text:
Resident Evil 5 – FAQ/Walkthrough
FAQ/Walkthrough by Axel7174
Version: 1.70 | Updated: 06/19/09
___ ___ __ _ __ ___ __ _ _____ ___ _ _ _ _ | _ \ __/' _/| | _\| __| \| |_ _| | __| \ / || | | | v / _|`._`.| | v | _|| | ' | | | | _|`\ V /'| | |_ |_|_\___|___/|_|__/|___|_|\__| |_| |___| \_/ |_|___| WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvW Wvvvvvvvvvv vvvvvvvvvvvW Wvvvvvvvvvv vvvvvvvvvvvW Wvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvW Wvvvvvvvvvv vvvvvvvvvvvvvvvvvvvvW Wvvvvvvvvvv vvvvvvvvvvvvvW Wvvvvvvvvvvvvvvvvv vvvvvvvvvvvvW Wvvvvvvvvvvvvvvvvvv vvvvvvvvvvvW Wvvvvvvvvvvvvvvvvv vvvvvvvvvvvW Wvvvvvvvvvv vvvvvvvvvvvvW Wvvvvvvvvvv vvvvvvvvvvvvW WvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvW WvvvvR.E.S.I.D.E.N.T.E.V.I.L.5vvvvW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW (thanks to dandadog for the 5 logo!) _____________________________ | Resident Evil 5 Guide | | Created by: Axel7174 | | FAQ and Walkthrough | | Copyright 2009 Ryne Gardner | |_____________________________| Version History: --------------- Version 1.00 3/20/09 - 4/01/09 --Well..... here you go. It took me a long time, but I got this off the ground finally. I had a lot of things going on, like college, my 21st Birthday, and other stuff. But here it is finally, my first new guide of 2009! Great, great. I have a full walkthrough as well as some basic info, but lots of the extra stuff has yet to be added. I'm also missing a few things like a couple BSAA Emblems. I hope to have these and more added soon. Version 1.05 - 4/03/09 --I found those last few BSAA Emblems I was missing (Huzzah!) and I updated the walkthrough with them. Did a little bit more of the basic stuff and I also did a major spellcheck that I wasn't able to do before, so the guide has less errors than before. I'm also tracking down extra treasures too. This was just a minor, quick update. Planning something better over the weekend. Version 1.20 - 4/06/09 --Well, I'm on the cusp of Spring Break (hallelujah!) and I went to an amazing show this past week to see A Day To Remember and The Devil Wears Prada. Was a wild show. Anyway, enough about that, on to the important stuff. I was able to make a decent sized update. Here's what you'll find: -Added 'Playing Co-op' section under BSAA Training -Started the Your Arsenal section. Each sub-section added -Found new treasures and added them to the walkthrough. Still missing a few... -Revised Uroboros boss fight -Revised Chapter 5-3 boss fight and added maps -Started the Additional Assignments section with the Trophies/Achievements -Updated some of the opening info, forewords, etc. -Added one new FAQ question Version 1.30 - 4/08/09 --Well Spring Break is upon me. I decided to celebrate early so there was no update yesterday. It's great being 21. Anyways, I made a few more changes. The biggest change was fixing Items and Intel with Chapters 3-1 and 3-2. I accidentally typed the 3-1 lists up for 3-2. So I fixed that and put the real lists for 3-1 in. Also, with the DLC now out, I have decided to make space for that. Found each individual treasure too, but now I'm looking for every treasure, period. Here's what's new: -Fixed Items and Intel for Chapter 2-2, 3-1, and 3-2 -All Treasures found in Walkthrough -Started the 'Treasure List' section -Changed Section 6 to Mercenaries & Versus Mode -Added more to the 'Trophies/Achievements' section -Added a new FAQ question -Fixed other minor errors Version 1.35 - 4/09/09 --String of updates continues. I'm apparently very blind, because the same mistake I made with Chapters 3-1 and 3-2 with the Items & Intel, I repeated with 5-1 and 5-2. *facepalm* Off my game, it seems. In any case, I fixed that, and also made a slew of other changes, including adding more to the Weapon section. I'm trying to fill in more of the missing stats there, but if you wish to help me out, drop me a line. Here's the full list: -Added more to the 'Weapons and Upgrading' section -Started 'The Mercenaries & Versus Mode' section -Fixed Items and Intel for Chapter 5-1 and 5-2 -Added a little more to the 'Treasure List' section -Added a little more to the 'Trophies/Achievements' section Version 1.40 - 4/13/09 --Well, hello again dear friends. I hope everyone had a nice holiday, for those of you out there who celebrate Easter. I have a small sized update. I intended to work on another guide over the weekend that I had been neglected but unfortunately I had little time. Anyways, enjoy the update. The new stuff: -Revised Chapter 3-3 Boss fight -'Bosses' section started -Finished 'Treasure List' section -Some small fixes Version 1.45 - 4/14/09 --Another update. I'm slowly working toward incorporating everything I set out to include in this guide. I'm also working diligently on visualizing how I want to format some sections better so that they will not only look more pleasing to the eye, but they will be better organized for reading and getting the information you want. Changes like that are on the way. Meanwhile, I'm still on break and I have to go to the New York Metropolitan Museum of Art for an assignment for my Art History class. Yeah, that sounds sooooo fun doesn't it? More updates from me soon... Changes this time around: -Updated Treasures for 4-1, Treasure List, etc -Edited and added more to the 'Weapons and Upgrading' section -Added more to the 'Bosses' section -Added 'BSAA Emblems' section -Added new section 'Unlockables' to Table of Contents (will be added later) -Added first submissions Version 1.50 - 4/17/09 --Spring Break is almost over and I have a lot of work to take care of before I go back to school. I got a fairly good update here... I guess. New changes: -Fixed the Title at the top of the guide, which was strangely askew -Added 'Action Figures' section -Very small addition to 'The Mercenaries & Versus Mode' section -Filled in some stats in 'Weapons and Upgrading' section -Completed 'Bosses' section -Made a "secret" addition -Minor fixes Version 1.55 - 4/20/09 --Another update. Gee, aren't I consistent? Not really, actually. In any case, got a slew of additions, changes, fixes, etc. I have to say, I've only been in the guide making business for a year now, and I think that this will be the most work heavy guide for me so far. Also, not that my personal life is remarkably interesting, but I'm currently pretty happy because I got accepted into Stony Brook University. Long story short, I pretty much hate the college I attend now, so I've been trying to transfer for the past year for various reasons. Stony Brook is a great university and it's much, much closer to home than my current school. Really happy about it. Anyway, here are the updates: -Added a little more to 'The Mercenaries & Versus Mode' section -Fixed the Items & Intel for Chapter 3-2 -Updated Treasures for 3-2, Treasure List, etc -Made a small update to the foreword of the Walkthrough -Small fixes -Added another submission Version 1.60 - 5/04/09 --Another small update I suppose. Was sick over the weekend and I've also been distracted by other games, aside from real world issues like college and work. I really want to tidy the guide up soon so I'm banking on that soon. Also need to add the last few missing items. Changes this time around: -Updated Treasures for Chapter 4-2, Treasure List, etc -Revised walkthrough for Chapter 4-2 -Updated Items & Intel for Chapter 3-1 Version 1.65 - 5/11/09 --Minor update. I just made a few fixes and added some submissions about treasures. Therefore, the walkthrough and Treasure List sections were updated. I'm lagging a bit more than I wanted to, but the guide is mostly finished so I guess it's not all bad. With finals approaching, I'm going to see what I can get done soon. Version 1.70 - 6/19/09 --Whoa. It's been a while. More than a month in fact. Tsk, tsk. I still have work to do too. While the Mercs and Versus Mode section is really the last "big" thing left to work on, and I will be getting to it, I do have other updates here. It's mostly in the form of fixes. I finally finished the weapon section. I also tidied things up and made it all look neater. I also fixed the Action Figures section because the info there was actually slightly off in some spots. A few tips were also added. That's all for now. Table of Contents /--------|RESIDENT EVIL 5|-------------------------------------------------- | |1. Introduction........................................... [itro] | * About This Guide | * Using This Guide | * Important Info |2. BSAA Training.......................................... [BA00] | * Controls | * Playing Solo........................................... [BA01] | * Playing Co-op.......................................... [BA02] |3. Your Arsenal........................................... [BA03] | * Weapons and Upgrading.................................. [BA04] | * Treasures and Key Items................................ [BA05] | * Managing Your Inventory................................ [BA06] |4. Walkthrough............................................ [RE00] | * Chapter 1-1............................................ [RE01] | * Chapter 1-2............................................ [RE02] | * Chapter 2-1............................................ [RE03] | * Chapter 2-2............................................ [RE04] | * Chapter 2-3............................................ [RE05] | * Chapter 3-1............................................ [RE06] | * Chapter 3-2............................................ [RE07] | * Chapter 3-3............................................ [RE08] | * Chapter 4-1............................................ [RE09] | * Chapter 4-2............................................ [RE10] | * Chapter 5-1............................................ [RE11] | * Chapter 5-2............................................ [RE12] | * Chapter 5-3............................................ [RE13] | * Chapter 6-1............................................ [RE14] | * Chapter 6-2............................................ [RE15] | * Chapter 6-3............................................ [RE16] |5. Additional Assignments................................. [exra] | * Bosses................................................. [exbo] | * Treasure List.......................................... [exva] | * BSAA Emblems........................................... [exba] | * Action Figures......................................... [exac] | * Trophies/Achievements.................................. [reth] | * Unlockables............................................ [exun] |6. The Mercenaries & Versus Mode.......................... [remv] | * Mercenaries Overview................................... [mcov] | * Strategies per Character per Stage..................... [mcst] | * Versus Overview........................................ [vsov] | * |7. Miscellaneous.......................................... [misl] | * Frequently Asked Questions............................. [fak4u] | * Contact Info........................................... [cifo] | * Credits/Special Thanks | * Legal Matter | | END BRIEFING --------------------------------------------------------------------------- _____ __ \ / | \ `| | \ RESIDENT EVIL 5 [itro] | | ------------------------------------------------------------------ _| |_ / INTRODUCTION \___/ / _____/ About This Guide ---------------- Welcome dear friends, to my first guide of 2009! Huzzahs are in order! Ok, never mind. Well, I actually have reasonable aims in this guide and I don't ask for anything in return. I just do it for fun and maybe even boredom, as well as to lend assistance and maybe even invoke a laugh or too. Hey, I try, maybe not well, but I try. Here we are, Resident Evil 5. Another long awaited title. Like many of you, RE4 was my first real RE experience. Technically, it's not the first game in the series that I played. I did play Resident Evil 2 on two occasions many years ago, although I never played it for more than a few hours each time. RE4 was my first complete RE experience. If you're like me, RE5 is a welcome continuation. If you're a long time RE fan, you will also hopefully enjoy the ride.... and hopefully not whine on and on about the "lack of a scare factor". Please, please... Using This Guide ---------------- Here, it's all about quality... I hope. I'm delivering a comprehensive walkthrough of the game, which although imperfect, will hopefully assist any prospective gamers in not only getting through the game soundly, but also in getting the most out of it possible. To navigate through the guide, use the quickjumps located in the Table of Contents in conjunction with the ctrl+f function on your browser. Use this to jump around quickly to a section of the guide you want, or to pick up where you left off in the walkthrough if you are using it. In this guide I for the most part, completely avoid spoilers. I will not talk about what goes on in the cutscenes with one or two exceptions, but even then I will not divulge any critical plot info. I also have a spoiler warning in place before a certain boss fight. Important Info -------------- If you have questions or suggestions of any kind, I humbly beg you to first read the Contact Info section at the end of the guide. PLEASE read that section first as I have an important policy on submissions. That's the only thing I ask. _______ _____ \ / __ \ \ `' / /' \ RESIDENT EVIL 5 [BA00] / / ------------------------------------------------------------------- ./ /___ / BSAA TRAINING \_____/ / _______/ Controls -------- Here are your control schemes for both the PS3 and Xbox 360 versions of the game. Both deserve the attention anyway. There are four control schemes in RE5. You have the freedom to experiment with each and see which best suits you. I will only being listing the button layouts for A and D however as I feel these two are the most comfortable. Type D ______________________________________________________________ |Action | PlayStation 3 | Xbox 360 | |--------------------------------------------------------------| |Movement |Left Analog Stick |Left Stick | |--------------------------------------------------------------| |Pick up/Interact/Melee |Square |X | |--------------------------------------------------------------| |Inventory |Triangle |Y | |--------------------------------------------------------------| |Command Partner/Open |Circle |B | |--------------------------------------------------------------| |Aim/Operate Turret |L1 |Left Button | |--------------------------------------------------------------| |Shoot |L1 + R1 |L. + R. Buttons | |--------------------------------------------------------------| |Reload |L1 + X |Left Button + A | |--------------------------------------------------------------| |Prepare Knife |L2 |Left Trigger | |--------------------------------------------------------------| |Slash Knife |L2 + R1 |L. Trg + R. But.| |--------------------------------------------------------------| |Locate Partner |R1 |Right Button | |--------------------------------------------------------------| |Show/Hide Map |R2 |Right Trigger | |--------------------------------------------------------------| |Quick Equip Top Weapon |D-Pad Up |D-Pad Up | |--------------------------------------------------------------| |Quick Equip Left Weap. |D-Pad Left |D-Pad Left | |--------------------------------------------------------------| |Quick Equip Right Weap.|D-Pad Right |D-Pad Right | |--------------------------------------------------------------| |Quick Equip Bot. Weap. |D-Pad Down |D-Pad Down | -------------------------------------------------------------- With Type D you have something that might be useful for you FPS fans, or just people who like me, were playing a lot of Call of Duty prior to jumping into RE5, heh. It also feels reminiscent of Metal Gear Solid. The reason for this is the Aiming being L1 or Left Button. Using the knife will take some getting used to in this scheme. The advantage of this scheme however is that it lets you turn left or right with the Right Analog Stick. This also takes a lot of getting used to, but it is a very helpful feature. Type A ______________________________________________________________ |Action | PlayStation 3 | Xbox 360 | |--------------------------------------------------------------| |Movement |Left Analog Stick |Left Stick | |--------------------------------------------------------------| |Pick up/Interact/Melee |Square |X | |--------------------------------------------------------------| |Inventory |Triangle |Y | |--------------------------------------------------------------| |Command Partner/Open |Circle |B | |--------------------------------------------------------------| |Aim/Operate Turret |R1 |Left Button | |--------------------------------------------------------------| |Shoot |R1 + Square |Right Button + X| |--------------------------------------------------------------| |Reload |R1 + X |Right Button + A| |--------------------------------------------------------------| |Prepare Knife |L1 |Left Trigger | |--------------------------------------------------------------| |Slash Knife |L1 + Square |Left Button + X | |--------------------------------------------------------------| |Locate Partner |L2 |Left Trigger | |--------------------------------------------------------------| |Show/Hide Map |R2 |Right Trigger | |--------------------------------------------------------------| |Quick Equip Top Weapon |D-Pad Up |D-Pad Up | |--------------------------------------------------------------| |Quick Equip Left Weap. |D-Pad Left |D-Pad Left | |--------------------------------------------------------------| |Quick Equip Right Weap.|D-Pad Right |D-Pad Right | |--------------------------------------------------------------| |Quick Equip Bot. Weap. |D-Pad Down |D-Pad Down | -------------------------------------------------------------- As you can see, Type A most closely resembles the control scheme of Resident Evil 4. I was intent on using this scheme for the familiarity, but unfortunately, I was way too brainwashed in hitting L1 to aim. Still, this is probably one of the better schemes. What you lose here those is that more free movement allotted by the Right Analog Stick with strafing. Not being able to strafe may seem more natural but you can seriously put yourself at a disadvantage by doing so. Still, it's your call. X-Actions Broken Down-X [Square Actions] The Square button (or X on 360) will be a frequently used button for you. It lets you pick up ammo and goods, as well as check out areas or interact with certain things. It will also be a prompt button for those interactive cutscenes. Yes, those are back again. [Circle Actions] Circle is primarily a co-op button. If you're playing on Solo, you can tell AI Sheva to pick up ammo and she will. Circle will also let you move on to a new area when you reach the door at the end of a map. You can't move on until your partner gets into position however. AI Sheva does this automatically, but a human partner must get to where you are manually and hit Circle also. Circle will also let you make simple communications. They differ depending on the situation. The most basic one is "Come on!" Hit Circle after your partner gives you an item or uses an Herb on you however and you'll say "Thanks!". Hit it after your partner dispatches an enemy, and you'll say something along the lines of "Nice shot!" These are simple communications that allow you to get a point across and can be helpful if you or your partner do not have mics. Finally, Circle will be important in all situations where you must operate two levers or switches at once. Again this requires cooperation between both human partners. Playing Solo [BA01] ------------ Going it alone is a popular choice for people playing through the game for the first time. You avoid being tugged into the latter parts of the game too early by a friend and it also lets you unlock more things by yourself. In the long run though, solo play doesn't have the same feel, atmosphere, and spontaneity (good or bad) that co-op has to offer you. If you're going solo, you have to get used to the computer controlling Sheva (AI Sheva) and its behaviour. In some situations, AI Sheva is a very helpful partner. There will be plenty of moments however, that will leave you speechless becuase of her stupidity. AI Sheva will automatically attack enemies that are in range or seek them out, depending on your setting for her (more on this in a bit). She'll automatically go search out boxes and open them, unless Chris gets too close. She procures items for herself and she'll even be able to judge when Chris needs them more and hand them over. In this regard, and many others, she is a useful ally to you. In the toughest of firefights, you'll be glad to have her with you. She also adds more space to your limited game inventory and this gives you another dimension of gameplay. On the other hand, the AI has some annoying behaviours. For one, AI Sheva is completely incapable of finding a clear line of sight with which to fire from if she's in Cover mode. You'll inevitably find yourself in many firefights with her wasting precious ammo into Chris' back. Majorly annoying on two counts. Second, you can't tell her not to attack at all, which can be detrimental in getting certain Trophies or what have you if you're by yourself. Overall however, the AI makes for a competent partner. There are two settings for the AI partner, Attack and Cover. In Cover, AI Sheva will stick by your side. She only drifts away when there are items or boxes with items very close by, or if by default, she progresses on her own to wait for Chris to get to a door or other area as part of continuing the story. In Attack mode, Sheva will automatically seek out nearby hostiles and engage them. She'll often equip a different weapon more suited for this, should she have one. There are of course, advantages and disadvantages to each mode. Cover is very basic though and it handles