Monday, October 24, 2011

Resident Evil 5: The Mercenaries - Prison DUO strategy

This is a post for archive information for strategies of Prison DUO in Resident Evil 5 - The Mercenaries.

Top Spawn strategy



Player: Kirin

This is the most popular strategy for the Top spawn on Prison DUO.

The top player starts on top of the catwalk walkway at the top of the Prison. Start by hitting the 60 SECOND TIME BONUS right beside your character. Turn and run down the catwalk on the opposite side of the side that leads to the combo bonus chest then make a right and kick through the door at the end of the stairway corridor.

0:13
The player in the video kicks the door open and hits the Majini on the other side. This Majini will be so highly aggressive that it will sometimes open the door for you. One thing that a lot of players do here is to simply run against the door and allow the Majini to open it then run right by him as he swings. It can save time altogether.

0:15
Characters that don't have starting grenades should pick up the hand grenade next to the tracks in order to blow open the wooden door below. A STARS Chris player can use electric rounds to destroy the door.

Ignore the combo bonus and run out on the rail tracks to the right then break the 60 SECOND TIME BONUS on the rail tracks. Fall from the left side of the rail tracks while facing away from the time bonus. Toss a grenade through the window so that it lands in front of the wooden doors and blows it open while your character hops through the window. A STARS Chris player can use electric rounds to blow open the door. Run down the hall to the right then hit the 60 SECOND TIME BONUS at the end of the hall. Run back toward the window then make a right.

IMPORTANT: A player MUST step in front of the doorway that was blown open in order to get the attention of the Majini that camps beside the flash grenades on the other side of the door. If you don't get his attention, he will remain there and take up one of the stage's 12 enemies that can be in the stage at one time. Always make sure to listen for him to yell to signify that he has been agitated.

0:42
Listen closely and you can hear the Majini on the other side of the doorway as he yells at the Wesker player - this is the sign that he has been agitated and will follow the player. It's very important that you get his attention or he will remain there until the end of the run!

Run through the doorway across from the hall with the 60 second time bonus that you hit earlier and run by the 30 second time bonus then move through the doorway at the top. If the doorway still has a wooden door on it then the other player didn't destroy it for you. Hop across the gap that leads to the top of the chicken holding room then break the 60 SECOND TIME BONUS on top and take the flash grenade from the crate.

Run down the stairs and hop into the chicken pen. The other player should be fighting the first Red Executioner by now. Pick up the combo bonus in the combo chest then kill the CHICKEN and then start melee killing the enemies that follow your character. Watch for Majini with machetes since they can be scripted Cephalos.

NOTE: All of the Majini with machetes that spawn from the ceiling spawn point at the far sound end of the cell corridor will be scripted Cephalos. A Wesker player should be ready to activate them then melee kill the Cephalo and any other character should try to gain a leg stun then instant kill melee them to cancel their Cephalo. There are a total of eight machete Majini scripted Cephalos.

Work your way outside of the chicken pen and step into the cell corridor while you fight Majini. Pick up the combo bonus in the combo chest in the first cell along the left wall when you can. When not many enemies are around, blow open the wooden door across from the cell with the combo bonus chest then hit the 30 SECOND TIME BONUS inside the room. Work your way back out then run to the south end of the corridor and melee kill the Majini that attack. You will spend the rest of the run in this cell corridor.

2:28
The player notices a Majini with a machete fall from the ceiling spawn point at the end of the corridor. The player waste no time in activating this scripted Cephalo Majini to melee kill it. A total of eight scripted Cephalo Majini with machetes will fall from the ceiling spawn point at the end of the corridor.

The THIRD EXECUTIONER (RED) WILL SPAWN AT 50 KILLS from the ceiling spawn point at the end of the cell corridor. The FOURTH EXECUTIONER (BLACK) WILL SPAWN AT 90 KILLS from the top spawn point above the stairs and he will come toward your character from the chicken area. The FIFTH EXECUTIONER (RED) WILL SPAWN AT 120 KILLS from the ceiling spawn point at the end of the cell corridor. Be sure to be ready for the three Executioner that you will face. The final Executioner is one of the hardest since he will often appear along with Town Majini and Big Man Majini.

3:20
At 50 combo, the third Red Executioner falls from the ceiling spawn point at the end of the corridor - his appearance will be slightly delayed like in the video. This video shows how badly enemies can pile up while a player fights an Executioner on the cell side. This player is using Wesker also, so you can only begin to imagine how much of a problem the Executioners can be to handle with other characters.

5:00
The player equips a hand grenade and throws it to free up his inventory. It is quicker to equip and throw a grenade than it is to discard it. The discarding animation takes longer.

5:51
The fourth (black) Executioner steps through the window to the side. This Executioner spawns from the spawn point above the stairs below the area where the top player starts at 90 kills. He will either step through the window or he will walk toward your cell player from the chicken area at the end of the corridor.

