Devil May Cry 5 – FAQ/Walkthrough
PlayStation 4
BOOKMARK
FAQ/Walkthrough by ExtremePhobia
Version: 1.10 | Updated: 04/22/19
Table of Contents
- Introduction / Using this FAQ
- Walkthrough / Before You Start
- Prologue
- Mission 01: Nero
- Mission 02: Qliphoth
- Mission 03: Flying Hunter
- Mission 04: V
- Mission 05: The Devil Sword Sparda
- Mission 06: Steel Impact
- Mission 07: United Front
- Mission 08: Demon King
- Mission 09: Genesis
- Mission 10: Awaken
- Mission 11: Reason
- Mission 12: Yamato
- Mission 13: Three Warriors
- Mission 14: Diverging Point - V
- Mission 15: Diverging Point - Nero
- Mission 16: Diverging Point - Dante
- Mission 17: Brothers
- Mission 18: Awakening
- Mission 19: Vergil
- Mission 20: True Power
- High Difficulty Mini-Walkthrough
- Bloody Palace
- Secret Missions
- Blue/Purple Orb Fragments
- Appendix
- Achievements/Trophies
- Thanks / Credits
- Contact / Feedback
- Version History
- Legal
Walkthrough / Before You Start
Mission 17: Brothers
This battle with Urizen is a long, brutal process. Once you know his attacks, you'll pretty quickly find the chinks in his armor (so to speak), but the problem is that he has a staggering number of attacks, each with different timings and qualities. Before jumping in, I highly recommend both Enemy Hop and Air Hike to help keep you in the air. Let's dive in.
Phase 1
Rain - As before, points of light will collect in front of Urizen before shooting upward and raining down. Stay out of the purple light spaces to avoid.
Geyser - As before, Urizen will throw his hand forward in front of him. Blue lights will form on the ground and then erupt. These can form horizontally as well is regular shapes such as triangles.
Punt - Urizen will square up and then kick with a quick sweeping motion at Dante. It has a surprisingly large arc for such a fast attack. Jump over it to avoid it (or stay in the air in the first place).
Double Punt - Similar to a regular punt, this will start on his left side (your right). He'll kick with his left leg before following up with the right. Double jump or stall your descent with attacks to avoid.
Slam - Urizen will lift his right hand over his shoulder and gather blue energy to it before slamming it down in front of him causing a small explosion.
Backhand - If you're behind Urizen, he'll strike slightly downward in front of him before taking that hand and swinging it like a pendulum backward at you. Dodge to the side to avoid.
Phase 2 (<75% Health)
Teleport - Urizen can create a portal and step through to appear elsewhere. Seems entirely defensive, though it will set him up for long range attacks.
Darts - Urizen will form several long purple swords of light in front of him. These will shoot straight at you from where they are so run/jump horizontally to avoid them. Dangerous when he pairs this with Geyser.
Time Bolt - As before, Urizen can shoot a ball of blue energy that will explode into a time distortion field upon impact. Try to run horizontally to the ball to avoid it and dodge sideways if you get caught in it.
Phase 3 (<50% Health)
Backflip - Urizen will perform a backflip. Seems to be defensive.
Meteor - This is returning from your fight in Mission 08. Red energy will collect in front of Urizen. When it fully collapses, a flaming rock will hurdle at you. Beware that this version will curve sharply. Dodge when it's coming towards you or jump horizontally to avoid.
Phase 4 (<25% Health)
Multi-beam - He'll use a beam not unlike from earlier in the game. A purple circle will appear at Urizen's feet before shooting a beam of light outward which will travel in an arc. After establishing the first one, he will likely hop to the side and create a second one. Both beams can swing back and forth multiple times.
Thankfully, the camera is a little more elevated than normal because of Urizen's height, so use this to your advantage. You'll need to jump between these and how you do so depend largely on how these two beams are set up.
Pin Cushion - Urizen will collect red energy around while flexing in a squatting position. From here, red spikes will pop up in huge groups around him before moving in waves across the scorched sections of ground.
Sweep - Usually used as a follow-up to a Punt. After kicking the first time, Urizen will allow his momentum to carry him around and squat down. From here, his other leg will stretch until a low sweep. Jump over this as well.
Instant Transmission - Urizen will teleport almost instantaneously, but it seems like he can only do so a fixed distance, so if he's particularly far, he won't suddenly close the gap to be right on top of you. This is technically movement, but it can easily be paired with a close-range attack for big damage.
Wolverine Drag - This may be only on higher difficulties, but if he's fairly close but just out of range, Urizen can dig his hand into the ground before rushing at you for a large upper-cut. His entire body becomes a weapon at this point, so don't expect use an Enemy Step to get over him. It's better to dodge to the side than try to go over him.
Offense
Going on the offensive against Urizen is pretty tough and this can be a fairly drawn out battle the first time you fight him.
Ultimately, his attacks fall into two categories. He has either ranged attacks or close-range attacks. At range, you can more easily dodge and can do some damage with your own ranged attacks, but you're better off up close. It's a little more dangerous, but you can do a lot more damage (especially with Sin DT).
Thankfully, almost all of his close range attacks are very low. The two higher attacks are his overhead Slam and the Backhand attack. Thankfully, both of these are almost entirely verticle. The Slam actually comes slightly from his right, so your favorite spot should be around his left.
Hop up around his left (your right) and hack away at his shoulder and the side of his stomach. Make sure to use Enemy Hop, Air Hike, and as many combos as possible to stay up as long as possible.
Unfortunately, he'll eventually teleport away and you'll have to close the distance, but if you've got Air Hike, you'll be able to close the last bit of distance in the air, which should keep you pretty safe.
Completing this battle will net you the Back to Life achievement.