just about every necessary facet of the game well enough that you can play the game beginning to end with it. Attack mode is helpful in a few specific situations in the game though. On the one hand, you lose Sheva's companionship as she goes out to do things on her own. This means you can't immediately heal her or trade items with her unless you go track her down. The advantage is that she equips stronger available weapons which not only puts less of a strain on your precious supply of handgun ammo but it means she has an easier time protecting herself and helping you clear out the bad guys. By default, AI Sheva in Cover mode will use her handgun only. If she runs out of ammo, she'll go to another gun, depending on what you let her hold. If she has no ammo or even guns, she won't do anything but stand around (yeah, she will not use her knife) which can be a major liability in the long run. For this reason, and for others, it's very helpful to upgrade Sheva's guns and have her hold extra guns that Chris isn't immediately using. Playing Co-op [BA02] ------------- You'll find an overwhelming number of advantages in grabbing a buddy to kill zombies with. Having a human partner adds a dynamic so immeasurably helpful and fun to the game. Your mindset and your experience changes with another player aiding you. Teamwork will go hand in hand with a profound gaming experience. -HOSTING AND JOINING GAMES- So, how do you link up with a buddy? Well, assuming you're not one of those people who sits all alone at home with the blinds down, it's not too hard. Capcom decided to make things a little bit more complicated and didn't include a simple "Invite Player" feature. Here's how you do it. First, you need to host a "session". Do this by either hitting New Game/New Game+ or Continue, or hitting Chapter Select. Start a session on any level and once you've hit the Organization screen, you can start to invite somebody. To do this, hit the PS button (not sure what it is on 360 but I'm sure you can figure it out) and on the XMB go to your friend's name who is also playing Resident Evil 5 at that moment. Hit Triangle and you'll see the first option clearly says, "Invite This Player". Do that and it automatically creates a premade message to invite them. If they accept, you'll get an incoming request. Approve and your partner will join you. Note that if you invite them while you are playing, you will lose any progress you've made past your last checkpoint and that is where you will resume from when you and your friend are ready. If you are the one getting the invite, accepting is also an easy process. The first mistake most people make is reading the message they received, expecting the option to be in there. It's not. Highlight the friend that sent you the invite (similar to sending above) and hit Triangle. Select the option "Accept Invitation" and it will bring up the message you received. Hit X, and then "Join" and you'll be shown the session you're joining. On the screen, it will tell you what level your friend is playing, the character they are using and the difficulty they are playing on. Once they approve, you'll be in! It's that simple. When playing co-op, it's obviously best to have mics, but it is by no means required. Having mics just affords you quicker and more efficient tactical prowess. When playing co-op, you have more options by holding Circle (normally these options are just Attack and Cover). You can use these to make simple communications like "Thanks", "Wait", and whatever else, should you not have a mic. The best part about playing co-op is that you have someone you trust (hopefully you trust your friend!), who has your back, and may not only be able to share their experiences with RE5 with you, but may learn something from you as well. With a human player, you also don't have to worry about a dumb AI wasting bullets into your back (unless you are getting in your friend's line of sight too much or vice versa). When you and your partner are linked up, you're brought to the Organization Menu. Both you and your friend bring their own in-game inventories from both characters to the menu. So, you'll have access to your Chris and Sheva's items and weapons, and your friend will be able to use those from his Chris and Sheva. You can exchange items with your friend, even weapons if you so choose. Any treasures and gold will go to the same place. Both of you will receive a copy of the treasures found and will be able to sell them as you please. Well, that's all for now. I may expand this with more info and tips, but you got the idea right? Now grab a friend and go crazy! (Well, not TOO crazy...) _______ _____ \ |____ | \ / / \ RESIDENT EVIL 5 [BA03] \ \ ------------------------------------------------------------------- .___/ / / YOUR ARSENAL \____/ / _______/ You have your assignment, you know the tricks of the trade. Now it's time to get a look at your tools. Because nothing says "Die, fucker, die!" like a shotgun blast to the head.... followed by two more. Weapons and Upgrading [BA04] --------------------- Like RE4, you'll be able to equip a number of different guns. You have a few different classes of weapons, like Handguns, Shotguns, etc, and each class has different guns, each potentially more powerful than the last. Without an attache case this time, each gun takes up one slot in your small inventory space and that's good. The rest can be stored in your Main Inventory on the Organization Menu. NEVER SELL YOUR WEAPONS. You will get chicken feed for them. You're not meant to sell them anyway. Similar to RE4, you can upgrade your weapons with money and make them stronger. You have the option of what facet you wish to improve upon, whether it be the strength of the weapon, the amount of ammo it can hold in one clip, its reload time, or other special attributes. The choice is yours and that makes it even more fun! Here's a list of each weapon, organized by class. I have provided their basic stats and their stats at max, as well as the total cost of fully upgrading each weapon. (NOTE: Reload Speed numbers are seconds, so lower numbers are good). They chapter in which they are located if applicable, is also listed. For more specific directions in finding the weapons though, refer to the walkthrough. NOTE: I'm still in the process of fully updating this information below, so there's a lot of blanks. If you see a blank, it means I honestly don't know yet! Haha, sorry. I'll get to it when I can so hang in there, or e-mail me if you want with info. I have to basically buy all the weapons again and upgrade them so it will take a little while. I will be updating soon and I will most likely change the format of this section later. ========== |HANDGUNS| ========== M92F Cost: 2000 Found: Chapter 1-1 ]--Firepower -Base: 150 -Max: 250 ]--Reload Speed -Base: 1.70 -Max: 1.36 ]--Capacity -Base: 10 -Max: 100 ]--Critical (increases chance of a headshot) -Base: 0 -Max: 3 slots H&K P8 ------ Cost: 4000 Found: In the shop after Chapter 3-1 ]--Firepower -Base: 140 -Max: 300 ]--Reload Speed -Base: 1.53 -Max: 0.85 ]--Capacity -Base: 9 -Max: 25 ]--Piercing (measures the power of the weapon in piercing through surfaces) -Base: -Max: 5 slots SIG P226 -------- Cost: 4000 Found: In the shop after Chapter 5-1 ]--Firepower -Base: 180 -Max: 480 ]--Reload Speed -Base: 1.70 -Max: 1.62 ]--Capacity -Base: 8 -Max: 16 M93R ---- Cost: 30000 Unlocked: Completely upgrade the M92F to unlock it in the shop ]--Firepower -Base: 170 -Max: 400 ]--Reload Speed -Base: 1.70 -Max: 1.36 ]--Capacity -Base: 10 -Max: 30 ]--3-Round Burst (can fire up to three bullets in one pull of the trigger) ========== |SHOTGUNS| ========== Ithaca M37 ---------- Cost: 2000 Found: Chapter 1-2 ]--Firepower -Base: 200 -Max: 400 ]--Reload Speed -Base: 3.00 -Max: 2.40 ]--Capacity -Base: 6 -Max: 25 ]--Critical (increases chance of a headshot) -Base: 0 slots -Max: 2 slots M3 -- Cost: 4000 Found: Chapter 3-3 ]--Firepower -Base: 300 -Max: 900 ]--Reload Speed -Base: 3.00 -Max: 2.70 ]--Capacity -Base: 5 -Max: 10 Jail Breaker ------------ Cost: 4000 Found: Chapter 6-1 ]--Firepower -Base: 180 -Max: 350 ]--Reload Speed -Base: 2.52 -Max: 1.82 ]--Capacity -Base: 5 -Max: 15 ]--Attack Range (measures the spread range of the blast) -Base: -Max: Hydra ----- Cost: 30000 Unlocked: Completely upgrade the Ithaca to unlock it in the shop ]--Firepower -Base: 280 -Max: 550 ]--Reload Speed -Base: 3.67 -Max: 3.30 ]--Capacity -Base: 4 -Max: 10 ]--Attack Range (measures the spread range of the blast) -Base: -Max: ============= |MACHINEGUNS| ============= VZ61 ---- Cost: 2000 Found: Chapter 1-1 ]--Firepower -Base: 50 -Max: 100 ]--Reload Speed -Base: 2.83 -Max: 2.27 ]--Capacity -Base: 50 -Max: 300 ]--Critical -Base: 0 slots -Max: 2 slots AK-47 ----- Cost: 4000 Found: Chapter 5-1 ]--Firepower -Base: 90 -Max: 250 ]--Reload Speed -Base: 2.83 -Max: 2.55 ]--Capacity -Base: 30 -Max: 50 H&K MP5 ------- Cost: 2000 Found: Chapter 2-1 ]--Firepower -Base: 60 -Max: 120 ]--Reload Speed -Base: 2.70 -Max: 2.10 ]--Capacity -Base: 45 -Max: 150 ]--Piercing (measures the power of the weapon in piercing through surfaces) -Base: 0 slots -Max: 3 slots SIG 556 ------- Cost: 4000 Found: Chapter 5-2 ]--Firepower -Base: 80 -Max: 180 ]--Reload Speed -Base: 2.55 -Max: 1.42 ]--Capacity -Base: 40 -Max: 80 Gatling Gun ----------- Cost: 30000 Unlocked: Completely upgrade the VZ61 to unlock it in the shop The Gatling Gun has no stats that can be viewed or upgraded. Instead, it has a set range and accuracy. It has infinite ammo and can only be equipped by Chris. ======== |RIFLES| ======== S75 --- Cost: 2000 Found: Chapter 2-1 ]--Firepower -Base: 750 -Max: 2000 ]--Reload Speed -Base: 3.67 -Max: 3.30 ]--Capacity -Base: 6 -Max: 50 Dragunov SVD ------------ Cost: 4000 Found: Chapter 2-2 ]--Firepower -Base: 650 -Max: 1300 ]--Reload Speed -Base: 2.83 -Max: 2.41 ]--Capacity -Base: 7 -Max: 18 H&K PSG-1 --------- Cost: 4000 Found: Chapter 5-3 ]--Firepower -Base: 600 -Max: 1200 ]--Reload Speed -Base: 2.55 -Max: 1.70 ]--Capacity -Base: 5 -Max: 15 ]--Scope (increases the range of the rifle's telescopic sight) -Base: 0 slots -Max: 2 slots Longbow ------- Cost: 30000 Unlocked: Completely upgrade the S75 to unlock it in the shop The Longbow has no stats that can be viewed or upgraded. It has limited rapid fire and has no sight system. It has infinite ammo and can only be equipped by Sheva. ========= |MAGNUMS| ========= S&W M29 ------- Cost: 4000 Found: Chapter 3-1 ]--Firepower -Base: 1500 -Max: 1700 ]--Reload Speed -Base: 3.53 -Max: 2.83 ]--Capacity -Base: 6 -Max: 12 ]--Piercing (measures the power of the weapon in piercing through surfaces) -Base: 0 slots -Max: 3 slots Lightning Hawk -------------- Cost: 5000 Found: Chapter 5-3 ]--Firepower -Base: 1400 -Max: 1600 ]--Reload Speed -Base: 1.70 -Max: 1.36 ]--Capacity -Base: 5 -Max: 8 ]--Piercing (measures the power of the weapon in piercing through surfaces) -Base: 0 slots -Max: 2 slots S&W M500 -------- Cost: 30000 Unlocked: Completely upgrade the S&W M29 to unlock it in the shop. ]--Firepower -Base: -Max: 5000 ]--Reload Speed -Base: 3.53 -Max: 3.18 ]--Capacity -Base: 5 -Max: 6 ]--Piercing -Base: 0 slots -Max: 3 slots ============ |EXPLOSIVES| ============ Hand Grenade ------------ Found: All throughout the game Notes: High damage, capable of defeating most normal enemies in one direct blast. Stuns larger type enemies. Incendiary Grenade ------------------ Found: All throughout the game Notes: Low damage with small blast radius. Stuns small and large type enemies. Flash Grenade ------------- Found: Chapter 2-2 to the end of the game Notes: Stuns all surrounding enemies and instantly kills Cephalo and Duvalia type parasites. Allows for easy melee attacks. Can stun the players if detonated at close range. Proximity Bomb -------------- Cost: 3000 Found: Chapter 2-2 to the end of the game Notes: A portable mine that detects nearby enemies and detonates when they are in range. The mine is able to differentiate between friend and foe and so it will not go off if you or your partner are near, unless an enemy is also near. Can be picked up after placed. ======= |OTHER| ======= Rocket Launcher --------------- Cost: 10000 Found: Capacity: 1 Notes: One time use weapon. Instantly kills any enemy or boss. RPG-7 ----- Found: Chapter 6-3 Capacity: 1 Notes: Found in the final boss fight only. Can be reloaded. Grenade Launcher ---------------- Cost: 10000 Found: Chapter 4-1 Capacity: 12 Notes: Launches any of six ammo types. Only one type of ammo can be loaded at a time. The ammo types are listed below: -Exlosive --Cost: 1000 --Notes: Causes damage similar to a hand grenade -Flash --Cost: 100 --Notes: Sets off a stunning flash -Electric --Cost: 400 --Notes: Upon detonation, unleashes a stunning blast of electricty with decent blast radius. -Acid --Cost: 500 --Notes: Releases a blast of acid that is effective against Lickers. -Flame --Cost: 500 --Notes: Releases a blast of fire similar to incendiary grenades. -Nitrogen --Cost: 100 --Notes: Freezes enemies around the blast point. Frozen enemies can be melee attacked for an instant kill. Large enemies like Chainsaw Majini, etc. can not be frozen. Stun Rod -------- Cost: 3000 Unlocked: After Chapter...? Notes: A melee rod filled with high voltage electricity. Deals fairly damage to foes but requires one to be within close range of enemies. Treasures and Key Items [BA05] ----------------------- Again, like in RE4, you'll be able to find a lot of treasures and these will become the main source of income for you. Any gold you find is just icing on the cake. None of the treasures can be combined this time and are sold as is so get rid of them immediately to reap the rewards. You can carry as many treasures as you want, they are not stored in your in-game inventory. You can find them on the Organization Menu under a separate tab. Select Organize and then hit R2 to find them. Here you can view their details, and sell them off. This menu also records what treasures you've found in the game. For a complete list, see the Treasure List under Additional Assignments [exva]. You'll also have Key Items. Things like keys and puzzle objects are nothing new to Resident Evil. These are not stored in your inventory either and you never take them with you outside of the stage in which you find them. You can see that you're holding one when it appears in the top right corner. You can't get rid of these items until you use them, but you almost always do immediately after you acquire them. Managing Your Inventory [BA06] ----------------------- Ok, this is an important part of the game. The days of the attache case are gone. Yes, I'll give you a moment to grieve as well. .............Good? Ok. You have two inventories basically. Your in-game inventory is comprised of a 3x3 grid (9 slots) accessed by hitting Triangle. Chris has one and Sheva has one so this makes for 18 possible inventory slots. Every item in the game takes up just one slot and they can be stacked up to a certain max number (ex. you can hold up to 50 pieces of Handgun Ammo in one slot. If you have 51, the extra bullet takes up a new slot). You have a much larger storage space available to you though. I refer to this as the Main Inventory. You can access it at the Organization Screen and you will do this any time you begin or continue a stage, or after you die. The Organization Screen is where you can manage all three of your inventories and store away unneeded things. Never sell your guns that you're not using; you always get 1/10th their value. Even selling excess ammo is pointless until you start to unlock infinite ammo. On the Organization Screen, you have three main options: ORGANIZE, BUY, and READY. Organize lets you manage, sell, and upgrade. Buy lets you into the shop to pick up weapons and items. Ready means you're done and ready to move on to the mission. Under Organize, when you select an item in your inventory, you have even more options: REMOVE - The item will be removed from your personal inventory and stored in your Main Inventory. GIVE - The item will be given to your partner if they have room. You can not give your partner weapons. MOVE - Change the slot in which the item is stored in your personal inventory. You can also do this by hitting Square. SELL - Allows you to sell the item. UPGRADE - For Weapons only. Upgrade your weapons with money. Also on the Organization Screen, you have your Treasure tab where you can look at your treasures (see above and see Treasure List). You have a lot of available space on the Inventory tab. Here you can stack even more items than in your personal inventory (999 max of any ammo). This is also where you will upgrade your weapons with your collected money. With limited personal inventory space, it's very easy to get overloaded in each stage. Learn the tricks of the trade and you can free up space and then develop good judgement skills and be able to priortize items. -Give higher priority to Handgun Ammo. It's your most used gun for the most part and you also have to make sure Sheva is well supplied. -Keep ammo with the player who needs it. Don't have your partner or AI Sheva hold Rifle Ammo if you're the one holding the rifle. Request the ammo if you have the room. This will not only get you the ammo, but it frees up space for your partner. -If you're playing solo, entrust your healing items to AI Sheva. She has good judgement in using them and it frees Chris from the responsibility and allows you as the player to focus on shooting. -Always combine ammo to free up space. If you have two slots of Handgum Ammo, one with 35 pieces, and another with 8 pieces, combine them to make just one item. -Learn what grenades are more valuable. Hand Grenades are for the most part the only grenade to make room for. If you find Flash Grenades though, there is a good chance you'll be needing them soon, so find room as well. -If you're nearing the end of the stage, feel free to load up. You can just dump excess stuff when you hit the Organization Screen. -Try not to carry more than four or five weapons. It just makes things harder because you'll run out of room very quickly. -When you get a feel for each stage, you'll learn what parts may be made easier with say, a Magnum, or more grenades, etc. -If you're stuck, feel free to back out after a checkpoint and reorganize your inventory. As I said, when you get to the Organization Screen, store away the things you don't immediately need. _______ ___ \ / | \ / /| | \ RESIDENT EVIL 5 [RE00] / /_| | ------------------------------------------------------------------- \___ | / WALKTHROUGH |_/ / _______/ Here's the walkthrough, the meat of the guide. Here I'll go be going chapter by chapter, stage by stage. The boss fights will be delineated when necessary and the walkthrough is detailed enough I think to get you through. Before each stage, I will give you a heads up of the items, treasures and even weapons you can find. They will be in the walkthrough text in ALL CAPITAL LETTERS so you might see them easier. I will also point out particular moments where you might be able to acquire a Trophy/Achievement (marked by the words "TROPHY OPPORTUNITY") and where to find BSAA Emblems. The walkthrough is 99% spoiler free. There may be a brief mention of something happening during a cutscene but it will never be plot revealing. The later boss fights contain spoilers (Chapter 5 onward), but I have flagged those with spoiler warnings. The walkthrough will go chapter by chapter, stage by stage. At the beginning of each stage, I'll list Items & Intel, which is basically a somewhat accurate list of items, weapons, and treasures you can expect to find in that stage. Please note that for Items, that list only accounts for items found on tables, shelves, etc. It does not count items found dropped by enemies or in boxes because these are usually difficult to account for due to the random factor involved in these drops. So we begin. Take a deep breath, ease those muscles and get ready. The journey begins and it's one unlike any before. Prepare to face those fears... _________________________________ /Chapter 1-1: Civilian Checkpoint \____________________________________________ [RE01] Items and Intel o------ITEMS-----o o---WEAPONS---o o-------TREASURES-------o |Handgun Ammo x4 | |VZ61 (MG) | |Gold Ring - 5000 | |Green Herb x5 | | | |Topaz (Marquise) - 3000| |Red Herb | o-------------o o-----------------------o | | o----------------o o---KEY ITEMS---o |None | | | o---------------o After the scene, you'll gain control. Your new partner, Sheva, will be walking along with you through the village. As you can see, there are a few locals about and you can just get the sense they don't really like Chris. Although Sheva will go on with our without you, you don't have to follow. There's nothing to find in this little introductory gameplay, but you can see some interesting things. As you approach the first open alley on your right, you might catch sight of one young man being forcibly dragged off by another two. If you proceed down there, you'll see an extended scene of that. Get to the adjacent alley though, and they'll be gone. Strange... Head back to the main road and follow Sheva. You'll pass by some other villagers beating on someone trapped in a sack (yikes). Again, all you'll be able to invoke here are some menacing glares so just proceed on. You'll see some boxes but you can't open them yet, just move left for a scene. After that, continue toward the butcher shop, which is your destination. Use R2 to bring up the GPS map if you somehow get lost. MORE THAN MEATS THE EYE Follow Sheva around to the side entrance and open the door. Enter and talk to the man for a scene. After your contact is done speaking, open the silver case in front of you. Note if you're starting a New Game+, you only have to equip the weapons that will already be in your inventory slots now to skip ahead, but doing so will let you miss out on a free gun which you