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United Front is the eighth mission in Devil May Cry 5 and the seventh "proper" mission.


June 15th 08:57am[]

Nero toppled the colossal demon striding through the ruins of Red Grave. He doesn't have time to fear; no matter what terror lurks in his path, there's only one enemy on his mind. Nico managed to catch up with him and give him the latest news: Lady's awake.

Walkthrough[]

Style Points & Time Requirements[]

The following is a table that lists the S rank requirement (Style) based on difficulty level as well as the timing requirements for each "Speed Clear" Extra Bonus. This information was taken from the Devil May Cry 5 Official Complete Guide and was translated by @DMC5Info which can be found here.

- Human Devil Hunter Son of Sparda Dante Must Die Heaven or Hell Hell and Hell
Style Points 4000 5000 5500 6000 ? 5500
Speed Clear S 13:00 14:30 16:00 25:00 06:00 25:00
Speed Clear A 19:30 21:45 24:00 37:30 09:00 37:30
Speed Clear B 26:00 29:00 32:00 50:00 12:00 50:00

Mission[]

For this mission you have the option to choose to play as either V or Nero. Both characters end in the same location but take different paths to get there, with an opportunity to meet up and play alongside another player about halfway through.

Nero's Mission[]

The mission starts off in a subway. Destroy the Blood Clot up ahead and proceed forward; you'll see a short cutscene introducing you to Riots, but you don't have to worry about them just yet. Instead, a Death Scissors will spawn that can either be fought or run past; regardless of what you do here, you'll want to proceed onward through the subway car and run through the first open door on your right, leading to a staircase. Head all the way to the top of the stairs to get a Gold Orb then run back down a level to go through the door and into a long hallway. Keep going forward until you enter into a mandatory fight with some Empusas and an Enemy Spawner; destroy the Spawner as quickly as possible, then get rid of the remaining Empusas and proceed further into the subway. Note that on SoS or harder difficulties, instead of Empusas you'll be fighting Hell Antenoras.

You'll go left down some escalators and keep running forward until you enter into a room with several Riots and an Enemy Spawner. Like before, you'll want to focus on destroying the Spawner first and then take out the Riots. Gerbera's Petal Ray ability can be particularly helpful here, as the contained environment makes it easy for the lasers to find surfaces to ricochet off of. Once all enemies have been taken care of, you can continue moving forward and then take a left to head down the hallway and into a room with a Red Empusa and an Electric Mushroom; there's a second Mushroom in the immediate next room that can reach you, so be mindful of the extra electric orb headed your way. Kill the Mushrooms and the Red Empusa if you'd like, and then head forward, turn left, and take out the Blood Clot. Do a 180 and head down the escalators.

Take a right and curve around into an mandatory fight with several Hell Caina and Hell Antenoras, as well as an Enemy Spawner. Sprint straight for the Spawner to take it out before focusing on the rest of the enemies. Once they've been dealt with, continue forward and make an immediate left when you can to destroy a Blood Clot. Then turn around and continue onward via a big hole in the floor, dropping you into the train cars below.

This is the point in the mission where you can join forces with another player who is doing the mission as V, and the two of you can continue through the remainder of the mission together. If there's no one available, don't worry; this won't impact the routing or enemies for the remainder of the mission and you can proceed as normal.

Head onward to the station platform to begin another mandatory fight, either from the beginning or joining V in wrapping up. Assuming you're starting fresh, the first enemies to spawn will be a small handful of Pyrobats, followed by several Hell Caina. After defeating enough of them the floor will rumble very briefly as a warning before three Qliphoth Tentacles break through the floor and two Hell Antenoras spawn in. Once all enemies have been defeated, head up the escalators to begin another mandatory fight at the top. It is not recommended to bother fighting the enemies on the escalators (Hell Caina, Electric Mushrooms, and a Death Scissors).