6:28
The player notices that his partner is running low on magnum and handgun ammo, so he discards his ammo to give his partner a better chance at receiving magnum and handgun ammo from random enemy item drops on his partner's side.

When no enemies are around, enter the cell with the 30 SECOND TIME BONUS and hit the time bonus. There is no specific time in which you should hit this time bonus - just hit it when no enemies are around. Toward the end of the run - around 140 combo, when the dynamite Majini start to spawn, hop through the window at the south end of the corridor and hit the 30 SECOND TIME BONUS. It's good to save this time bonus until the end since you will have to enter the corridor to kill the remaining dynamite Majini most likely.

7:23
The player sets off the scripted Cephalo dynamite Majini. One scripted Cephalo dynamite Majini will fall from the ceiling spawn point at the end of the corridor around 140 combo.




South (Flash) Spawn strategy



Player: Kirin

This is the most popular strategy for the Bottom spawn on Prison DUO.

Blowing open the two walls at the beginning is optional. It can help to speed up the enemy flow, but it's not entirely a necessity. The player in the video uses hand grenades to blow open the wall near the ladder and the wall through the window off to the left of the ladder.

Be sure to pick up the flash grenade on the counter then climb the ladder that leads to the window. Toss a hand grenade or break open the wooden door in the corridor to the right. A STARS Chris player can use an electric round to blow open the door. The door is destroyed so your partner can move through the doorway without having to worry about kicking the door open - a Wesker player will often dash right through the doorway.

Kick through the iron door to the left of the wooden door. A camping cocktail Majini will be on the other side of the door. Your appearance will get him to follow. Don't attack him at the moment. Run into the corridor off to the left and blow open the wooden door and the wall to the right with a hand grenade or an electric round. Hit the 30 SECOND TIME BONUS in the first corridor then hit the 30 SECOND TIME BONUS in the corridor to the right. Blow open the wall beside the second time bonus. If you have nothing to knock down the walls then just kick through the door and hop through the window on the right.
0:17
The player uses the time bonus hit animation for invincibility from the hand grenade explosion. The grenade blast will not hurt or make him flinch as long as he is in the arm melee animation.

NOTE: It's in your best interest to blow open the wooden door and the wall beside the time bonus in the far right room. A Big Man Majini can get stuck behind the door or the wall at times and you will have to move up to the top floor and kill him. This happens randomly but blowing open both the wooden door and the breakable wall will make the enemies move out smoother.

Fall from the broken side of the wall and land on the wooden walkway below. Ignore the 30 second time bonus on the ledge up ahead for right now - this is hit toward the end of the run when you have time to hit it. The FIRST RED EXECUTIONER THAT STARTS IN THE STAGE will be coming up the ramp from the basement. Rush by him then run to the 90 SECOND TIME BONUS and hit the time bonus.

NOTE: Sometimes players shoot the Red Executioner to damage him a bit before moving by him. This is optional. Players will sometimes enter the first cell off to the right in the basement and grab the two flash grenades then turn around and kill the first Red Executioner while he stands in the cell doorway and blocks off the Majini behind him. This can be useful for both a Wesker and a non-Wesker. It's really your choice. Either way, you'll need to hit the 90 second time bonus afterwards.

Kill the first Red Executioner then melee kill all the Majini on your way back to the first floor. Step inside the first cell and collect the two flash grenades also. Run over to the right and get in the area with the gas tank on the wall. This will be your main fighting area for the cliffside.

1:39
The player in the video hits the 30 SECOND TIME BONUS on the cliffside after exiting from the basement. This is optional. Sometimes players leave this time bonus until the very end of a run and then run and hit it while the dynamite Majini spawn. It's really your choice.

The SECOND EXECUTIONER (BLACK) will spawn at 20 kills from the ledge spawn point above the cliffside. Be ready for him as he falls then kill him. The player on the cliffside will fight a mixture of Town Majini. Many of them will have cocktails as the fight progresses. Many Big Man Majini will also spawn on this side. The cliffside player is the main combo keeper, so be sure to keep that in mind. You will be swamped with enemies at times. Know that the cell player will be fighting an Executioner at 50 kills, 90 kills and 120 kills, so try to keep the combo as best you can around those times.

NOTE: Around 120 kills a scripted Cephalo axe Majini and a scripted Cephalo red wrench Majini will come toward the cliffside player. One of these might go toward the other player, but they mainly go to the cliffside player. Try to instant kill melee or be prepared to fight the Cephalo from a red wrench or axe Majini after 120 kills!

Starting around 140 kills, dynamite Majini will begin to spawn. The time between 138-150 kills can be VERY dangerous - a player can die quickly from dynamite blast (literally get hit during healing animations) with low health so be sure to heal. If you haven't hit the 30 SECOND TIME BONUS on the cliffside, be sure to hit that time bonus toward the end of the run.


Top Spawn strategy [Alternate Kirin Strategy]



Player: Kirin


Bottom Spawn strategy [Alternate Kirin Strategy]



Player: Kirin


I'll add descriptions for each video later. -BK

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