple of attacks. When the core takes a LOT of damage, it will turn red, thereby increasing Nightmare's defense. To prevent the Core from turning red until the 3rd battle, you need to hit it with Ifrit's standard combo, charging each blow. It is advisable to do all this in Demon Form. Inferno, and even more so Holy Water, cannot be used. If you still made both Cores blush, then get ready for a very long and painful battle.
Against the Nightmare you will need Ifrit, pistols and a lot of runes.
The nightmare has two forms: slime and body. In the form of slime, he is invulnerable and can drag you into the Underworld to a mini-boss (sort of dark copies of previous bosses). If you are confident in your abilities, you can tackle the mini-bosses, as killing them will deal more damage to the Nightmare in a shorter time. It’s also easier to get runes on the slime with pistols (or a grenade launcher, but I didn’t get it often).
The body is summoned using a mechanism triggered by your weapon. In body form, you also won't be able to deal damage to Nightmare until his Cores come out. When the core appears, Nightmare will launch an attack based on your position.
1. Ice beam from the mouth. You must face the Nightmare. The easiest way to dodge the beam is to attack the Core on your back.
2. Spears from the sides. You should be on the side of Nightmare. Spears can be repelled. The “aura” in Ifrit’s jump works well here. The spears will stop hitting, and you will have a window for the Core in the back.
3. Rockets from the core. You should be behind Nightmare. Bursts of missiles will begin to appear from the Core behind. You can only dodge them, since knocking them down with an “aura” is difficult and useless.
4. Flying limb. Appears randomly. A limb flies out of Nightmare's back and begins to describe circles around his body. As with spears, you need to hit the limb so that it returns to the back, and work on the core on the back.
And now an interesting point with the Nightmare: Core COLOR. The core can be blue-green-red depending on the damage received over all 3 battles. When the Core doesn't take too much damage, it will break and turn green. This will only affect a couple of attacks. When the core takes a LOT of damage, it will turn red, thereby increasing Nightmare's defense. To prevent the Core from turning red until the 3rd battle, you need to hit it with Ifrit's standard combo, charging each blow. It is advisable to do all this in Demon Form. Inferno, and even more so Holy Water, cannot be used. If you still made both Cores blush, then get ready for a very long and painful battle.