The Scythe was originally wielded by Death who used it against Dante during their battle in Acre. Dante managed to take the scythe from Death, using it to slay its former master. He subsequently discarded his halberd in favor of the new weapon, using it throughout his battles in Hell.
After defeating Lucifer at the end of the game, the scythe disintegrated.
Main article: Unholy Abilities
Death's Scythe was able to shift its form in a variety of ways, growing and shrinking as it was needed to grab, slash and impale the objects or enemies. It could change into a straight, spear-like form, reminiscent to a war scythe, extend into a hooked chain or collapse into a blade that was attached to Dante's arm. It was also used by Dante to safely descend into a new circle, double-functioning as a rope and a grappling hook.
Dante used the souls to upgrade the scythe which grew stronger by absorbing Unholy Powers. Each time that Dante chose to condemn the souls or demons, Unholy Experience was generated. Once enough experience was gained, the scythe became stronger and gained new abilities. The scythe also had the power to take the mana from the slain creatures once the required ability was unlocked.
- In Dante's Inferno: An Animated Epic, the scythe was a regular weapon that was wielded by the demons and not the weapon of Death. Dante still had it by the end of the movie.
- The name of the unholy move, "Diabolic Guillotine" is a slight anachronism. The guillotine which was an execution device was invented around 1789. However, this could be explained by the fact that the afterlife is considered to be outside the time.
- The overall moveset of the Scythe is more akin to those of the God of War series where the attacks orbited in a fluid streak of combo with interchangeable input of Light and Heavy attacks with slight variation between pressing or holding the buttons that are accompanied with some special moves that required an extra simultaneous input. In contrast to those like the Devil May Cry series where the stand-alone attack moves are used in sequence tentatively with each of them requiring specific input that most of the time also required correct alignments of the joystick and sometimes, different pacing of button press.