There are two Spawners in this room that should be taken care of immediately. This is another good room for Petal Ray or for Ragtime's Slow World. Be advised that you do not want to be standing near a wall at the start of this fight unless you or V have already killed the Death Scissors that spawned while running up the escalators, as it will appear from the wall beside you and will almost immediately attack. Once all enemies are dealt with proceed into the next area where there will be a phone booth available if you want to call Nico. Either way, next you'll want to head up the escalators where you can turn right for a small Red Orb Cache or go left to continue moving through the level.

You'll exit the subway station to see the Qliphoth tree in the distance, where it's grown incredibly large. That's a problem for later however, so for now you'll want to either turn right from the top of the escalators to go grab a large Red Orb Cache (note that Qliphoth Tentacles will spawn when you get close enough to the cache and accidentally hitting the cache while attacking the tentacles will start the invisible timer) or go around the double-decker bus and head down towards the large stage. Note that entering the stage will begin the boss fight against a Proto Angelo and several Scudo Angelo, which you will fight alongside V. If you do not have a V playing alongside you prior to this boss fight, the game will provide an AI-Controlled V that will fight until all of his health has been exhausted, at which point he will simply kneel on the ground while you finish out the fight.

V's Mission[]

The mission starts off in the subway, on the opposite side of the fencing where Nero's route begins. Destroy the Blood Clot and continue forward to get a short cutscene introducing the player to Riots for the first time, however the Riot will run off further into the subway station and leave several Hell Caina to fight the player instead. This fight is optional and can be easily run past; either way, you'll make a left right before the train where you saw the Riot appear to run up the stairs and into a hallway. You can head left immediately upon entering the hall to grab some Red Orbs or go right towards the open doorway to continue through the level. There is a Riot waiting for you off to the right just beyond the doorway, which you can choose to fight or ignore. Regardless you'll want to turn left to continue forward where you'll make your way down the stairs and into the first mandatory fight.

This room has an Enemy Spawner which you'll want to prioritize taking out first. On Human and Devil Hunter difficulties you'll face several Riots, whereas on SoS and higher you'll fight a room of Hell Antanoras. Be mindful that you'd ideally want to finish this fight with V standing near where you originally entered this fight, as there is an Electric Mushroom just outside the exit that will count as a part of the battle if you stand too close to that side of the room and will tank your Style Points depending on how long it takes you to reach it. Once your points have shown up on the side of your screen you're free to head to the exit and destroy both the mushroom and the blood clot behind it to open up a path behind you.

Head further into the subway via the path you just opened up where you'll find another Enemy Spawner off to the side of the escalators. You have time to charge up both Shadow and Griffon as the spawner won't begin producing enemies until you walk close enough to it. Just like before you'll want to focus on getting rid of the spawner as quickly as possible while being mindful of the Riots that were spawned. Once you've taken care of all the enemies a path will open up just behind where the spawner had been located; run through the opening and up onto the station platform and turn right to head towards the back of the platform. Destroy the Blood Clot clinging to the pillar to get rid of the vines and proceed past the new opening to start another fight.

It's possible for Nero to join V for this fight and all subsequent fights within this level if his player takes care of the enemies on his end quickly enough. Whether or not you get Nero's assistance the fight itself will stay the same, with the same type and number of enemies spawning in.

The first enemies to spawn will be a small handful of Pyrobats, followed by several Hell Caina. After defeating enough of them the floor will rumble very briefly as a warning before three Qliphoth Tentacles break through the floor and two Hell Antenoras spawn in. Griffon's Blockade 3 is very effective during this fight and it's advised to continuously charge it while attacking with Shadow. Nightmare is also a viable option, however you may want to reserve some of your DT gauge to summon him for the next fight as it can become overwhelming very quickly, particularly on higher difficulties. Once all enemies have been defeated head up the escalators to begin another mandatory fight at the top. It is not recommended to bother fighting the enemies on the escalators (Hell Caina, Electric Mushrooms, and a Death Scissors).