can sell for... chicken feed actually. Not a big deal either way. Proceed toward the exit, but look to your right and you should see a wooden crate. Bust it open with your knife and take the contents, 100 GOLD. That's a start... To the left of that counter is another with two clipboards you can read. They just share some basic tutorial info for you, which is useful if you never played RE4 or RE5 before, or need a refresher. When you're done, go back outside. Now we can explore properly. To your left is a barrel with GOLD. The nearby corridor leads to your destination, so go down there to find a carcass surrounded by a few crows. Shoot at them and you might get some GOLD. There's nothing around the next corner so just duck into the house on your right. Bust down the door and proceed in, past the strange sights on the tables. At the far end, bust open the crates and barrel for GOLD, a GREEN HERB, and more GOLD. As you may have already noticed, when picking things up, you have the option of taking them for yourself, or letting Sheva pick them up. Gold is irrelevant because it goes to the same place. Other items can make a big difference on who you choose to take them. I usually let Sheva take all the herbs and let her handle the healing when I'm playing solo. It's up to you though. Go down the adjacent hall and find another GREEN HERB on the shelf. Head out the door next. Outside, you'll hear an unsettling scream. Sheva runs ahead, so follow along, going up the stairs to the door. You'll be treated to a scene following the unfortunate demise of a young man who will subsequently turn on you. When you gain control, he'll come running at you. Yay, our first enemy! I mean... OH SHIT, AN ENEMY! Have those fingers ready because he'll be quick. Fire away or if you want to save some ammo, try going for his knee caps to force him to kneel. Get close and use an uppercut, then stomp him to end the fight. Chris makes an appropriate comment and then you're free to leave. Enter the next room and find five pcs of HANDGUN AMMO on your right. Let Sheva take them if you're going solo. You can't really account for her shooting so you need to compensate for that. It's like babysitting in a way, unfortunately. It'll seem like there's no way to get out. Approach the window in the northwest corner though and hit Square to jump out. A VILLAGE ON EDGE Move forward, then venture down the right alley. A quick scene shows a bunch of villagers, (hereafter referred to as Majini) coming after you. When you get control, seems like a more appropriate fight. Bring it on, right? Well, as they start to fan out more and pile into the alley, that notion should quickly vanish from your brain. You're vastly outnumbered, so don't even bother. Save your ammo, turn, and run! Follow Sheva out of the alley and into the nearest house. You're safe, for now... x-If you decide to stay and fight-x You're faced with an entire horde of Majini. And that is no understatement. There are really a lot of them. Let me repeat that one more time. There are a lot of them! It is highly recommended you run on your first time through. You will most likely be unable to beat them, unless you're really hardcore or something. On a return trip, when you are better equipped, you can think about it. Stand back in the alley or even around the corner, across from the safehouse. Wait for them to come out of the alley and blast them with whatever you have. The narrow space makes shotguns a good choice but watch your ammo. If you don't have infinite ammo, this can really tax your supply. Fend off wave after wave and one of the final Majini will drop the TOPAZ (MARQUISE) for you. Good find. Now, inside the house... Take the RED HERB on the shelf and let Sheva take care of it, if you're so inclined. She automatically mixes them to save space so don't worry about it. She also has a good idea of when to save a mixed G+R herb. For example, she'll use a regular Green Herb (if it's available) instead of the mixed if your wounds are not that serious. Also take the HAND GRENADE and then mosey on over to the door. It's different than the others. It's a 'co-op' door I guess you can say. After you investigate it, you can only open it by hitting Circle. AI Sheva will automatically get in place, but your human partner needs to do this him/herself. Go in and find ten pcs of HANDGUN AMMO near the cardboard boxes behind the counter. Bust open the various boxes and stuff for more HANDGUN AMMO, GOLD, and MACHINEGUN AMMO. If you don't get MG Ammo, that's fine. From here on out, the drops will have some random setting to them, based on the weapons you have in your inventory, the ones you're using, etc. I can't account for that unfortunately, so I'll be listing them more generally. Fixed loot will be the ones standing out in the open for your sticky little fingers. Once you got everything, drop down into the nearby hole. There's not much down here other than some rats. They're useful actually, as they may drop some GOLD. They're tough targets though, so you might want to see if you can corner them and knife them, which is difficult, but doesn't waste any ammo. Climb out and then claim the two HANDGUN AMMO boxes and the GREEN HERB. Open the door and leave. FAMILIAR TERRITORY If you played the demo, this should seem very familiar to you. Go down the path and drop down to enter the house. A scene plays. Yikes, sucks to be that guy. Once you gain control again, prepare for an onslaught. Start by barring the doors and windows which will buy you some time. Have Sheva push one if you're playing solo, while you, as Chris, push the other. Next, begin snagging up all the goodies inside this room. Slice open the melon pile for some AMMO. Bust the nearby barrel for more or some GOLD. Open the drawer behind this spot, and check the nearby table for more AMMO. In the adjacent corner, you'll find two more pieces of AMMO on the table and under the tomatoes. Make sure if you're going solo, you tell Sheva to pick up some of it. Now you get to play the waiting game. As the Majini start to break in, take aim and keep them out. If you feel confident enough though, let them in and take them out so you can quickly access dropped goodies. You can make things easier by standing behind the little barrier in this room, giving you at least a little protection (though it doesn't put you out of the enemy's reach). Eventually a quick scene shows a bunch of Majini busting through the roof. This is a good time to escape this house. The big boy in town, the Executioner will chop down the fence for you to enter the main part of this area. Quickly slip by him (damn that's a big ass axe!) and flee. Use the nearby flame barrel to start things off when the enemies slip by. Pick up any ammo drops nearby. You only have your pistol so unlike in the demo, you're a bit underprepared. Don't even think about taking out the Executioner now, it's just too difficult. Focus on the Majini charging you, and watch out for them from all sides. You will find a little aid though. In the northeast corner, near the wrecked car, you can find a silver case on the table. Open it up and take the VZ61, which is a small machinegun (MG). Nice. Chris can hold onto this until he gets a Shotty. It's not a bad idea to use this chance to not even fight at all. Just run and you can explore every inch of this place for goodies. This is a good idea because strangely enough, once the fighting is over, they'll all disappear, so now is your chance. Still, it's good to get some work in by defeating some of the Majini, if not for extra ammo, then to contribute towards something. Also, if you're playing a New Game+ or just have impeccable skill, you can defeat the Executioner and get a GOLD RING. [TROPHY OPPORTUNITY - STOP, DROP, AND ROLL] See those piles of red barrels? They're not explosives. You'll pass one on your way out of the first house. Wait for some enemies to congregate just behind it and shoot to unleash some fire. If you're lucky, you can get three at one go and earn this Trophy. If not, there's another to use, although it's harder to get enemies with that one. [TROPHY OPPORTUNITY - RIDE THE LIGHTNING] Another useful, but slightly less obvious trap are the electric generators hanging from high above in a few spots. They look like air conditioners kind of. Wait for some enemies to get close and shoot it down to give them a shock they won't soon forget. Just kill one of them with this method to snag this Trophy. Kirk will contact you, telling you to wait a little longer. Great... Keep exploring. You can find AMMO and a GREEN HERB in the small house on the west side. Take the stairs to go onto the roof of this house, jump the gap and you can find another GREEN HERB on the platform. Eventually, Kirk will radio in again and that will be the end of that. The first part ends. DEFEATING THE EXECUTIONER ------------------------- Taking this guy out is no small feat, but it can be done on your first time through. It takes quick work, preparation, and a steady head. To begin with, if you're planning on doing this the very first time through the game, be prepared to die, especially if you've never played before at all. The real threat is not so much the Executioner, as it is the countless Majini surrounding him. This task will be a lot easier with a co-op partner. Start off by finding the small house on the west side. It's the one with the staircase on the side leading to the building's roof. Enter this house and take the grenades. Hopefully you should have a small collection. Flee from the house and find a good vantage point where you can see all the enemies coming at you. You really need to be fully aware of your surroundings because Majini will come from every direction. Again, a co-op partner can watch your back. Otherwise, read the moments where you have a second to check your six to make sure you're safe. The last thing you want is to be grabbed by a Majini as the Executioner is bearing down on you. Try to rely on grenades when there are a lot of enemies around. Any time you lob one at him, be sure to go in for a melee. It'll soften him up very slightly but if you have a co-op partner, they can combo off it. With just your pistols stunning him is rather difficult, but it can be done if you focus your shots on his head primarily. It can take 5 or more shots to the head to make him kneel, so be aware of this and use this as a judgment factor as he gets closer to you, whether or not you have the time to stun him. Continue using grenades and before meleeing, try to pull off a few potshots at his head. Part of the difficulty, outside of the Majini is that you only have your pistol to work with initially. If you got the VZ61, that will help you somewhat, but it's close to useless on the Executioner because it does not stun him easily at all. The VZ61 will help you thin out the crowds though. Majini killing is important because a lot of them will drop ammo which you'll need. The most important thing to keep in mind is to not let yourself get trapped. You have around 5 minutes before this ends prematurely. Try to move quickly but at the same time, pace yourself and do not put yourself in unnecessary danger. If you see a large crowd coming and you've no grenades, back away. Use the rooftops and the bus to thin the enemies out and make use of the explosive barrels. Don't get cornered up here either though. Always keep a safe distance between you and the Executioner. The Executioner himself has two main swings. The primary one is a well advertised straight vertical swing. You can see this coming for the most part (assuming you of course see him), and it's easy to sidestep. Just again, watch out for Majini trying to hold you down. The other type is a lot more dangerous. He'll make several aggressive swings in a row, each one getting closer to you. You might be able to keep safe just by backing away slowly in a backwards direction. Staying out of reach is of the utmost importance. If you manage to kill the Executioner, your reward will be the GOLD RING. _____________________________ /Chapter 1-2: Public Assembly \________________________________________________ [RE02] Items and Intel o------ITEMS-----o o----WEAPONS----o o------TREASURES------o |Handgun Ammo x2 | |M37 Ithaca (SG)| |Antique Clock (2000) | |Shotgun Ammo x2 | | | |Ivory Relief (2000) | |First Aid Spray | | | |Gold Ring (5000) | | | o---------------o | | o----------------o o---------------------o o----KEY ITEMS----o |Old Building Key | |Furnace Key | | | o-----------------o Take a moment to do your first upgrades. Any time before a chapter or any time that you die, you'll get an opportunity to sell your loot or other items and buy new weapons, items, or upgrades. No merchant this time around. If you were fortunate enough to get the Gold Ring from the Executioner, you'll be able to sell that for a pretty penny. I have my own preference for upgrades so I won't force them down your throat. I'll merely make my suggestions, but the decision ultimately lies with you on how to upgrade your guns, and that's actually the fun part. I tend to go with Capacity upgrades first, then Firepower, so try to get 1 or 2 Capacity upgrades for both Chris and Sheva's pistols. Trying to keep Sheva even with you is helpful for a few reasons. In the long run, having her weapons stronger hopefully decreases the amount of bullets she'll be wasting. Still, Chris' weapons come first. Read more on this in the Co-op tips section. If you can get a Firepower upgrade, get that too. Or, you can funnel some of that money into an upgrade for the VZ61 that you just got. When you're ready, move out. --- Again, the place will be completely bone dry, so whatever you didn't get during the fight, will be gone now. No reason to extend your stay so head through the gate that Kirk so kindly opened for you during the scene. Sheva will automatically run off to the left, so ignore her and go to the right. Enter the tiny hut here to open a barrel and find some GOLD. Now go west as Sheva did and down the alley. When you reunite with her, drop down the nearby hole. Crack open the barrel here for GOLD, a larger sum worth 400g. Climb back out and open the door together. Go into the next home and pilfer the goodies inside. You'll find AMMO in a barrel, as well as HANDGUN AMMO on the table. Leave now and you'll find a broken ladder. Use the Assist Jump, assuming your partner is in position and you can send Sheva up above on her own. It'll prove pretty much useless however as Sheva notices there's no way in. Continue around the left side now. Down the alley, you'll find a female Majini... feasting? o_O Yuck. Open fire and take her down, then move out onto the main road. You'll receive an unsettling radio call. Sounds like trouble which only foreshadows the same for you. Watch for a Majini coming from the right. After that, go to the north and in this little alcove find two barrels for more loot. A Majini on the other side of this fence will spot you and climb over. Let him and then open fire. A CRY FOR HELP Go south now and you'll likely spot a young blonde woman being violently dragged off. Ah, a young maiden in distress! You don't have time to gawk however as yet another Majini appears and lunges at you. Take him out, then do some more searching. Bust open the tomatoes on the left, then enter that house there. Inside, a Majini will drop in on you, so kill him, then open the box for more loot. Back on the main road, another Majini may be coming out of the opposite building so deal with him. Next to a broken ladder is an alley. Venture down this way, and crack open the box for more loot. Leave and then approach the ladder for an Assist Jump. Sheva will go find the OLD BUILDING KEY for you. Some Majini will appear too however and they'll likely come after Chris so shoot them down, followed by possibly, a third Majini. When the coast is finally clear, head through the doorway opposite the ladder. Go through the door and then climb through the window right in front of you to claim some loot inside a box. Leave and now go west and south around the corner. A Majini will climb over the fence as you turn the corner. Dispatch him, then move on. Bust the barrel open for more loot, then continue. Another Majini will appear out of a pile of boxes. Take care of him, then move further into town to deal with some of his friends. I'll take a moment to make a quick note if you're playing solo. This is just one of a lot of tips I mention in the tips section, but I'll be reverberating them throughout the walkthrough as a reminder. Since ammo is definitely a bit more scarce, and you also have to account for two people, make sure you save when you can. Try to coax enemies into melee attacks by shooting their heads for a HOOK or a STRAIGHT, or their knees for an UPPERCUT. When they're down, all it takes is a STOMP to finish them off. Your knife will also help save a few bullets now and then. Near the end of the road, split open the tomatoes for more ammo, hopefully. Ignore the staircase and instead enter the door underneath it. You'll find SHOTGUN AMMO on your right. Go upstairs and in the south, near the TV, claim the FIRST AID SPRAY. Have Sheva hold on to that for safe keeping. Go out onto the balcony now for a barrel. Next, go back inside and west toward the other balcony. Two Majini will get the jump on you, but that's no problem! Bullets solve most problems! If you go out onto the balcony they were hiding on, turn left and open the chest. Inside you'll find the ANTIQUE CLOCK. Schwing! [BSAA EMBLEM #1] You'll be reading about these in the next chapter, but you can start the hunt now. While in the house with the Antique Clock, go out onto the eastern balcony and face south. You should see a small house across from where you are with the sun shining brightly onto the roof. Just below the roof, on the side of this house is a blue circular shaped emblem. Shoot this to begin unlocking more goods under Special Features. Look for a few more coming up and throughout the game as well, but I got you covered, so don't worry. Now drop down and open the next door with your partner. A scene shows the blonde woman again. Still in trouble, I see. First, spy the small house on the left. It's got a blue circle in front of the door on your GPS Map. That means it's locked and needs a key, which you just so happen to have. Use the Old Building Key and open it up. Inside you'll find a box, but more importantly, the M37 Ithaca shotgun on the wall. Schwing! Take that and get ready for some click, click, boom. The only thing left to find is a barrel under the staircase for loot. Take it and then go up that staircase to the door for a scene. Man, you're really pret-OH SHIT! The fair maiden turns out to be just another enemy. Or is she? She's the toughest enemy you've faced yet, surprisingly, which makes her like a pseudo mini-boss. Worse yet, she'll be joined by a few Majini soon enough. If you shoot her a few times, a parasite will bust out of her head. You have got to be kidding... That's your cue to scram. The building is not a suitable fighting space for all these foes so leave immediately, but don't take the green door as you'll just end up trapping yourself. Go down the stairs, and use this narrow space to fend off enemies while your partner takes care of any from behind. If bug head shows up, use a grenade if you got one, or just rely on your Shotgun. The thing takes a lot of punishment, so do what you can. Once it's dead, turn around and help Sheva out, as there will probably be plenty more to deal with. Pick up any dropped ammo, especially Shotgun shells. Also inspect the area where the parasite lady fell to claim the IVORY RELIEF. Just follow your GPS for the most part, as there isn't much to be found. When you get down the last alley though, turn right. Bust open the two barrels at the far wall for loot. Also, open the lock on the door if you want, either by shooting it or kicking it three times. When you're ready, enter the door. MISFORTUNE FAVORS THE FOOLISH Whew, whoever decorated this place sure has interesting tastes... In any case, proceed down the halls and enter the next room to find... very little. Just go around and up the stairs to the north. At the next corner, a member of Alpha Team will drop dead before you. Take the contents of the nearby box, then go into the next room. Take the loot from the barrel, then climb up the ladder. In the north corner, take the loot from the two barrels. Go around the walkway to the door, but don't go inside. [BSAA EMBLEM #2] Stand where the dead body is on the walkway across from the door. You should be facing west. Look up as high as you can now and you should see a water tower. There is an emblem amongst the support beams, so take aim for another. Jump the gap to the left of the door and open the chest and you'll find a lot of GOLD. Enter the door now for a scene. When it's over, explore to find some goodies, including HANDGUN AMMO, and what else you can find in two boxes in the corners. Exit via the blue door and go down the hall to the elevator. Ride it down to the next area. Open the barrel for loot, then proceed down the hall. Inside the next room, besides a body, you'll have more barrels for loot. The door ahead is locked unfortunately, so go south down the corridor, toward the dead body. Here, you'll find the furnace. Pry open the barrels for goodies, then take the FURNACE KEY from the dead Alpha Team member (thanks, pal). Open the barrels on the south wall for more stuff, then leave. Go back into the main room and a scene takes over. Oh God, what the hell is that?! Your first boss fight, that's what! BOSS FIGHT ___________________________ /BSAA B.O.W. File - Uroboros\________________________________________________ | | Attacks: Lunge, Arm attack, Instant Death | Weakspots: None | ---------------------------------------------------------------------------- |That's one ugly mother! What can you expect