Desperate Escape



Desperate Escape is the second story-based DLC for Resident Evil 5, after Jill has been freed of her mind control device. It lasts about one to two hours in length, depending on difficulty level and personal skill. It is, all together, one chapter filled with block buster action and moments that will keep you on the edge of your seat, the exact opposite to Lost in Nightmares.

Desperate Escape begins within Resident Evil 5 as you take control of Jill (recently rescued by Chris Redfield) and Josh as they fight their way out of Kijuju's Tricell facility and it begins shortly after the first battle with Albert Wesker in chapter 5-3, soon after Jill recovers her memory.

Plot
Josh enters the Monarch Room and finds a collapsed Jill Valentine. He helps her to her feet and the two introduce. Josh explains that he is here to help Chris and Sheva and that he has a helicopter waiting on the other side of the mountain range. Josh takes Jill along with him and the two take an elevator down to the dock area, which is where Wesker had escaped from.

Once there, the door is locked and they cannot progress. One of the Majini drops the transport area key and the two carry on. Another door is barricaded. Josh gives Jill a boost and she removes the metal bar blocking the door. Continuing on, Josh and Jill receive a call from Doug. Doug meets Jill on this call and he promises to wait for her with open arms. When trying to leave the area, they come across another door that is locked. The two are attacked by either a Chainsaw or a Gatling Gun Majini. Once killed, they obtain the emergency exit key and progress. They enter a train yard/construction area and the alarms sound which is when the real chaos begins. Jill tells Josh that she has to go to the communication facility in order to tell Chris how to defeat Wesker. Josh is willing to go since the helicopter is in the same direction. Pushing forward, Jill and Josh notice a heavy gate blocking their path. They decide to use the Majini's weapons, a mounted rocket launcher, to blow the door down. Once the door is down, they proceed to the next area which is the heart of the Tricell facility.

In this area Jill and Josh notice two more heavy gates and have to take them down in order to reach the facility. They use one of the mounted launchers, which leads them to the second launcher that will give them access to the front entrance of the Tricell communication facility. Once they reach the second launcher, they blow down the final heavy gate and make their way to the entrance of the facility. Once there, two Majini take control of more mounted launchers and things get chaotic. Jill and Josh make their way up a ramp that leads them to another barricaded door. At the other end, Josh is able to give Jill a boost in which she can make her way to the door and unbar it. They realized that the bridge was out and they contacted Doug. Jill told Doug that there was a landing pad on the roof of the communication facility and Doug agreed to meet them there. Jill and Josh enter the building.

They discover a radio in which they can call Chris with. When Chris picks up, Jill tells him that an overdose of the PG67A/W serum should act as a poison against Wesker. The radio is then jammed and Chris and Jill are disconnected. Jill, telling Chris the information he needed, and Josh make their way up two the buildings rooftop with hopes of Doug awaiting them. They realize Doug is not there and they are suddenly attacked by hordes of Majini. Josh contacts Doug and lets him know he is on his way.

Doug is attacked by the flying Kipepeo, and informs Jill and Josh that he has to make a detour. After holding out for a few more minutes, they are once again contacted by Doug who has visual contact on their position. Fighting off horde after horde, Doug finally arrives and lands on the helipad. Jill and Josh make a run for the helicopter until an unsuspecting Jill is blown back by a rocket explosion. Josh helps Jill up and aids her to the helicopter. Doug comes out of the helicopter equipped with a SIG 556 and provides cover for the two. Doug helps Jill onto the pad as Josh fights off more Majini. Josh then climbs onto the pad and helps Jill into the helicopter. Josh tells Doug to get a move on. As Doug makes his way back to the helicopter he is blown up by a heat seeking missile. Josh flies the helicopter as Jill uses a SIG 556 to cover the two. Jill notices and kills the Majini with the heatseeking missile. The two fly away. Josh mourns his friends' death and insists on aiding Chris and Sheva in their final showdown with Albert Wesker so that Doug's death will not be in vain. Jill agrees and the two fly to Chris and Sheva's position.

Characters
Jill Valentine - A BSAA North America branch agent and Chris' partner. She was declared deceased during the attempt to apprehend Spencer, but in actuality was taken by Wesker and brainwashed. After being saved by Chris and Sheva, Jill insists that Chris leave her to stop Wesker from spreading Uroboros while she finds a way to escape.