There are two Spawners in this room that should be taken care of immediately. Summon Nightmare to help keep the Riots and Hell Caina off your back while having Griffon use his AoE attacks (primarily Blockade 3) and letting Shadow focus on taking out the spawners. Be advised that you do not want to be standing near a wall at the start of this fight unless you or Nero killed the Death Scissors that spawned while running up the escalators, as it will appear from the wall beside you and will almost immediately attack. Once all enemies are dealt with proceed into the next area where there will be a phone booth available if you want to call Nico. Either way, next you'll want to head up the escalators where you can turn right for a small Red Orb Cache or go left to continue moving through the level.

You'll exit the subway station to see the Qliphoth tree in the distance, where it's grown incredibly large. That's a problem for later however, so for now you'll want to either turn right from the top of the escalators to go grab a large Red Orb Cache (note that Qliphoth Tentacles will spawn when you get close enough to the cache and accidentally hitting the cache while attacking the tentacles will start the invisible timer) or go around the double-decker bus and head down towards the large stage. Note that entering the stage will begin the boss fight against a Proto Angelo and several Scudo Angelo, which you will fight alongside Nero. If you do not have a Nero playing alongside you prior to this boss fight, the game will provide an AI-Controlled Nero that will fight until all of his health has been exhausted, at which point he will simply kneel on the ground while you finish out the fight.

Boss: Proto Angelo & Scudo Angelo[]

In this fight you'll face off against Proto Angelo and a handful of Scudo Angelo, knight-like demons with a resemblance to Nelo Angelo from DMC. Proto Angelo is the commander of the group with several moves that order around the Scudo Angelo during combat, though they can all act independently of one another just as well.

Proto Angelo may lack the shields that his subordinates have but that's only because his sword itself can serve the same purpose, capable of both dealing damage to the player and blocking or parrying incoming attacks. It's advised to stop hitting when he puts his sword up in front of him and wait for him to attack again. Luckily all of his attacks are relatively easy to parry or dodge, to the point that V is even capable of parrying Proto Angelo's sword using his cane if timed correctly. Doing so nets you a large amount of style points and leaves him open to an attack from one of V's familiars, just be aware that the timing is more precise than if you were using Shadow to parry his attacks. As Nero, using Split can trivialize parry timing against Proto Angelo and leave him consistently vulnerable. Alternatively you can safely dodge all of his attacks if parry timing isn't your thing.

Scudo Angelo all carry shields which can substantially weak or block attacks. They're able to be broken if they take enough damage, however, and they do not protect them from being hit from behind. Their attacks, both from their swords or their shields, are all able to be parried as well.

Attacks[]

Proto Angelo[]

Note that once his HP falls below 30% he receives a permanent boost of 1.3x to his speed and 0.5x to his damage.

  • Command: Raises his sword to his face, causing it to glow a bright purple. All Scudo Angelo will flock to him and raise their swords as well before charging at either V or Nero. Proto Angelo will rush the player and use either a downwards slam of his sword or a large, sweeping attack; both of these are powered up versions of attacks that he does normally with no real difference aside from damage output. All Scudo Angelo will use either a Shield Bash or a Stinger.
  • Slam: Slams his sword down aggressively on top of the player.
  • Sword Play: Counters an attack with his sword
  • Sweep: A wide, horizontal sweep of his sword. Can be performed while still or after rushing the player.

Scudo Angelo[]

Note that while Proto Angelo empowers his attacks after using 'Command', Shield Bash and Stinger will be weaker compared to when they're used without being ordered to do so. Their damage output is cut by about a third[1], likely because if the player were to be hit by all of them it would do more damage than Artemis' super move from Mission 03.

  • Shield Bash: Swings their shield towards the player. Shield can be destroyed if hit with a melee attack at the right time.
  • Slash: Basic sword slash. Can be performed while standing still or after rushing the player.
  • Stinger: A sword stab attack following a high speed forward sprint.

Trivia[]

  • The environment team were the ones who came up with the idea of the Clustonbury Theatre stage sliding down during gameplay.[2]

Gallery[]

References[]

  1. Devil May Cry 5 Official Guidebook - Page 167
  2. Devil May Cry 5 Developers React to 83 Minute Speedrun - YouTube
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