though. Your only option initially |is to fall back. Retreat to the furnace room and prepare to stand your ground |there. As you most likely noticed, the room has a few gas containers. These |will come in handy in a moment. | |As for the boss, he has a few attacks. He'll swing his arm at you when he gets |within medium to close range. He'll also lunge at you. If you're dumb enough |to let him get really close to you, he can grab you and put you through a |rather gruesome instant death. | |The answer may seem to be to use the gas to defeat him, but that's only part |of the solution. The real key is the furnace itself. If you played Dead Space, |you should be able to figure out the rest. There's a few ways you can go about |this. | |The easiest way is to come into the room on the north side and quickly topple |the container by hitting Square. Wait behind it and watch for the thing to |enter. Make sure it engulfs the canister, then bolt into the furnace. Yes, |it sounds kind of crazy but it'll be fine. Wait for him inside and equip your |pistol, or even shotgun if you've got butterfingers. Once he lumbers inside, |fire at the canister inside his body to stun him. Take this chance to run |past him and back outside. Hurry to the controls and activate them to close |the doors. This will end the fight with a fiery finish! | |You can do this without the canisters however. The north side furnace exit is |the closest to the controls, so logically, you want to leave that way. So if |you want to do it without the gas, just run in on the south side, lure him in |and just keep running. Make sure he gets in then quickly shut the doors. If |that doesn't work, you can stun him with your shotgun by shooting his visible |weak spots. Either way, toast him and you're done. | |If you come back to this fight later on in a New Game+ better equipped or if |you're just a glutton for punishment, you can completely ignore the furnace |strategy. Use the canisters to soften him up and rely on heavy firepower to |mow him down. If you're serious about trying this your first time (not |recommended) make good use of your Ithaca. Otherwise, come back another time |and use heavy firepower to kill him the old fashioned way. If you kill him |with your guns and not the furnace, he'll drop a GOLD RING. Nice. | ----------------------------------------------------------------------------- Unfortunately, the beast leaves nothing for you in its wake. Oh well. Just head back to that door you were about to open before it jumped you. Open it up with the Furnace Key and then go down the hall. Near the end, take the three packages of HANDGUN AMMO from the silver case. [BSAA EMBLEM #3] Move forward just a tiny bit from where the silver case with the Handgun Ammo is. When you enter that nearby hall, there is a chain link fence on your right. Peer through it and you should see this emblem on the far wall. Take the elevator and you'll be finished with this one after a scene. ______________________________ /Chapter 2-1: Storage Facility \_______________________________________________ [RE03] Items and Intel o------ITEMS-----o o---WEAPONS---o o--------TREASURES--------o |Handgun Ammo x2 | |H&K MP5 (MG) | |Jewel Bangle x3 - 1000 | |Green Herb x8 | |S75 (RIF) | |Sapphire (Pear) - 1000 | |Red Herb x3 | | | |Topaz (Pear) x2 - 1000 | |Hand Grenade x3 | o-------------o |Ruby (Marquise) - 3000 | |First Aid Spray | |Emerald (Square) - 1000 | | | o---KEY ITEMS---o |Ruby (Square) - 1000 | o----------------o |Port Key | |Emerald (Pear) - 1000 | |Guard's Key | |Sapphire (Square) - 1000 | | | | | o---------------o o-------------------------o Start by selling off any treasures and extra stuff you don't need. You might as well keep extra ammo because you hardly get anything for it. You'll need it soon enough anyway, even if you think you're overloaded, you will. Buy more upgrades for Chris and Sheva's M92F pistols, Capacity and Firepower. Also upgrade your boomstick, preferably with Capacity again since it doesn't hold many shells. --- Take a moment to explore this room. On the left you'll find a clipboard telling you about BSAA Emblems. They sort of stand out like a sore thumb, but can be easily missed. [BSAA EMBLEM #4] Find the first one in this chapter on the west wall. It's high up, near the corner. Fire on it to shatter it. Once you got that, open the silver case near the first clipboard and you can find the H&K MP5, or just MP5. This makes a nice substitute for the VZ61, but there's a problem. I'll spill the beans now and tell you that all the beginning weapons are linked to uber weapons you can acquire later through some hard work and money saving. It means you have to hold on to the weaker weapons for longer but it will pay off later. However, the MP5 is the first second tier weapon you have found so it can be worth holding on to. In this example, it replaces the VZ61, but if you want, keep the VZ61 and keep upgrading it so you can go toward the uber weapons. This is entirely up to you on whether or not you want to go for the uber weapons. It's a costly process but if you think you can manage, try it. I'd almost say don't bother if this is your first time through the game. Again, it's up to you. You can sell the VZ61 (not recommended) and make the MP5 its permanent replacement. Since you don't get any money for guns though, you should never really sell them unless you're really strapped for cash. Store unwanted guns in your Main Inventory at the Organization Menu. Alternatively, you can pursue the uber weapons, and store the MP5 or keep it as a backup (give it to Sheva). Throughout the course of the walkthrough I'll be assuming you'll be picking up the new weapons, but also making note of when I got the upgrades for the old weapons. This will obviously throw some things out of balance with your own game if you're not keeping them or whatever, so if you're affording more than me, there's a good reason for that. Whew, sorry about that. In any case, continue looking around. Bust open a pair of barrels and a box for goodies. When you're good to go, proceed out the door. Hm, nice view... I guess. Anyway, proceed into the maze of freight containers. An archer up above on your left will spot you. Shoot him down and he might just fall onto the tripwire setting off the explosives. Yes, both of these aspects are back. If the device didn't go off just shoot the explosives themselves at a safe distance. Proceed further inside. You'll come across a fork and two more Majini. On your left is an opening with some barrels, but it's on the other end of a tripwire. You can't see the explosives from here so leave it for now. Go in and turn left, then enter the container to find a GREEN HERB. As you leave, notice the ladder on the blue container here. Climb up and shoot the explosive device from before now. Drop down and pilfer the barrels and the box for loot. Now go south through the maze, with a path between a yellow/green and a red container. Go to the right and inside the yellow/green one though and find a barrel inside. If you're lucky, it might just have a FIRST AID SPRAY. Go down that corridor now and into a small opening. MAN'S BEST FIEND As you lumber into this opening, something will appear out of the nearby alcove. It's a dog, but it's no ordinary dog. OH GOOD GOD! A few more will appear to form a pack. Take out these nasties quick. The shotgun works wonders as it will knock them back. If either of these things grabs you or Sheva, call for or give help when needed. Keep them at bay with your boomstick and then finish them off. After that's over, deal with the archer and go into the alcove to the left of where the dogs came in to find a barrel. Now, go south, past a tripwire and all the way around, defeating any Majini you come across. Climb up the ladder, go through the container, and drop down the other side. Follow the passage to exit the maze finally, but company awaits. You've got a few Majini, including an archer, a new type of fat Majini, and a dog. You can take them out and use the barrels to assist you. This is a great time to use any grenades if you got them. If you're worried about health, fall back into the maze and let them come to you. This makes it a perfect position for the shotty. The biggest threat perhaps is the big guy. He'll unleash his mighty fists and he isn't fazed easily by even your shotgun. More dogs will appear so save some shells for them. If you can't bring down the big guy, use the VZ61 or MP5 to really lay into him. Grenades are still very helpful if you got them though. Take the JEWEL BANGLE from the fat guy, then deal with any other remaining foes. Get the barrel in the southwest corner, then head for the large gate to the east and open it with teamwork to proceed. Open the two boxes, then go north across the bridge. You can just tell something's gonna happen... Hop the gap and sure enough, here comes the bad year blimp. A truck comes barreling toward you. Shoot it with anything you have quickly and it will topple over. If not, it'll take you and Sheva into the drink for a game over. Run past and a whole swarm of Majini will be coming toward you. [TROPHY OPPORTUNITY - BAPTISM BY FIRE] There's red barrels all over this place. Try to wait for a group to get close, or if necessary, take some punishment to ensure a whole group gets close, back away quickly, then fire on a barrel. If you can take out three at once, you'll nab this Trophy. Deal with the Majini with you machinegun and pistol preferably. Save your shotty after all the ammo you just used. Make use of the barrels to save more ammo. When the enemies are down, pick up the goodies and proceed. At the other end of the bridge, enter the little warehouse for some barrels to open. Crack open another to the west, then go down the adjacent stairway. [BSAA EMBLEM #5] At the top of the staircase, look to the south, toward the bridge again. From the stairs, you have a good view of the support struts under the bridge. The only one you see is covered in scaffolding and cloth. In the bottom corner of this cloth you can see the blue emblem, just waiting to be shot. Go down the stairs and equip your shotty again as you enter this tunnel. More of those dogs will attack so be prepared. Pick up the goods and continue. Even more dogs will appear! Take them out then go down the corridor, through the door, and around the corner. Before opening the door, take the goods from the two boxes on the south and north walls. Enter the canal and you'll find some corpses. There's danger to be had however as some strange flying creatures emerge from their bodies! They're called Kipepeo and you'll recognize these baddies from the demo. They'll flutter around and attack from the air, making them slightly harder to hit with your pistol. Use whatever you feel more comfortable with and take them all down. The last Majini will actually get up, but when you dispatch him, another Kipepeo appears. Destroy it and you'll be done with this fight. Before leaving, turn back around and at the end of the canal near where you entered, find the shining thing on the ground. It's another treasure, the SAPPHIRE (PEAR). Take it and then force the door open to continue north. Move through the tunnel and then climb the ladder at the end. You'll come out in a small town on the water. SOMETHING IN THE AIR Start by going forward and taking the GREEN HERB on the ground here. Enter the house on the right for more loot, including another GREEN HERB. Next, go down the stairs to the beach. Enter the water if you'd like and you can find some GOLD if you look hard enough. More important however is the TOPAZ (PEAR) in the northwest corner. Get out of the water now and move north. Cut open the melon patch for loot. There's another on the other side so get that too. You may notice that these little market stalls form a perfect barrier around a chest. To get it, stand in front of the green doors and lob a grenade at the stall on the right. Try to land it just in between the bottom and right stalls (again standing in front of the green doors). Only the right stall will be destroyed so use that to get inisde. Open up the chest and take the RUBY (MARQUISE). Schwing! Take the RED HERB in front of the house that also has your yellow destination marker inside it. If you need to have Sheva hold some goods and you're on solo, she'll make things awfully difficult by running off on her own to the other side of the house. Go around the side yourself and climb up the ladder. Go along the rooftops to the far north corner and take the EMERALD (SQUARE). Drop down now. You could force open the green doors, but let's not. Instead, go around the building to the back side and in a small alley you can find a window to enter from. Take the loot from the vegetable pile on your left as you enter from the window, then take note of the hanging corpse here. Shoot the shining object hanging from the stake it's impaled with. Grab it to acquire the PORT KEY. As Sheva brilliantly points out, you're outnumbered. However, since you entered through the window, leaving the front doors still locked hopefully, the enemy can't come in except through the window too. This makes it easier to funnel the enemies easily to you. A Big Man Majini will be among the attackers so be prepared and use your shotty when necessary. If you opened the green doors, you may want to resort to retreating to the beach to fend them off. Fattie will drop another JEWEL BANGLE so take that, as well as any other goodies. __________________________________________________________________ |Credit|Thanks to Daywalker for the tip on entering the Port Key | | |house through the window instead, to make the fight easier.| |______|___________________________________________________________| [BSAA EMBLEM #6] Find a small green booth in this area. It's to the right of where you enter this area from the beach. It's a small green booth that says "Charge" on it. On one side is a small window you can peer into. It's hard to spot, but you can barely see the edge of one of the emblems on the roof of this booth. Beware the archer turning into a Kipepeo, you know, those flying bastards. Take care of the rest of the Majini and when it's safe, use the key on the lock. Another waits on a boat, so shoot his brains out, then claim the contents of a barrel near the bow of the ship, as well as two more in the makeshift cabin near the back. Go along the dock and climb up the platform. Another gang of Majini will attack but this time you've got help. Kirk will drop some rockets on them so just take out the ones nearest you. Take the JEWEL BANGLE from the third fat Majini and proceed. [TROPHY OPPORTUNITY - BE THE KNIFE] This is a silver, and with good reason. It's not an easy task. You can probably do this a bit earlier, but this was the quickest situation I found. The problem with doing this on solo is you have to account for AI Sheva taking out the archers. Kirk will most likely kill off most of the enemies, save one. There should be one surviving archer on the balcony of the far building. Run down the alley and stop near the ladder. Align yourself so the Majini has a clear shot. This is close enough for him to fire off quickly and more accurately for you, but not too close where Sheva will start shooting. If she does, back away. IF you don't get (and it takes many tries sometimes), there will be other opportunities. Before proceeding, climb up the ladder on the right to the rooftop. There will be a GREEN HERB here. [BSAA EMBLEM #7] While still up on this roof, look to the north. In between the arches of that building (the one the archer was located at), you should see the emblem on the wall. Fire on it from here to add it to your collection. Go around the building and toward another. A group of Majini will pile out. Your machinegun or shotgun will help here. Watch out for more of the flying bastards too. When that's done, enter the house they came out of. Open the large case for the S75 Rifle. This is another beginning weapon that can lead to an uber weapon later on so hold onto it for as long as you can if you want it. It's a sniper rifle anyway, so really, there's no need to upgrade to another one later for the most part. Give it to Sheva for now. HOUSE CALL Go through the red doors and you'll find another familiar area if you played the demo. Travel straight and go around the building to find a dead end with a car. Take the GOLD from the box on top of it though. Bust through the nearby window and a trio of Majini will be waiting inside. Take any goodies inside, including HANDGUN AMMO on the shelf. Go through the white door and take the GREEN HERB on the ground here. Move north and then break open two boxes on your left for goods. Go up the hill and you'll see that Kirk is in trouble. More Kipepeo will come at you so take them out. Send Sheva up above the broken ladder with an Assist Jump, then venture by yourself up the path. A lot of Majini will rush you and even Sheva might not be able to pin down them all so have the shotgun ready. Help Sheva fend off more of the flying bastards and then proceed up the path to the house. More Majini will funnel out so just use the shotgun to level them all at once. Once inside, go to the immediate left to where some bathroom stalls are. Inside the last one is a Majini so get him before he gets the jump on you. You'll also find a RED HERB behind him. Open the barrel for more loot, then return to the entrance. Inside the next room, you'll find another RED HERB on the table. In the northwest corner is a Majini and a barrel. The door here is locked so head up the stairs. More Majini will ambush you as you ascend so take care of them. On the second floor, find a HAND GRENADE on the chair, as well as another outside on the balcony. Now, before you proceed, ask Sheva for her Rifle and all her ammo. Go up to the third floor and open the barrels. Take the HANDGUN AMMO on the nearby shelf, and a GREEN HERB behind you too. Head out onto the balcony and do an Assist Jump to send Sheva over to the next roof. [BSAA EMBLEM #8] Stand on the little outcropping where the Assist Jump is performed. Look back north and up toward the roof of the building. There is a concrete column with metal wires poking out. On the face of this column is the emblem. Now you have to watch out for her. Hurry downstairs to the 2nd floor and use your rifle and shoot any Majini attacking her to clear a path. Shoot the red barrel in there to make this task easier. Eventually Sheva will run downstairs and open that locked door. Hurry down there and join her in dealing with any other approaching Majini. More folks will show up so take them down as well. When it seems like the coast is clear, start looking around for goods. Enter the big house, the one Sheva was in, and open the boxes for some ammo or gold. Go upstairs to find a lone barrel in the corner. Go back down and out the white door in the back. Move down this alley and bust open the barrel, then head back out onto the main street. Behind the ruined bus is a barrel, and near the staircase is a GREEN HERB. Take what you can carry and move up to the gateway. A scene plays and you've got another ugly customer to deal with! BOSS FIGHT ___________________________________ /BSAA B.O.W. File - Chainsaw Majini \________________________________________ | | Attacks: Chainsaw attack (Instant Death) | Weakspots: Head | ---------------------------------------------------------------------------- | As you can probably surmise, the chainsaw equates to a very sickening end. |Unlike the chainsaw baddies of RE4 however, this guy tends to advertise the |swing just a split second longer, so even if he gets right up in your face, it |won't be over for at least another second, giving you time to get away. | |He'll be joined by other Majini so the key here is keeping a distance between |you and them. Start out by retreating to past the bus. Use the red barrels to |your advantage and shoot them as he passes by. Anytime you do this, he'll |drop to one knee, so take that opportunity to run up and uppercut him to add |a little more damage. Fall back more to the building and shoot the next barrel |and repeat with another uppercut. Repeat this strategy with the barrel at the |corner, but be careful as its position makes it a little more dangerous. Back |into the alley and use the last barrel. Switch quickly to your grenades that |got earlier toss them one at a time, using an uppercut in between each. | |The bastard won't go down that easily, so before he gets too close, retreat |further and enter the house. You can use this alley and play merry-go-round |with him until he finally dies. Another strategy is to hide behind the bus. |The most important part is just keeping him at bay and avoiding contact with |other Majini, so tight spaces help a lot. Once you're out of explosives, use |your shotgun of course. Two blasts to the head should hopefully stun him for |a Hook. When you hit him with the Hook, run past so that AI Sheva can get |close and melee him too for a combo. Do this as much as you can to widdle him |down until finally, he falls. ----------------------------------------------------------------------------- Take the GUARD'S KEY from his body and now you can leave, after you mop up any remaining Majini. Go east through the gate and around the next corner. Open the door with the key and move on. A chest just beyond the door has a bunch of great stuff for you. In addition to 3000g in GOLD, you can get a RUBY (SQUARE), TOPAZ (PEAR), EMERALD (PEAR), and SAPPHIRE (SQUARE). Move over to the blue gate and open it. Enter the small house on your left for a GREEN HERB. Open the next gate and enter for a scene. This will be a prompt scene like in RE4, where you'll have to hit a certain button combo to survive. Do this three times, then watch the rest of the scenes until the part ends. ___________________________ /Chapter 2-2: Train Station \_________________________________________________ [RE04] Items and Intel o-------ITEMS------o o---WEAPONS---o o----------TREASURES----------o |Handgun Ammo x4 | |SVD (RIF) | |Jewel Beetle - 2000 | |Shotgun Ammo | | | |Diamond (Oval) - 4000 | |Rifle Ammo | o-------------o |Diamond (Brilliant) - 4500 | |Flash Grenade x2 | |Diamond (Pear) - 2000 | |Proximity Bomb x4 | o---KEY ITEMS---o |Diamond (Square) - 2000 | |Green Herb x6 | |None | | | |Red Herb | | | o-----------------------------o | | o---------------o o------------------o You hopefully picked up a lot of treasures in that last part. Sell them all off and buy some upgrades for your guns. If you stored away the VZ61, upgrade the MP5 a little. --- Read the document on the table and it'll shed a lot of light on what's going on around here. Take the GREEN HERB and HANDGUN AMMO here and then leave. You have your objective now; get through the mines. Sheva will run along around the train cars. Follow, but equip your shotty. A few unwelcome guests will be springing up. Approach the trip wire but don't shoot it. Some dogs will appear from around the corner and from under the train cars. Shoot the explosives to get a good jump on them. Use the shotgun to dispatch the rest of them, including a large Hyena. Keep moving and more will show up. Get some room and toss a grenade, then finish them off with your shotgun. Take out the archers on top of the cars and one will turn into a Kipepeo. Destroy it and cross the cars to find GOLD at one end. [BSAA EMBLEM #9] Standing on the car, look off to the west. Borrow Sheva's rifle and aim toward the High-T electric tower. Hanging off near the top is an emblem. Move on and in the next area, go into the southeast corner. On the wall near the fence is an object. Gather it for the JEWEL BEETLE treasure. Return to the cars and climb up. Jump across to the one with dirt in it. Go down here and blow up the explosives before dropping down. You'll land in a mine cart which will start moving immediately. Face forward and watch for two more tripwires. Try to shoot the explosives before you hit them. When the cart stops, get out and head back down the track, looking for some GOLD on your left near the end. Turn around and use the elevator to descend into the mines. A SHOT IN THE DARK Down here, you can't use your GPS. It's also quite dark as one might expect. You have the aid of a large battery generator flashlight though. Problem is that it takes one person to carry and they can't use weapons while doing so. If going solo, have Sheva take care of it. She's actually pretty good at handling it for the most part. Just make sure you have Chris face in the direction you want to see and she'll take care of the rest. Take the GREEN HERB and get moving. After the first bend, you'll approach a fork. The light reveals a bat on the ceiling. It's no danger to you, but you can shoot it and it might drop some GOLD. At the fork, head to the right first and take the RED HERB. Now go down the left path and through some water. In this corridor, a bunch of Majini will approach you. If you think you can take them, open fire. If you want help, instruct Sheva to drop the light and give you a hand, but make sure she drops the light pointed toward the bad guys! The first guy will turn into a parasite so have the shotgun ready. Back away as necessary and make your shots until it dies. Proceed forward and you'll hit another fork. With the shotty still equipped, make for the right, and knock down the Majini there. Duck into this corner and use it to fend off the rest that will be coming toward you. Keep the light forward and have Sheva help you by putting it down. One will turn into a parasite, so use a grenade now if you got one. Bust open the barrels and boxes here in the corner for goods. They should include two FLASH GRENADES. These will come in handy. Proceed down the other end of the fork now. [BSAA EMBLEM #10] You'll come to a bridge with water all around you. Take a moment to peer to your right. On the wall is the next emblem. Shoot it down to add to your collection. Just past the bridge you'll find more Majini. Once again, at least one will become a parasite so have Sheva give you a hand. Save your shotgun ammo by favoring the handgun and just pop it in the head a few times. Keep moving to reach another fork, where two more Majini appear. These ones are normal so Chris can probably handle it himself. Move to the left first and take the goods from the barrels and stuff. Go around the center and to the right side now (both paths lead to the same place as you can see) and find the boxes in the alcove here. Try shooting these from a distance though as one contains a snake. Yes, they're back too. Proceed into the next corridor and kill the Majini there. Take the loot from the barrels, then follow the tracks out of here. As the tracks begin to turn, notice a passage on the left. Enter here and go toward the lighted alcove. Open the barrel but ignore the box or shoot it, as it has a snake inside. Open the chest and you'll receive a DIAMOND (OVAL). Move back out and follow the tracks up to a lighted area with a crank. Sheva will drop the light for now so open the gate for her first by using the crank. When she goes in, some Majini will ambush you from behind. Take out what you can but just keep them away from you until the gate opens. Scurry inside and the rest will be stuck. Enter the main area and prepare for a big fight. A lot of enemies will come at you and this space makes it easy for them to come at you at multiple directions so fall back into the tunnel a bit. Some parasites are lurking too so be careful. [TROPHY OPPORTUNITY - GO INTO THE LIGHT] At least five enemies here will have parasites. You should have gotten some Flash Grenades earlier. Wait until the first two parasites emerge and then toss a Flash Grenade. It will instantly kill both at once and easily earn you this Trophy. Don't let them corner you, especially in the tunnel. It's a good tactic but you'll get trapped easily if you don't keep them at bay. As more parasites emerge, use another Flash Grenade. Rely on the shotgun for the rest and save ammo when possible by opting for melee. When the main attack force is down, return to the room and take out any archers above. Ignore the crank here, as it's the one Sheva used to let you in. Start climbing up now. On the second floor, go over to one corner and take items from the barrels. Climb the next ladder and deal with any more enemies up here. Take the GREEN HERB near the barrel and the contents of the barrel itself. Find another on the other side of a wooden railing. Go inside the tunnel here next. [TROPHY OPPORTUNITY - FIREWORKS] A few enemies in the mines will afford you this opportunity, so there's really no big preference. One inside this tunnel will have a dynamite stick. When he lights it, shoot it before he throws it for a quick kill and a trophy. This one may not be the best choice for the trophy, as AI Sheva's dumb trigger happy shooting will probably set off the parasite inside him, forfeiting your chance for this guy to get the Trophy. Try on any other enemies with dynamite however, you'll have plenty of chances as this part goes on. Another passage in this tunnel leads to a dead end with some archers and another dynamite thrower. Stay back and maybe he'll blow up his friends. Otherwise, take aim from a safe distance or just throw a grenade in there yourself. Once they're all gone, take whatever goods you can find, then go up using the elevator. To the right of the stairs, you can find some RIFLE AMMO and a GREEN HERB. Take these and then head up to the doorway for a scene. Irving, who annoys the hell out of me, will flea with an accomplice. After that, it's time to take refuge in this house as you deal with the Majini hordes outside. Take the GREEN HERB and the HANDGUN AMMO. Your main threat is a gatling gun outside firing at the house. It's manned by one of many Majini. Luckily, you have some help. Open the locker in this room to find the SVD Dragunov. Again, sniper rifles are really powerful already, so upgrading to the SVD permanently isn't necessary if you're looking to get the unlockable guns. Keep the S75 if you want to do that. Either way, use the SVD or S75 and go near the window. A new option appears, Take Cover. Use it and wait for the gun to stop firing before taking a shot at the occupant. It's not over yet. More Majini will probably take over on the gun so stay inside for now. Some will enter the house though so divert your attention to them or have your co-op partner take care of them. Keep taking out the Majini that take control of the gatling gun until there are no more left. Head downstairs and out the door at that point. Many archers remain so begin taking them out now. It's better now because you can gather anything they drop quicker this way. On your left, in the southeast corner is a high ledge you can climb up to. Take the RED HERB here and the open the chest in the corner for a DIAMOND (BRILLIANT). Now head to the northwest, past the gatling gun and take out any approaching Majini. Next to the ladder is a hut with some HANDGUN AMMO inside. Before climbing, use your gun and aim up at the very top of the ladder. Look to the right of it and spot the sparkling object. Shoot it down to claim a DIAMOND (PEAR). Now climb the ladder, turn left and take out the archer. [BSAA EMBLEM #11] When you get up to this high ledge, look back toward the building where you encountered Irving. On a higher wall of this building you can see an emblem in the corner. Use your sniper rifle to shoot it. HORROR ON THE HILLS Move north along the cliffside and drop down the ledges. More Majini will descend on you. Grab the HANDGUN AMMO in the corner here and start fending them off. You can send Sheva up above with an Assist Jump, but be careful. The dynamite wielding Majini can hurt her pretty severely so be ready to run up there to help if needed. Head up and help her out and deal with many Majini coming at you from above and below. Especially beware the dynamite guys; there will be a lot of them. When you get the chance, find the ladder and drop down to the ledge below. This is just above where you tossed Sheva up. Find the glowing object on the left of the ladder. Shoot it down to get the DIAMOND (SQUARE). Climb back up and kill any remaining Majini. Move on and find the green container. Push it together with Sheva to clear a path. Just past that you'll find a few barrels, along with some SHOTGUN AMMO and a GREEN HERB. Take everything but try to leave one space open in Chris' inventory. You can probably tell what's coming next. Drop down for a scene. BOSS FIGHT ______________________________ /BSAA B.O.W. File - Popokarimu \_____________________________________________ | | Attacks: Arm attack, Claw Attack, Swoop Attack | Weakspot: Red area under tail | ---------------------------------------------------------------------------- |These foes keep getting more bizarre! This bat... centipede thing is probably |the toughest customer you've faced yet. It's completely invulnerable to all |your weapons, due to its strong armored hide. It's similar to the flying |creatures you've fought up to this point, but just a hell of a lot bigger and |uglier. It will switch from walking to flying. Both are just as dangerous, but |on the ground it moves fairly quickly. It's attacks consist of an arm attack |that you can dodge with prompt buttons, as well as a much quicker swipe that |it uses at close range. It will also swoop at you when flying, which is also |avoidable if you can hit the right buttons. | |Still, you want to end this fight quickly, don't you? It's weakspot is the |red fleshy area under it's abdomen and tail area. It's only visible when it is |in the air and that's a decent opportunity to shoot at it, but it renders your |ace, the shotgun, pretty much useless. To get a much easier shot at it, you |need to ground this bird. An explosion is just what you need to stun it. |Fortunate for you, there are proximity mines around here. This is why you need |space for Chris. | |Start the fight off by just running around and gathering things, but most |importantly, the Proximity Mines. Gather everything you can though, because |whatever you don't get will be missed after the fight. Gather up all the mines |and head down to the lower path. Plant one as centered as you can and wait for |the beast to crawl over it. If it takes to the air, avoid its swooping attack |and just wait to lure it again over the mine. When the blast goes off, the |thing will be stunned and its tail will be visible. Run up close and fire at |it point blank with your shotgun. When Popokarimu is flying you can also get |it down instantly with a Flash Grenade (thanks to HomelessKev for this). | |When it gets back up, repeat this process with more mines. Every time you flip |the creature, fire at it more. Don't waste time reloading if you reach the end |of your shotgun clip. Switch to your machinegun or whatever, just keep firing! |You'll probably run out of mines and the fight won't be over. Opt for Hand |Grenades. If you don't have any, try to finish him off by shooting his tail |while he's flying. It'll take some work and maybe a bit of trial and error, |but the freak should go down. ----------------------------------------------------------------------------- _____________________ /Chapter 2-3: Savanna \________________________________________________________ [RE05] o------ITEMS-----o o---WEAPONS---o o----TREASURES----o o---KEY ITEMS---o |None | |None | |None | |None | | | | | | | | | o----------------o o-------------o o-----------------o o---------------o After all the scenes, you'll be manning the turret of the jeep as it wheels through the savanna, being chased by... Zombie bikers? If only we could take a postcard photo! In any case, if you're playing co-op, this part can be very easy. It's not hard either on solo though. Your first targets are easy, the bikers coming straight at you from behind. The gun has unlimited ammo and it's got a good targeting reticle. Fire too much in a short time though, and it will overheat. Look at the gun diagram in the bottom right and the circle in the middle will slowly fill, telling you how close it is to overheating. It also has a health bar, but it's not your health, it's the health of the jeep, which yes, if depleted, means game over. Start by mowing down each biker. Their main method of attack is throwing molotov cocktails at the jeep, which hurt like a bitch. This can be used to your advantage though. It won't even take precise aiming to shoot the molotovs and cause an easy explosion, wiping the bikers out. Otherwise, just feed them bullets til they go down. Another wave of bikers replaces them, but before you can really unload into them, the jeep will likely have to hit a sharp curve. Tap the button on screen repeatedly to hold on tight. The penalty for not tapping it is not death, but instead, a little bit of damage to the jeep. Eventually, an armored truck busts onto the scene. Start shooting at the occupants on the back and then the truck itself until it blows up. AI Sheva will hopefully lend you a hand so if necessary, turn back to the bikers before they unload on you with molotovs. After the bikers, hold on by hitting the button that appears again. Another truck comes in on the left, along with more bikers. Allow AI Sheva to focus solely on the truck while you alternate between the truck and the bikers. After they're down, you have another turn so get ready. Right after that, Josh gets on the radio and you'll see a third truck on the right. [TROPHY OPPORTUNITY - DRIVE BY] The trucks are armored by some makeshift plating. Focus on shooting at the occupants first and wait for the truck to lose some pace with the jeep, allowing you to aim at the driver window. It's barricaded so shoot at the armor covering it until you can see the driver. Quickly fire at him and the truck should go down shortly after. If you did this right, you'll get the Trophy. You can do this on the second and third trucks, as well as most of the others after that. Quickly turn your attention to more bikers and yet another truck on the left. Don't let them do too much damage so spray fire quickly. You'll eventually hit a checkpoint. After that, your view will spin toward the front of the jeep, where a blockade awaits. Make your immediate focus, the red barrels sticking out near the front and back of the truck, as well as one on top. Mow down some Majini as you go between each target, but make sure you get those barrels. That should clear the path for the jeep to keep moving. As you pass over the bridge, turn the gun turret to the right. Once you clear the bridge, another truck will come into view. Start firing on it immediately. It will attempt to ram the jeep off the road and that will mean game over so keep shooting until the truck blows up. Once it's gone, you have more bikers to deal with so start picking them off. Eventually, you'll be done with this sequence. GOES BUMP IN THE NIGHT You'll roll back into town at night for a scene. Things aren't looking too good and they're about to get worse! BOSS FIGHT _________________________ /BSAA B.O.W. File - Ndesu \___________________________________________________ | | Attacks: Stomp, swing, telephone pole swing, earthquake attack, boulder toss | Weakspots: Parasites | ----------------------------------------------------------------------------- |Yep, he's back and he's uglier than ever. This is similar to the savanna part |in that it's just you and your partner with two gun turrets. You still have |to be careful of them reheating, and the vehicle's life bar is your life bar. | |El gigante, or rather, Ndesu has a few attacks. Most of them involve him |getting close to the jeep which is something you have to gradually prevent by |having you and your partner keep fire on him. The big guy will try and get |close and stomp on you, or he may try to swing at you, which you can dodge |with prompt buttons. If you are playing solo, AI Sheva will do a decent job of |helping you out, so worry only if you have a human partner, just to make sure |he or she isn't dicking around. | |From the start, open fire on him as he draws closer. You should be able to |stop his advance before he stomps on you. Aim primarily for the head, and if |he leans back where you can't hit it easily, aim anywhere else. Just keep |shooting to stop him from attacking. | |Eventually, he'll take enough punishment and back off, and two parasites will |pop out of his body. These are your primary targets now so aim for them. If |you're playing co-op, you can try aiming for both at once, or going for the |same one. Ndesu will back away and he'll unearth a giant boulder! Take |aim at this quickly and start shooting it before he throws it. Keep shooting |it and hopefully you can stop it before it hits the jeep. | |Return your focus to the parasites. Also, if you want, take a quick second to |fire at the Majini archers on the right. They won't become a big nuisance but |don't leave them unattended either. Focus on Ndesu and keep him back |until you can pop off both parasites. | |Once the first pair are gone, the biggest parasite and his main weakness will |appear from out his back. This should seem familiar for RE4 players. Aim at |parasite stalk and keep unloading until it recedes. Ndesu will likely |approach the jeep and take a swing at you. Hit the prompt button to duck. Keep |shooting now until he backs away in pain again. Four more guardian parasites |will appear. You know what to do now. | |Keep Ndesu at bay while shooting down each parasite one by one. He won't |make it easy for you though. He'll stomp the ground hard, causing a tremor, so |hit the prompt button to hold on. He'll also use a new ramming attack, which |you can halt by shooting him enough. The biggest new attack is how Ndesu |will uproot a telephone pole and swing it at you. Again, hitting the prompt |buttons will save you and should hopefully be easy enough. Once each attack is |over, keep fire on the parasites. Take out those archers too if you get a |chance though it is not as important as the parasites. | |When the big parasite stalk appears, you should have ample time to unload on |it until like a giant pimple on prom night, it pops. ------------------------------------------------------------------------------ Watch the scenes and you and Sheva will be off.... alone. ________________________ /Chapter 3-1: Marshlands \_____________________________________________________ [RE06] Items and Intel o-------ITEMS------o o----WEAPONS----o o---------TREASURES---------o |Handgun Ammo | |S&W M29 (MAG) | |Ruby (Pear) x2 - 1000 | |Machinegun Ammo | |Rocket Launcher| |Brown Beetle x2 - 1000 | |Rifle Ammo | | | |Chalice (Silver) x2 - 2000 | |Magnum Ammo | o---------------o |Idol (Silver) x2 - 2000 | |Green Herb x3 | |Emerald (Pear) - 1000 | |Red Herb x2 | o---KEY ITEMS---o |Blue Enigma x2 - 3000 | |Egg (White) x2 | |Slate Map | |Jewel Beetle - 2000 | | | |Beast Slate | |Ceremonial Mask - 4000 | o------------------o |Warrior Slate | | | |Raptor Slate | o---------------------------o |Shaman Slate | | | o---------------o There was no monetary gain in the last part, so if you blew all your money before the Savanna, there's really no point in spending much time on the preparation menu. --- BENEATH THE FOG As the chapter begins, you get a cutscene with a very nice flashback so watch that. You'll also learn a little bit more about Sheva. After that, you'll land your boat on a small piece of land and officially begin. Approach the body and pick up the BEAST SLATE. You can check the PDA message from the corpse if you want. Check the skull on the left and bust it open with your knife to receive a RUBY (PEAR). Now check your map. Your destination (blue circle) is just up the shoreline, so let's just head there now. While on the boat, use R1 to accelerate, L1 to