Josh Stone - A veteran fighter and BSAA West Africa Delta team captain. He was Sheva's instructor when she joined the BSAA. His value as a soldier is proven but his real skill lies in his ability to coordinate and lead his team. His team was wiped out during the set-up by Tricell however, but he managed to escape. After reuniting with Chris and Sheva he allows them to continue on their mission while he heads off to bring back up for them.

Enemies
The enemies on Desperate Escape vary depending on the difficulty level. The enemies include:
 * Town Majini
 * Base Majini
 * Big Man Majini
 * Agitator Majini
 * Duvalia
 * Cephalo
 * Bui Kichwa
 * Chainsaw Majini
 * Reaper
 * Gatling Gun Majini
 * Executioner Majini
 * The Executioner (Red)

Weapons
Beretta 92F/FS - Josh's default weapon. It is loaded with 30 rounds.

VZ61 - Jill's default weapon. It is loaded with 200 rounds.

Heckler & Koch USP - The other handgun found in Desperate Escape. It is loaded with 15 rounds.

Benelli M3 - A powerful shotgun. It is loaded with 8 shells.

Heckler & Koch MP5 - The other machine gun found in Desperate Escape. It is loaded with 100 rounds.

Smith & Wesson Model 29 - A powerful magnum. It is loaded with 6 rounds.

Heckler & Koch PSG-1 - An efficent rifle. It is loaded with 7 rounds.

RPG-7 - Good for taking out large groups of Majini and Mini Bosses. It is loaded with one missile.

Hand Grenade

Flash Grenade

Incendiary Grenade

Proximity Bomb a bomb that goes off when enemies step on it.

Resident Evil: The Deck Building Game
An Action card in the first Resident Evil DBG expansion Alliance is called Desperate Escape. It is the essential succesor to Deadly Aim, in that it also gives the player +10 Damage to weapons, but only one specific type of weapon designated by the player. It has no plot relation to the RE5 DLC, as the DBG does not have a cohesive plot beyond "survivors are taking refuge in a Mansion". Aesthetically it fits, as Josh Stone and Jill Valentine (Brainwashed) first appear as character cards in Alliance.

For further information see: Desperate Escape (DBG Card)

Trivia

 * Sometimes when starting a new game in Desperate Escape, you encounter either Town Majini or in some cases, you fight against the Base Majini. Regardless of difficulty, although fighting against the Town Majini does prove to be easier as they are much easier to kill.
 * Unused dialogue can be found within the game files where Jill questions Josh on the exact nature of his relationship with Sheva. Josh tells Jill it's not what she thinks, as Sheva is more like a sister to him.
 * The start menu shows Jill holding a Beretta 92FS, but she starts the game wielding one of the VZ61 sub-machine guns that she used during RE5.
 * In the fight where Chris and Sheva have to rip the device off of Jill's chest, Jill is armed with two VZ61 sub-machine guns. In Desperate Escape, however, Jill carries just one VZ61.
 * Some of the tougher enemies, such as Executioner Majini, Reaper, chainsaw Majini and big man Majini, explode when defeated. This is similar to The Mercenaries mini-game.
 * Similar to The Mercenaries mini-game, Desperate Escape contains both red-panted and blue-panted chainsaw Majini. The ones wearing red pants explode when killed, but those in blue pants feign death and revive in "berserk" mode.
 * In the main game, if one looks closely at the screen on Chris's PDA during the cut scene entitled "A Message from Jill," one can clearly see that Jill's battle suit is zipped up. However, in Desperate Escape, when Jill contacts Chris, her battle suit is partially unzipped bearing the scarring from where her chest device was attached.
 * All Majini encountered during Desperate Escape appear to have no eyes. This may be a glitch or a development error.
 * The Achievement/Trophy The Great Escape may be a reference to the classic film.
 * Doug appears to wear Chris's Lost in Nightmares uniform only, except Doug is also wearing a helmet and his sleeves are rolled down.
 * Throughout Desperate Escape there are boulders with red x's on them. The player can blow them up and expose several small areas that hold valuable items such ammo, healing items, and score stars.
 * This is the only place in story mode where you find The Executioner Majini (Red). In the final area where you are waiting for Doug to land, some of these creatures will come in the elevator after some time pass. They have less health than the ones found in The Mercenaries. Note: they will not always appear, if you are fighting in the last stage against Majini (Base) then you will fight him. If they are Majini (Town) you will fight Gatling Gun Majini instead.
 * At the very start if you look at the door you start at you can see the word Doo written on the door
 * The theme playing on the Start Menu is very similar to the Terminator theme, suggesting a homage. This is likely, as the Resident Evil series has referenced the Terminator films in past games. See the comparison video.