brake/reverse. Hold X while holding R1 to go faster. Head up the shoreline and toward the land near the blue circle. [BSAA EMBLEM #12] Before heading to the blue circle, in between it and the starting point (in the south part of the marshlands) is a column. On the south side of this column is a BSAA emblem. The easiest way to get this one is on co-op, since Chris can't shoot while driving, your partner can just get it for you. If you are on solo, it's still possible, but a lot trickier. Drive to the south (where you started this area) and use a sniper rifle from the dock to aim at the column. It's very far away and can take several shots to hit. You can come back later if you still haven't gotten this emblem and use the PSG-1 rifle with an upgrade in the scope to make things easier. When you're finally ready, go to the western dock and land. Ignore the slot on the door; it's where you'll eventually put the slates. Look to the right and pick up the SLATE MAP. This will add the locations of the other pieces to your map. It's actually pretty useless since you can probably determine by your own logic that the other pieces were already in these locations. Oh well. Start by going to the small island in the very center of the map. Navigate around until you can dock. As you enter, look on the left fence pole to find a BROWN BEETLE. Feel free to spook the chickens here and you might get an EGG (BROWN). By spook I mean walk near them of course, not shooting them, you sick bastards -_- . [BSAA EMBLEM #13] This is a sneaky one. You can really only see it from the dock where you got off the boat. Stand right about there and look carefully at the hut and the space underneath the stairs. Use a sniper rifle to shoot it in between the steps. Climb the tower on the right and break open the large vase for loot. Drop down and in the nearby corner find two EGGS (WHITE). Finally, enter the hut and break open the vase, then open the chest. You'll get the CHALICE SILVER inside. Now return to the boat and let's pick a destination. If you're following this guide, let's start by backtracking to the southwest. Go down that long stretch of water down there until you reach the area to the far west. Enter the inner "gate" and then go clockwise around the settlement until you can dock. Hop into the first window you see and take the contents of the small pot on the shelf. Proceed further and you should eventually trigger a scene. Were you lonely? Not anymore. A wave of new Majini enemies appear and you'll learn to hate them soon enough. Back away to where you can target these guys more easily. You can retreat to the ramp you used to get up here and that lets you account for any incoming threats. Fire on them one by one but save ammo when possible. They're still vulnerable to all your melee attacks. Beware the guys with shields. They're tough to break through, even with a shotgun. Instead, you can instantly destroy the shield by targeting the wielder's knees and following with an uppercut. Fend off a large wave of them until the music dies down. You're free to explore the rest of this area unhindered now. Head out onto the large platform to the east. Take the MACHINEGUN AMMO and the GREEN HERB, as well as whatever is in the pots. Open the chest here for the IDOL (SILVER). Head to the northeast house for a lone vase for goods. Now go to the northwest house, with the red X on it. Crack open the vase for loot, then open the chest to receive the WARRIOR SLATE. You're done here so backtrack all the way to the boat and get out of here. It's not that easy unfortunately. Before you can get out, the Majini lock you in. Now it's up to you to kill them all so you can leave. Obviously, whoever is driving can't shoot and if you're on solo, this is you as Chris of course. If playing co-op, one person will drive as the other shoots. Teamwork will be necessary but for co-op or solo, the key for the boat is not to move too slow. AI Sheva will have good aim even on the boat, but a human partner may not have it so easy even if you're barely moving the boat so do what you can to get by. The most important part is to keep the boat moving so the archers don't do too much damage to you. After they're all dead, you can leave. Motor out of there and you'll pass many more Majini. Just throw on turbo and run them over. Back into the main area, make your next destination the settlement on the east side. As you move through, you'll see some Majini posted on the towers. It's best to ignore them and save your ammo, a notion AI Sheva won't really bother to consider. When you dock, you'll see this area is all water for the most part. As you proceed in, venture to the left, and you'll quickly see you're not alone here. This little bog is infested with alligators. Whether mutated or not (they do seem pretty effin big) they're a clear threat. One snap and you're dead meat so don't let them get too close. Two shotgun blasts to the head should be enough to kill them, but don't bother. There's at least ten of them in here and that's way too many. You're much better off running as they can only attack you if you let them by slowing down in front of them. If you're playing on solo, they don't seem to go after Sheva either, but be careful on co-op. Keep going to the left, to the north side of the bog. Locate a lone tree here and investigate it to find a BEETLE (BROWN). Now go around the center and toward the big boat. Your destination is the little area to your left, so you have to duck into a narrow opening. Stop before you get there though, as a gator will likely be guarding it. Let him come closer to you then when the opening is clear, go around him and slip inside. Notice a glowing sparkle on the right pole of the entrance? Quickly turn around when you get in and grab the RUBY (PEAR). Head to the back now and climb up the ladder. Go around the hut and enter the first window. This will trigger some Majini to appear. Stay back and just deal with them with your shotgun or whatever else you have. Pick up any loot they drop then mosey on over to the smaller hut in the south. Go inside and a lone Majini will hop through the window so just shoot him til he falls. Now you're free to take the goods in here, including the RAPTOR SLATE. Retreat to the ladder and drop down. You have to cross the bog again to get back to your boat, so that means more gator dodging. It's very important you avoid them here so be very aware and quick. If they get you here, you gotta do this part over again. Return to the boat and fire it up. Our last destination is to the north, but let's take a quick detour. Not visible on the map, there is one landmark in the north, north-east quadrant that you can spot pretty easily if you're close enough. It's just a bit northwest of the center island with the chickens. What you're looking for is a half-sunken boat. You can dock here and get on. Besides a single vase you can break open, there is a ramp on this boat that leads up to a large silver case. Inside is a (cue the Zelda music)... Rocket Launcher! Save this for later! Now, head to the north side of the map and dock (thanks to my good friend, NeonSKennedy for showing me this). From the beach, walk forward and crack open the vases. Shoot the skull above this table or whatever and collect the EMERALD (PEAR) that drops. The clipboard on the right should have some info you already know, but read up if you want. As you move in, shoot the skull on top of the stake in front of the first hut on the right. You can get a RUBY (PEAR) for it. Enter the hut to find a vase, as well as another one outside (hop the fence). The left hut also has one vase inside. When you have everything, continue north into the enclosed area. Take the goods in the corners first, then approach the towers. The one on the left has an IDOL (SILVER) so throw Sheva up there to get it. The right one has the SHAMAN SLATE so have her get that too. Once you got it, the whole town awakens and appears out of nowhere! This isn't a good area to hold them off, despite the narrow entrance. Your best bet is to retreat to the beach where your boat is. If things get too hectic, you can even just hop on and flee. Where's the fun in that though? Use a grenade when the shield carriers get close and wipe a bunch of them out. Be careful, as one of these enemies will transform into a new type of parasite. It's called Duvalia and it's like a venus fly trap in that it opens up its maw and grabs you when it gets close. If it does, you'll be put into Dying state instantly so be careful. Deal with the other enemies first and then take this guy on. You might think his weakspot is dangling beside his leg, that big meaty part. I thought that too. His real weakspot is his open mouth and to open it, you have to hit him in the legs enough times. Shoot at it with everything you have and just keep avoiding it. Eventually its "flower" part opens up, revealing that weakness. Fire on it with your shotgun until it dies. Now, with all the slates in hand, you can return to the western landing to finally move out of this place. Before that, drive to the northwest corner and land on the last settlement. [BSAA EMBLEM #14] Under the roof of the nearby hut you should see this one. Shoot it down. Break open the vase for loot, then go around the walkway and climb up the tower. At the other end of this walkway you'll find a chest with a CHALICE (SILVER) inside. You're done with this area now so return to the boat and sail back to the west. Approach the door and insert all the slates to enter at last. [BSAA EMBLEM #15] Immediately as you enter this area, you're faced with a small river. Drop down into this and turn around right away. Underneath the small wooden walkway you dropped from is this emblem. Cross the shallow river here and you'll be attacked by an archer in a tower. Shoot him down fast, then climb the stairs and enter the village. NO WAY OUT This area will be the site of a very tough fight. If you decided to stick and fight on the north settlement where the Shaman Slate was, you might be very low on ammo now. Ignore the corpse that you'll likely spot as you enter. If you get too close, it will trigger the first of many ambushes. Instead, locate the small hut in the southwest corner and break open the vases inside for loot. Go outside and around this hut in the back you'll find a bench with a GREEN HERB and a RED HERB. You might trigger a small ambush of archers though, but this is good. Finish them off now so they won't become a problem later. Next, enter the large red hut on the west side. Break open all the vases inside to find more ammo. Take the RED HERB, MAGNUM AMMO, and HANDGUN AMMO as well. Climb upstairs to find two more vases. Now exit Venture north a bit and you'll likely hear a war cry and boy is it unsettling. It's unsettling not in that it is frightening, but that it brings on a frightening onslaught of enemies. Quickly retreat back to the entrance and prepare for a tough fight. This area leaves you open to attack from two sides but it's still a good vantage point because of the narrow paths. If playing co-op, have one person guard one path and you guard the other. The main threat in this fight are the two very large Majinis with the masks and clubs. They take a hell of a lot of punishment. Think of them as chainsaw Majinis without the chainsaws. Like them, you can bring them to one knee and use an uppercut. You'll likely only see one at first so snipe it a few times before it gets close. Be careful of any other enemies coming up the path as well. Once you're out of rifle ammo or the masked Majini gets too close, switch to your shotgun or MG. The MG might be a better choice as the Majini seems to guard against shotgun blasts a little bit. Keep bringing the thing to one knee and using your uppercut. Use any hand grenades now if you want, or save them for the second masked Majini. When the two masked Majini close in, along with any other foes, your spot will likely be compromised so retreat quickly down one path. If you only triggered this ambush, you'll be off easy with only a few Majini joining the two big guys. One tactic to try if you're playing co-op is to have one player lure the mob toward them while the other fires at a distance with a rifle or other gun. Whatever you do, try your best to take one of the big masked Majini down. That will make things a lot easier. Try to avoid retreating into the red hut as the Majini can jump onto the second floor instantly, rendering it pretty useless. If you have a grenade though, you can climb up there, wait until they all pile in, then throw it down there and quickly run out before they recover. If you've been following my advice and retaining the MF29 pistol and have been upgrading its firepower, you may also be in luck there as well. An MF29 with fully upgraded firepower only needs two knee shots to bring the Masked Majini down to one knee. Repeat uppercuts and one should go down easily, then help out your partner with the other. Focus on retreating when things get too hectic because it will pay off. The entrance is still a good spot to go back to because it narrows the enemies out. Falling back also lets you get a quick moment to exchange ammo or other items if necessary. Teamwork is key here. Once you kill both masked Majini, be sure to grab the BLUE ENIGMA they drop, one for each of them. Now focus on the other enemies, but try to use melee and other items to prevent your drained ammo supply from dropping any further. Once all the enemies are down, take a deep breath. Reload and gather yourself. Pick up any goods and now continue exploring. Now it's time to go over to that large area in the northeast, near the corpse you spotted earlier. This triggers another ambush, one that would have made the previous fight even more tough. Deal with these Majini and enter the center area where the corpse is. Gather the S&W M29, which is a magnum. Try to save the magnum for the worst fights. I tended to end up forgetting it in these moments so don't let it waste inventory space either, but still, the power the magnum has and its limited ammo calls for it being used in only the biggest emergencies. Go northwest and look for some vases in the corner here. Don't walk directly over the holes in the ground as it may spring a trap. You have to cross the bridge to go north, but it needs to be raised first. Go around the side path, check the vases, and then climb up the platform. The door here is locked, but look to the right of the door to find a JEWEL BEETLE. The controls for the bridge are here. If playing solo, have Sheva operate them while you go back down and cross the bridge. Bust down the door and enter. Ignore the two pots on the table, as both of them contain snakes. Go upstairs and unbar the door on the left to let Sheva in. Now go ahead and search around, busting open vases and stuff. On the shelf, you can find a GREEN HERB, RIFLE AMMO, and other goods. There's also a piece of parchment you can read, a diary of a villager that details how the infection spread even here. Go west up the walkway and get the vase here. Enter the small cave and open the chest for the CEREMONIAL MASK. Return and go across the adjacent walkway. Open the vases, then board the gondola to end this part. ______________________________ /Chapter 3-2: Execution Ground \_______________________________________________ [RE07] Items and Intel o-------ITEMS------o o---WEAPONS---o o---------TREASURES---------o |Proximity Bomb | |None | |Ruby (Pear) - 1000 | | | | | |Sapphire (Square) - 1000 | o------------------o o-------------o |Jewel Beetle x2 - 2000 | |Venom Fang x2 - 3000 | |Jewel Bangle x2 - 1000 | o---KEY ITEMS---o |Gold Ring x2 - 5000 | |None | | | | | o---------------------------o o---------------o You picked up a lot of treasures the last part. Sell them all off. If you're deciding to go for the uber weapons like I mentioned (again, if you're playing for the first time, you don't have to bother), keep upgrading the main weapons like the MF29 and the Ithaca. The M29 magnum you picked up is also included in this set so spend some money on that if you'd like. Make sure to keep Sheva upgraded too. If you've got capacity upgrades for the MF29 high enough so that Chris can hold 40 or more rounds, focus on other upgrades. You probably also see the Stun Rod is available for purchase. It's a good weapon in that it saves you ammo, so I would consider picking it up. It also lets you get a Trophy if you kill 30 enemies with it. I prefer guns personally though because the Stun Rod doesn't allot you any range, forcing you to get dangerously close to your foes. --- Move forward into the little enclosure and bust open all the vases and pots for goodies. Borrow the rifle from Sheva if you don't have it, then step out onto the walkway. You'll see the natives make a little sacrifice (holy crap) and then begin to walk off. They don't notice you, but act quickly or they will. Start by sniping one of them. Continue to fire (and if you're co-oping, have your partner support you) and snipe the others before they get too close. Switch weapons and then carve your way down to the area below. As you go along the walkway, look out for archers in the towers. Also beware one of the Majini turning into a Kipepeo. Get any loot from the vases at the end of the walkway, then drop down to the center platform. You'll see a scene of the enemies raising the bridge on you. Ignore it and prepare for another wave of Majini. Stay back and let them drop down to you, then unleash your shotgun on them. When they're dead, investigate the crank at the end of this platform. Sheva will automatically stand by it so have Chris go up the ladder and around the walkways to finally drop onto the raft. Sheva will pull you to the west, but as you can probably guess, it's not going to be an easy ride. Gators will pop up and try to bring Chris to a watery grave. Dodge them by hitting the prompt buttons (either L1 + R1 or Square + X). Be ready to dodge two in quick succession when you near the end, then climb up the platform. First, hit the button to lower the bridge, then unbar the door and regroup with Sheva. Cross together and enter the cave. IT'S GETTING HOT IN HERE... Climb up two ledges. Shoot the first torch at the top of the first ledge and take the RUBY (PEAR). Continue and after the second one, shoot the second torch right in front of you to claim a SAPPHIRE (SQUARE). Keep moving to reach an empty campsite and a quick scene. Explore both patches of high grass for GOLD, but watch out for snakes. Search inside the first tent for a note you can read. Go out back and open the two barrels for goods. [BSAA EMBLEM #16] While behind the tents, look in the space between them and you can see emblem on the ground. Search the other tent to find a FIRST AID SPRAY. Now go over to the mess with the spilled oil and the pipe. Search amongst here to find a JEWEL BEETLE. Move north and enter the small hut for some barrels. Get what you find and then continue north to the entrance of the oil refinery. When you enter, you might be glad to see some normal Majini for once. Irving will be there too, but he'll disappear from sight soon enough. You've got more important things to take care of now unfortunately. Start with the archers on the left and right. AI Sheva targets them automatically so give her a hand. Drop down and a small group of Majini appear from around the corner. Try to stun them with some shots until the one with dynamite appears. Shoot the dynamite (if it's lit) to blow them all to hell. Move forward and at least two more will show up from the left. Take them out and then go under here and on the other side, you should find a ladder. Climb up and then take the walkway leading south to a round platform with a lever. Throw the lever to bring a zip line up. Ride it down and then open the barrel for some loot while you wait for Sheva to follow. If you're co-oping, you can have your partner wait there with a sniper rifle as it will come in handy. Turn the valve and that will lower some of the flames on the center walkway. Unbar the door and a Chainsaw Majini will appear! He'll bust into the center platform. If you have a lot of shotgun ammo, go ahead and just fend him off right here and use the melee attacks to help you. If you're co-oping and your partner stayed behind, they can provide sniper support which will really help. If you don't have much shotty ammo, or you just don't feel safe on this platform, run around the refinery and take shots when you can. You have an advantage climbing ladders and waiting for the Chainsaw Majini to chase you. If your partner is with you or you're going solo, try to do some combo melee attacks. Again, if you've been upgrading that MF29's firepower a lot, it will make things easier by reducing the bullets necessary to make him stumble. Once he's dead, collect the VENOM FANG from his corpse. If you didn't already do so, use that valve on that platform to lower the flames. You have to get to the other one now so return to the entrance. Go up the staircase to a barrel to open for loot. This brings you back to the center platform. Climb up another ladder here to some more barrels and another valve. This one lowers flames on an adjacent walkway, but not the center one. It also lets loose some more Majini so get ready to fight! Take them all out, including an archer. Cross over to the area you unlocked and take any goods you find. Climb the ladder and operate the lever like before. Use this zip line and yet another Chainsaw Majini will show up! Jeez... From where he enters, it almost appears that you're actually safe, but he can jump up to where you are so you better get out of there. Again, your co-op partner can provide cover from a distance if you want. Either way, this is a great time to use that Magnum if you saved it like I said. This platform is probably not a good place to fight, so you should consider running. Bust open the barrels though before he gets to you and you might find a Proximity Mine. Use this immediately on one of the paths or walkways to stun him. Run around and use all of the refinery, including the new area you unlocked to play a long game of cat and mouse. Take shots at him before he jumps up ledges and use the magnum, grenades, and anything else you have. If you decide to use the Magnum (which not only does good damage, it also stuns him in one shot to the head), make sure you don't get caught reloading while he's getting close to you, because that will spell doom for you with the magnum's reload time. When he dies, he also drops a VENOM FANG so get it. Go back to the valve and turn it to unlock the center walkway. As you go up the stairs, a whole gang of Majini attack. Find the dynamite guy and try to make him a bomb, or toss a grenade of your own and be done with it. If you're on solo, try not to let AI Sheva's stupidity make this fight tougher. Make sure she has room to shoot so she isn't wasting bullets into Chris' back. Beware one of the archers turning into a parasite. Turn the corner and drop down to find some barrels for goods. Enter the door now to proceed. ASCEND FROM EVIL After a scene you'll be reunited with Josh. No time to jump for joy though as a whole army of Majini will swarm you. Your goal is to defend Josh as he gets the lift working. As Josh is armed and also technically invincible, I suggest clearing a path first and trying to gather all the items in this room first, then return to Josh. You'll have a breather to reload and heal. Another wave comes. Josh will likely have the lift working in a minute, but if you want, stay and wait for the fat Majini to show up. Use your pistol and shotgun (but try to save some shotty ammo and also your magnum for a little later) and try to kill him for the JEWEL BANGLE. If you don't care that much, just get on the lift. It's not too hard to do this though, because Josh will provide you a little backup from the lift. Once you have the Jewel Bangle, get on. More archers and other Majini ambush you on the walkway. One will become a parasite so use a Flash Grenade you hopefully got before entering here to save some ammo. Climb up and open the barrels. One might have a Proximity Bomb. Take it and drop down, then climb up the next ladder. Take out the remaining archers and then plant the bomb in the middle of this walkway, the one that Josh says there's an exit nearby. Plant it here, then drop down to the exit. Josh has to again hammer on the controls while you wait around. Of course, more enemies show up to stop you, including a Chainsaw Majini. All you have to do is keep them at bay long enough for the door to open. It takes less than a minute so this is no difficulty. Just climb back up and stand behind your proximity mine (hopefully you didn't place it too close) and fend them off as they get here. It's worth your while to kill the Chainsaw Majini though, but I recommend it only if you're armed enough. If you still have magnum ammo that's a good start. Use that and your shotgun, as well as melee to deal with him. Grenades will help deal with him and other Majini attacking. Start with the shotgun so you can widdle through the other Majini, then rely on the magnum and anything else to get the chainsaw guy. One thing that is very important is to not let the Chainsaw Majini get by you, because he'll go after Josh and then you'll get a game over if he dies. If you succeed in killing the chainsaw guy, you'll be rewarded with a GOLD RING. Now flee through the door and this fight will be over. After the scene, go down the stairs and you'll be on the other side of the lift room. Climb through the window to get some barrels you couldn't reach before. Now climb out and go up the stairs to open the door. Here on the dock, open the barrels beside you first. Ignore Sheva and go left, through the door and down some stairs. Grab the contents of two barrels down here, then return and go over to explore the other side. Open the two barrels on the right, then move further for a scene. Irving makes his escape and now you've got only 2 minutes to get out of there or you're dead. Josh is waiting on the other side of the dock with a getaway boat. [BSAA EMBLEM #17] Start by entering the small house with the red door. Shoot the emblem on the wall and get out. Ignore any Majini and hurry to the very end of this dock and open the silver case for 3000 GOLD. Now, either take out the Majini or run past them. These guys are easy so you should just take them out, using your shotgun if you want to save time. Hurry up the platform and go across toward the door (which is now mysteriously padlocked). Mow down the enemies that appear with your MG. Try to save a grenade for what's behind the door. Once you get it open, a fat Majini and a pack of dogs attack. Quickly toss a grenade to clear a path. If you're down to 30 seconds or less, just ignore them and run to the boat. If you have the time, take out the fat Majini, but use your magnum, to make it quick. Pick up the GOLD RING and then make haste. Shoot the explosives on the tripwire and then scurry down the dock to the boat. When you safely make your escape, this part ends. _______________________ /Chapter 3-3: Oil Field \______________________________________________________ [RE08] Items and Intel o-------ITEMS------o o---WEAPONS---o o----------TREASURES----------o |Handgun Ammo | |M3 (SG) | |Emerald (Marquise) - 3000 | |Shotgun Ammo | | | | | |Machinegun Ammo x2| o-------------o o-----------------------------o |Magnum Ammo | |Green Herb | o---KEY ITEMS---o |Red Herb | |None | |First Aid Spray | | | | | o---------------o o------------------o Again, upgrade whatever you want. Sell off the two Gold Rings if you were able to get them. There's a few new weapons available by now and if you're opting for them, go ahead and upgrade them. If you're still on track for the uber weapons, keep the originals like the MF29 and the Ithaca, and slowly upgrade them further. --- A THREE HOUR TOUR... As you gain control, aim at the occupants of the two boats chasing you. When they're dead, turn around and look at the approaching gateway. Aim at the large red oil canisters and shoot them to easily take out the archers before passing through. Aim at a smaller red barrel on the upcoming bridge to take out more Majini. Keep going until you finally have to make a stop. [BSAA EMBLEM #18] As you enter this area (going through the opening) you can see a BSAA Emblem on the top part of the arch. This is a tough shot while moving on the boat. Luckily however, you can get it once the boat has stopped. Turn around and aim at the opening you passed through and you should barely see the bottom edge of the emblem. Use a sniper rifle. Climb onto the walkway and deal with the flying Kipepeo first. Some Majini will come down to you so take care of them. Feel free to use whatever you have since you won't be needing any specific ammo in the coming fight. As you ascend, shoot the large red canisters to get some easy kills on nearby Majini. Jump the gap in the walkway and get to the lever. Throw it, then get the barrel in the corner nearby. Make your way back to Josh, fighting through more Majini and other creatures. Back on the boat, look out for more barrel opportunities on the pipes and things. Speaking of pipes, you'll come to two very low hanging pipes so duck as Josh commands you to, using the prompt buttons. You'll eventually have to make another stop, so climb out and clear a path. Get the barrels at the start, then proceed down the walkway. Turn and target the Majini to the northwest. There's a hanging electric generator above so shoot it down for some assistance. Keep moving though as some Majini have gun turrets. Go down the walkway, moving north, and open the door. Duck behind the large container here and try to use a sniper rifle to take out the turret gunners. Once it's clear, go down the walkway and jump the gap to the other side. Take out all the Majini here and grab the MACHINEGUN AMMO. Climb up the ladder and open the nearby barrel. Now go southwest toward the large "command center" area where the turrets are. Open the barrel outside, then enter the building here for another barrel. Open the drawer to find an EMERALD (MARQUISE) and then exit. On the other side of this building, claim a GREEN HERB, and some loot from a barrel. Return and drop down below and sweep the area for more enemies and loot. On the lower dock, opposite the one that the boat is on, you can find a few more barrels, and a RED HERB. Beware of some Majini chasing you down here. One will be a parasite, so try to lure it down the walkway and detonate the nearby large red barrel for a quick kill. At the end of this walkway (going south, southeast) you can drop down to the wooden walkway below. Travel across the walkways and jump the gaps to find more goods, including MAGNUM AMMO. Jump the gap to the other side and look for the small blue hut. Inside you'll find HANDGUN AMMO, MACHINEGUN AMMO, SHOTGUN AMMO, and a FIRST AID SPRAY. Just outside this hut is a large silver case. Inside is the M3 Shotgun! Nice! This is a pretty nice gun, so if you want to keep it, go ahead. Store it away later if you want to fully upgrade the Ithaca for an uber weapon though. If you have everything, return to the main area and find the two levers. Have Sheva operate one while you get the other. This will trigger some enemies to appear, including flying baddies. You can go up and use the turrets, but they seem to keep coming so just hurry to the boat and fend them off with your boomstick until Josh gets moving. After you clear this area you'll get a scene. It's time for another fight. BOSS FIGHT __________________________ /BSAA B.O.W. File - Irving \__________________________________________________ | | Attacks: Tentacle swipes | Weakspots: Yellow spot on back, Irving core (inside mouth) | |Irving got a makeover alright, but not one Tyra Banks would approve of. This |fight may seem tough at first, but it's really quite simple. What makes it |more difficult is if you are going solo. As you can tell, you're gonna be |using the turrets on the boat and not your own guns to do damage to this boss. |The problem if you're going solo is that you have to tell AI Sheva to use a |turret and she doesn't always listen. It won't be necessary until later, but |she'll end up using her own ammo which is sort of helpful, but still a waste. | |This boss has three real phases. It'll swim around with its exposed weakpoint, |the clearly visible yellow spot on its back. It'll attack the boat with its |tentacles and then there's the final phase which is like the last one, but |this time, the core is exposed. | |While the boss swims about, use the turrets to fire at its weakspot. It can be |a hard target while the boss is bobbing around and darting through the water, |so do your best. You have the choice between two turret types, one of each on |both sides of the vessel. Obviously, when the boss if on the left side, the |turrets on the right side can't reach him. There is the regular gatling gun, |which overheats just like the rest after a while. The new turret near the back |of the deck you're standing on is a missile launcher type turret. It fires a |an energy missile of some sort and it hurts the boss a lot. The downside is |that it is a one shot thing, and then it overheats for about 3 seconds. Plus |it is difficult to aim properly with only one shot. | |Now, when Irving uses the beast's tentacles, have one partner use the gatling |gun turret, while the other operates the missile launcher. The tentacles have |obvious weakpoints in their lightly colored midsections and it takes just a |few accurate shots to saw them off or one direct hit from the missle launcher |turret. One partner should also be ready to heal the other person if |necessary, but not waste ammo shooting as it isn't necessary. Also watch the |the gauges and make sure the gatling gun turret doesn't overheat. | |After the tentacles, Irving will appear at the back of the boat. Now is the |time to assign AI Sheva to a turret (this is easier with a partner obviously). |while you as Chris, get the other one. You only have a few seconds so use them |to fire on the weakspot together before Irving dives down below. He follows |this with other minor attack pattern. He'll swat at the boat from below with |his tentacles. You can either run or you can try to shoot them to stop them |from attacking. This sequence will repeat itself throughout the fight. If he |grabs somebody, that person goes into HELP status as the tentacle grabs them |(ooh, kinky, err... *ahem*). You can't save them with a Circle prompt because |they're too far away. Instead, shoot the tentacle to free them. | |Irving will keep switching between swimming and attacking. The yellow weakspot |has to be dwindled down enough to move on to the final phase. As you progress |toward this goal, watch out for new attacks. Irving will swim up to the boat |and try to grab you with his jaws. Hit the dodge buttons to save some health. |This is a good opportunity to have your partner shoot his weakspot while his |head is on the boat for a brief moment. Keep dodging and attacking until you |get to the final phase. | |He'll grab on to the back of the boat and expose his core which is himself. |Shoot at his body but also shoot at the tentacles before they attack. Co-op or |not, you should definitely make sure both turrets are being used for this |part, so if you have to, assign AI Sheva a turret. Again, it's easier on |co-op, as one partner can take out the tentacles while the other shoots at |Irving. Keep firing on the core until Irving backs away. In a moment, he'll |pop up again with more tentacles so try to take most of them out and also |pepper Irving with more bullets. Eventually, you should be able to win this |fight and end Irving's career. ---------------------------------------------------------------------------- Watch the scenes and that ends the chapter. ___________________ /Chapter 4-1: Caves \__________________________________________________________ [RE09] Items and Intel o-------ITEMS------o o---WEAPONS---o o---------TREASURES---------o |Flash Rounds x3 | |MGL-140 | |Topaz (Trilliant) - 2000 | |Green Herb x2 | o-------------o |Emerald (Pear) x2 - 1000 | | | |Ruby (Pear) x3 - 1000 | o------------------o o---KEY ITEMS---o |Sapphire (Pear) x5 - 1000 | |None | |Topaz (Pear) - 1000 | | | |Topaz (Square) x2 - 1000 | o---------------o |Sapphire (Square) x2 - 1000| |Sapphire (Trilliant) - 2000| |Ruby (Trilliant) - 2000 | |Emerald (Trilliant) - 2000 | |Emerald (Square) - 1000 | |Ruby (Oval) - 2000 | |Soul Gem - 10000 | | | o---------------------------o This chapter only has 2 parts, but they'll be long and difficult for various reasons. You'll also come to see how stupid AI Sheva can be and how valuable a human ally can be. For preparing, you probably don't have much new cash to work with so get what you can, including a First Aid Spray if you need one ( your health won't regenerate after the boss fight) and get going. --- Go down the walkway and open the pots and stuff for goods. Next, proceed east through the cave. As it turns north and you proceed further in, a scene will reveal your newest foe. These annoying overgrown spiders will try and grab you. If they do, rely on your partner to shake them off. Use your shotgun if you can afford the ammo. Anything else will do though. Climb the ladder and another will attack you. At least one more below will have appeared too so try and shoot it from up above if you can. Drop down and deal with any others, then go along this path to a narrow alcove with a vase inside it for loot. There's more to be had in here though. If you look up and to your left, there is a hidden ledge you can climb up. Go up here and you'll find a chest that hides a TOPAZ (TRILLIANT). Turn around from the chest but down drop down yet. Look up at the ceiling and you should see another sparkling gem. Shoot it down. Now you can drop down too and claim the SAPPHIRE (PEAR). When you get it and return, another horde of spiders attacks. Shotty them to clear a path and return to the ladder. Climb up onto this small bridge and look out for a new emblem. [BSAA EMBLEM #19] While standing on this narrow bridge, look to your right (the south). Across the way and slightly below you should see this emblem stuck in a small crevice. Cross the bridge and open the vases for goods. Keep moving and shoot the torch ahead for an EMERALD (PEAR). Enter the next cave and as it winds north, another small army of spiders attacks. They'll likely group in one big bunch which is great for your shotgun. Continue killing these eight legged freaks (movie reference ftw) until you finally reach a door. Open the skulls on the ground for a RUBY (PEAR) and a SAPPHIRE (PEAR). Finally, shoot out the torch for a TOPAZ (PEAR). THE DARKEST REACHES Enter the next room now and you'll be in a very large cavern. Proceed forward and drop down to a pair of vases. Look up to the doorway where the next drop point is. On the top part of the doorway is another treasure. Shoot it down to claim the TOPAZ (SQUARE). Drop down again and find another vase, then turn around and enter the next room. Opening the large chest in the back here requires teamwork but it pays off. Pilfer the inside for a ton of GOLD. Now go around and in the next room, shoot the torch for an EMERALD (PEAR). Keep moving and surely, soon enough, you'll be separated from Sheva. AI Sheva will stand there for a long time, giving you cover, but she won't regroup with you when it really matters in a little while. If you have a partner though, have them give you a little cover, then search the area and get closer to ambush the oncoming enemies. As Chris, drop down the area where the bridge collapsed. You'll soon be attacked by the native Majini enemies. Great... Fend them off with whatever you have, just don't let them get too close. Beware the spear guys and their jump attacks. Also quickly take out the archer ahead before he pisses you off. Head to where the archer was and pick up the GREEN HERB. Go up the stairs and you'll meet with more Majini. By now, if you have a co-op partner, they should be fighting their way to you so you can regroup. Watch out for one Majini having a parasite (use a Flash Grenade if you want). Kill the archer up here too and pry open the vase. If you have a full inventory, leave the items for now and wait til you can get Sheva to carry extras. Go down the next path and some shield guys will come out of the room. Try to break their shields by shooting them in the knees and using a melee attack. Once you've done that, fill them all full of buckshots with your shotgun. AI Sheva will reunite with you after this so have her pick up anything you can't carry. Go into the small room the enemies came out of and find another co-op chest. This one has in addition to more GOLD, a SAPPHIRE (SQUARE), and a SAPPHIRE (PEAR). Go west and then duck into the next room. Investigate the sarcophagus on the left and take the RUBY (PEAR) from the corpse. Thanks pal. Shoot out the torch right beside it for a SAPPHIRE (PEAR) and then take the loot from the pot. Turn around and grab the GREEN HERB and then leave. Now continue and then turn to the north. Approach the chest here and open it to receive... nothing? Oh, a long fall down a pit, that's what it was. Press Square to land on your feet and avoid any serious damage. As soon as you land though, some enemies, including spiders show up. You're in the center of a four way intersection and foes will be coming from just about every side. Use the shotgun to help you out. After the spiders are down, some Majini will attack from two corridors. Deal with them fast and then fend off a couple more spiders as well. Alternate between your shotgun and handgun to deal with these guys. If necessary, duck into the only corridor that isn't filled with enemies and let them come to you. A door should open soon enough, but not before more enemies appear. A new torch bearing Majini will appear. He'll use the torches to blow fire so take care of him quick. He and at least one other Majini will have parasites so try to lure them out for a Flash Grenade to dispatch them. Again, back away into a safe spot instead of staying in the middle if you have to. Once the coast is clear, open the three chests at the end of the corridors. You'll gain a SAPPHIRE (TRILLIANT), a RUBY (TRILLIANT), and an EMERALD (TRILLIANT). Exit through the north door now. Don't drop down into this room yet. The enemies won't notice you so take the chance to snipe some of them. Don't bother tossing a grenade between the three shield guys as their shields protect them easily. Stay up here, as they can't reach you and fend them off with your pistol and other weapons. It might be too aggravating breaking their shields though, so drop down to do that if you have to. At least try to take out the other non-shield Majini before you do that though. There's a whole mess of vases with goodies to collect, but unfortunately, several giant spiked flaming spheres drop in on you. Yeah, not good. AI Sheva will flee. It's up to you whether or not you want to risk this. It's definitely worth it, you just need to be very careful and keep an eye out on all of the traps. Once you have everything, back up to the platform where Sheva is. [BSAA EMBLEM #20] Look toward the north wall and far above the door you should see this emblem. Shoot it down with your sniper rifle. NO TIME FOR STUNT DOUBLES Now with Sheva's help, turn the large crank. It opens a door that you need to hurry and get into before it closes. Save time by skipping (Select) the scene of the door opening. Make a run for it, but watch the traps. Use your own judgment and predict where the traps are gonna move so you can make it through fast. If you get there quick enough, you can run through. If it's about to close though, hit the prompt buttons to jump in. The switch on the other side allows Sheva to follow. This next corridor will be like something out of Indiana Jones. It will be an extended cutscene with a lot of prompts. Hit X repeatedly to sprint and either Square or Circle to jump the three gaps. After the third gap, be ready to hit L1+R1 to hold on as Chris almost falls down. When you regain control, drop down the next ledge and approach the door. It has two switches that need to be pulled simultaneously. Get one and Sheva will get the other. This will open the path to a large room you'll be spending quite a bit of time in. See that doorway all the way across from where you are, a bit higher than you? Yeah, that's your destination, but getting to it is no easy feat. It's a long and complicated puzzle, with many traps and enemies set in between. Start by going to the small ledge to your left and taking the contents from the vase there. Next, go right and look for a gap to jump on your left. Go up these stairs and then find two more vases in a dark corner. Return to the center now and descend north down the stairs. You can continue north or go west. Choose to go west and at the end of this corridor, turn left again. You'll find a silver case with... (drumroll....) a Grenade Launcher! Schwing! Even though you may be overloaded with weapons and items, find room for this! It will pay off in the long run. The huge downside to the GL is that it has a lot of ammo types and each takes up its own slot in your inventory. If you can keep it limited to two ammo types though, it'll be a useful asset. Go the other way now, opposite of this silver case, toward a waterfall and a large statue in the corner. Approach this statue. Like the door you used to enter here, it has two chains to pull. The other is blocked off by debris however so command Sheva to stay here while you as Chris go back to the main intersection. Go north now and turn left to find the other side of the statue. Open the vase on the left first, then approach the statue. Pull the chains together to make the statue back into the wall. More importantly however, it causes the stairs in the intersection to change. Numerous other statues lay around this area, and it's your job give them a few good tugs to make your way out of here. Grab the SAPPHIRE (SQUARE) in front of the statue and then leave to the east, the way Chris used to get to the statue. Return to the center of the intersection and the west path is now a staircase as you were shown. Ascend to yet another statue. Tug on these chains to cause three changes. The stairs you just used now become a bridge. On the opposite side, a new staircase is raised, as well as one to the north. Grab the EMERALD (SQUARE) in front of you, then go left from the statue. Turn around and hop the gap to a chest. Open it up for an IDOL (GOLD). [BSAA EMBLEM #21] Either once you've activated the emerald statue or afterwards, back away from it a good distance. While still facing the emerald statue (west), use your sniper rifle and take a look way, way up high. You should see a tree above this area and just below it part of the wall where an emblem rests. Shoot it to add it. Now go back to the center, and you'll likely here an incoherent cry that can only mean one thing: more Majini! They're along the path to the south and of course, that's where you need to go. Head along the south bridge and a scene will show them appearing. The one thing I can't stress enough now is that you need to take care of the archers, if for no reason other than to reduce your own frustration and stress. Make them your primary target while you wait for the other Majini to reach you. They are comprised of a lot of spear and shield guys, as well as one of the fire blowing guys. A lot of them will come at you so if the crowd gets big, go with your boomstick or a grenade. You should be safe if you stay on the bridge though, just make sure those archers are down. When you can, move along the perimeter going east from the bridge, under a low overhang where another archer waits. Some other Majini might cross the gap in the center to reach you so shoot them before they can get to you. When you're in the clear, go down the stairs leading back to the center, then turn right to go up the newly raised stairs to the north. You'll reach yet another statue. Give this one a good pull and the eastern stairs will fall. Take the TOPAZ (SQUARE) and then go to your right (east) to the purple statue in the corner. One chain is here, but the other is missing. Have Sheva wait near this chain while Chris searches for the other. Proceed past the statue, going south, then turning right to go around this area. You'll find a chest near the center. It has some FLASH ROUNDS for the Grenade Launcher. They're not that useful and maybe not even worth the inventory space. Take them if you have room. Return to the gold statue and go down the staircase now. The only other way to go is east. At the end of this corridor, turn right and break open the vases. One should contain a Proximity Mine. Try to make some room for this and take it. Now go in the opposite direction where the other matching statue awaits. As you enter this area though, an ambush is sprung and a bunch of enemies will descend on both you and Sheva. Don't worry about AI Sheva, she should be able to hold her own. Find a good vantage point and prepare for the foes coming toward you. It will be all Majini, but some spiders will spring up from the ground as well so have that shotgun ready. Be especially careful of any spiders when the trio of masked spear Majini show up. If the spiders grab you, you're pretty much at the mercy of the Majini. This also will make AI Sheva run down to your aid which although not necessarily bad, means you have to make her return to the switch (or stay by the one down here while Chris goes back upstairs). Pull both chains once you're afforded the opportunity. Once again the intersection is redecorated. Grab the RUBY (PEAR) from the front of the statue and get going. If you go all the way back up to the upstairs purple statue, it will have a SAPPHIRE (PEAR) in front of it. Go south from the intersection now and turn right at the end to find the red statue. Before doing anything, take that Proximity Mine and plant it before or after the small dirt hill in front of the statue. Pull on the chains of the statue and it will open the path to the exit finally. Grab the RUBY (PEAR) from in front of the statue. Unfortunately, it also triggers the appearance of an old friend! Yes, he's back! You have two options: fight or run. Running is easy because you can easily outrun this guy and flee up the stairs to the exit. It also leads to Popokarimu's demise anyway. If you want a reward though, stand your ground and fight it. If you've been shaken up by prior fights in this area, don't bother. You are more equipped to fight him this time around though with stronger weapons and hopefully some healing items. Stay and fight and the Proximity Mine should get you off to a good start. Fire on his tail with your shotgun as many times as you can until he turns around. After this, it's a bit more tricky. You are in luck though as it turns out. You just got a brand new weapon, which I hope you held on to! Da da da daaaa! The Grenade Launcher. Lay into him with a few rounds til he flips over, then finish him off with the shotgun. For defeating him yet again, you'll obtain the SOUL GEM treasure, which you can sell off for a whopping $10,000! Nice. Now, exit up the stairs to the north. Watch the scene. Ah, the villains gather! On to the next part. We're getting closer... __________________________ /Chapter 4-2: Worship Area \___________________________________________________ [RE10] Items and Intel o-------ITEMS------o o---WEAPONS---o o---------TREASURES---------o |Green Herb x2 | |None | |Sapphire (Square) - 1000 | | | | | |Sapphire (Pear) - 1000 | o------------------o o-------------o |Emerald (Pear) x2 - 1000 | |Blue Enigma x2 - 3000 | o---KEY ITEMS---o |Beetle (Gold) - 3000 | |Earth Emblem | |Idol (Gold) - 3000 | |Sky Emblem | |Ruby (Pear) x2 - 1000 | |Sea Emblem | |Diamond (Trilliant) - 4000 | | | | | o---------------o o---------------------------o Go up the stairs a bit and in a side area to your left, grab the contents from the two vases. Continue to ascend until you reach a very large room in the cavern. Approach the door that's marked by a blue circle on your map. Investigate it for a moment and you'll quickly learn that it needs three objects to be inserted, similar to the door in the Marshlands. Well, let's get looking. Move to the right first. As you soon discover however, you're not alone here (but you knew that of course). The Majini are lurking and they've set up a new trap. They've used mirrors to magnify the sunlight so powerfully that it becomes a moving laser capable of vaporizing anything in its path! When you regain control, don't move or engage the Majini around the corner. The sun laser will barrel down and turn him into dust. Ouch. Learn the timing of the beam and move up carefully. If you duck into the side area to the right, you might notice you have that duck and cover command. It doesn't serve much purpose at all now so ignore it. Use the small niches in the wall on your right to take cover as you move north. In one of these niches there is a torch basket on the ground. Shoot it out and claim the SAPPHIRE (SQUARE). Finally, duck into the corridor on the right and you'll get a checkpoint. BURNING HATRED Turn the corner and you'll see a Majini at the other end. Stay where you are and start picking him off with handgun shots. Another Majini will drop in right in front of you, as well as a torch guy appearing around the far corner where the first one is. The first one will also turn into a parasite so keep him at a safe distance while you take out the others. When you're free to move up, do so and turn the next corner. As you go up the stairs, two shield Majini will be waiting. Try to hang back near the exit of the corridor and lure them closer. More Majini will slide into view from the right as well. Try to take out the shields, but it can be tough, I know. Your shotgun and MG might help you out here. Give heavy consideration to falling back into the corridor because a few Majini might appear behind you. Use the Grenade Launcher if you still have it when they start to gather at the corner. Once you've dealt with them, proceed up the stairs. Get any dropped loot and then take the GREEN HERB at the shrine. Also be sure to take the EARTH EMBLEM which is what you need. Now take the path adjacent to the one you used to enter here (going west) and right after you go up the second short staircase, look for a sparkle on the wall to your left. Shoot it down for a SAPPHIRE (PEAR). Break open the vases right after them and then continue on. You'll reach another laser lane. Wait patiently for it to pass then make your way up and take cover again. Keep doing this until you reach the very end. Break open the vase here, then turn right and go across a narrow walkway to find another vase. Go around this corner here and shoot out the torch to get an EMERALD (PEAR). Now, from where you obtain that Emerald, you can make things a little easier on yourself the rest of the way. Glance over to the northwest and look up a little. It's a Majini standing suspiciously close to the mirror that creates the beam! If you played RE4, this might strike a familiar chord with you for the early Castle chapters. From your position, you can easily shoot this guy. Do that, and the right mirror will cease functioning. Nice! Now, return around the corner and proceed west. This part can sometimes be annoying. You'll see a path with two sun beams sweeping to the opposite sides. If you just killed that Majini (see above), you will only have one beam to worry about and that makes this a lot easier. With two, you have to be quick here, but you can take cover under the bridge. The problem is that for some reason, you may under rare circumstances get hit by the beams even under the bridge! Be careful, you really don't want to lose too much health here. Carefully make your way over to the other side. While under the bridge, just sit still and ignore the Majini lumbering toward you from the far side. The beam should take care of them easily. Once you can move, hurry forward and then duck into the doorway on the left. Take the GREEN HERB here, and then wait for the beam to pass again before continuing west When you reach the end, open the vases to your right first. Also, take out the second mirror. Do this by standing near the far north side of the corridor with the vases (seems like a dead end path). Now, look up to the east and you should see the Majini there. Shoot him to stop the second mirror. Now you won't have to worry about a single beam for the rest of the way. Return to the large gap. Prepare yourself or if you're co-oping, whoever is playing as Chris with some good weapons and enough ammo. If you still have the magnum with a few bullets, now's a good time to use it. Send Sheva over the gap with an assist. Provide some cover as Chris (although the obstructed view limits things a bit) until Sheva grabs the SKY EMBLEM. She'll lure out a ton of Majini to you. The narrow space makes things a little easier. The big masked Majini is the biggest threat, so soften him up by tossing a few grenades down there. The Grenade Launcher is a good substitute unless you want to save ammo. As it gets closer, switch to the magnum or use your handgun to shoot his knees and repeatedly batter him with melee attacks. When he falls, grab the BLUE ENIGMA. Also grab any other loot. If you're on co-op, you can send your partner back over to grab any loot on that side before it disappears. AI Sheva is too stupid to do this for you however. With two emblems, fall back down the path until you reach that doorway before the bridge (where the Green Herb was). Go down the stairs here and you'll be behind the starting point of another beam. Wait for it to move, then run forward. Duck into the niches on the right when you hear it starting up again. Move forward when it's safe, then to the left to another beam path. Wait for this one to move, then proceed north to the two vases. Proceed south now, chasing the beam. Take cover in the first safe area on the left. Open the vase here, then move again when you get the chance. You'll reach some stairs on the left, right across from a doorway. The stairs lead back to the center where the emblem door is. The doorway leads to the last emblem you need. It is perhaps the most well guarded of the three. First though, wait for the beam to pass and go all the way down the path to the south and turn left. Crack open the vases here. One should have a Proximity Mine inside. It's not necessary, but it might help out considerably. Return to the western doorway and enter. Some Majini will already be making their way toward you. Deal with them from a safe distance. Be very careful of those annoying jumping attacks they do with their spears. Proceed up the stairs and rush the three archers, taking them out with your shotgun preferably. Before you can claim the last emblem, more trouble shows up. A large horde of Majini appear, spearheaded by another one of the big masked fuckers. Plant that proximity mine right in front of the shrine area and then wait. Most likely, normal Majini will reach you first, so try not to waste the mine on them. Shoot them down before they get to you (use a sniper rifle if you want). Once big boy gets there, let the mine do it's job, and quickly counter with hand grenades, the Grenade Launcher, your magnum, anything. Whatever you do, don't let yourself get trapped here on the shrine. Run past them if you have to and regroup. Use every tactic you know to get out of this with as much health as you can. When he falls, take another BLUE ENIGMA. Also grab the SEA EMBLEM from the shrine. Leave this area and return to the center immediately. Plop in all three emblems and the door opens. Hurry up the stairs and approach the doors at the top. Stop though and spot the sparkling gem above the doors on the wall. Shoot it down to get a DIAMOND (TRILLIANT). Put your paws on that and then on the door to enter the next area. TEMPLE OF DOOM You're not finished yet. Kill the oversized spider on your right (eww...) and you might get some GOLD for it. Proceed down the stairs and check out the door to become acquainted with another puzzle. The deal is the same with the beam... it hurts. In fact, one touch will be a game over so avoid touching it at all costs. You need to use the mirrors around the room to focus the beam to a gem in the corner. This won't be too hard. PUZZLE #1 ______________________ | O | Key: Numbers = Mirrors | | | I = Tower | 4----------------3 | O = Target Gem | I | | | 1-------2 | | | | | ---------------------- The first puzzle is horrendously easy. Go counterclockwise around the mirrors and outside of the beam. Keep going until you reach the northwest mirror (#4). Turn this mirror left once and it will light up the gem. Get on the platform and hit Circle to ride it down to the floor below. Guess what? Another puzzle is waiting. Start by clearing the two pillars that will block the beam. Also, be sure to grab the RUBY (PEAR) on the "safety" platform. If you're playing on solo, AI Sheva will likely grab this for you automatically. Once you get rid the pillars, the completed puzzle needs to look a little something like this: PUZZLE #2 ______________________ | | | I 3------------4 | | | | | | | 1---2 | | | | | | | | | O----------------5 | ---------------------- To make this one into a reality, start by turning mirror number 2 to the right once. It will reflect into and out of number 3. Run over to the northeast corner and turn mirror number 4 to the left once. This directs the beam into the gem and completes the puzzle. Hop onto the lift again to descend to the next floor. PUZZLE #3 ______________________ | | | 3--------------2 | | | | | | | | | | 4------5 | | | | | | | I----------------1 | --------- | ---------- | | | | | | | O | --- First thing, don't open the chest in the middle. Yes, I know it's tempting, but it's booby trapped. Open it and some spiders will attack you. Same for entering the door to the north. There is one thing to get though... [BSAA EMBLEM #22] Venture into the north door and fend off the spiders. There seems to be nothing of interest in here. Turn around and look up at the spot above the doorway you entered through. There it is! Start by going to mirror number 2 in the northeast corner and turning it right once. You need to go clockwise around the room now to get to mirror number 3 (because of the beam). Turn mirror number 3 right once. Again, you're forced to go all the way around the room to reach mirror number 4. Turn it to the right once as well and it will light up the orb in the mouth of the statue to the north. This in turn, opens two doors to the west and east. Go into the western room since it's closest and take the BEETLE (GOLD). Go around the room to the eastern door now and enter. Inside you'll find pots o' plenty on the left and right. Open them all from a safe distance as there are two snakes on each side (four total). If they get you, kill them for eggs which you can use to restore your health. The rest of the vases contain GOLD. Go up to the altar though and take the IDOL (GOLD). Furthermore, to the left and to the right of the Idol, on the walls, you can shoot down some skulls for a RUBY (PEAR), and an EMERALD (PEAR). You've got your plunder, so return to the main chamber. To solve the puzzle, you have to get the beam into the southern corridor. It just so happens, mirror 5 is perfectly aligned with it, so the obvious solution seems to be adjust mirror 5. While this does light up the gem, doing this will trap Chris inside the perimeter of the beams. Yeah, you won't be able to get out. Instead, go up to mirror number 3 and turn it left to disrupt the beam's path. Now, go ahead and fix mirror number 5 by turning it left once. This makes sure the mirrors will be in the right positions when you put the beam back. Return to mirror number 3, realign it, and the puzzle should be solved at last. Navigate through the room to the lift and take it down. Sheva has the nerve to say "We got it!" We...? -_- After all that is done, approach the large cavern ahead of you and that will be the end of this part. ________________________________ /Chapter 5-1: Underground Garden \_____________________________________________ [RE11] Items and Intel o-------ITEMS------o o---WEAPONS---o o-------TREASURES-------o |Handgun Ammo x4 | |AK-47 (MG) | |Jewel Beetle - 2000 | |Shotgun Ammo x3 | | | |Lion Heart x4* 2500 | |Machinegun Ammo x2| o-------------o | | |Incendiary Grenade| o-----------------------o |Hand Grenade x2 | o---KEY ITEMS---o |Green Herb x4 | |None | *You may acquire more or less Lion |Red Herb | | | Hearts, depending on how many the | | o---------------o "enemies" drop. 3-4 seems to be the o------------------o average. Sell off your loot. Go ahead and upgrade your weapons, or buy the newest selection of guns that you can get. Or, if you're upgrading the original set, keep doing that. The MF29 might be close to being maxed out if you're focusing a lot on that. Don't neglect the other weapons though, and try to get Sheva an upgrade here and there as well. --- DEEPER INTO THE RABBIT HOLE... When you gain control, go left around the center area to a dead end where you can investigate to discover the large tanks here are water purifiers. On the ground near the right side of this dead end, search for a JEWEL BEETLE. [BSAA EMBLEM #23] Go around the other way, to the northeast side of the flowers steps. You should reach a dead end at the right of the bridge. Look under the bridge and you can see this emblem turned to the side. Now, go back around and head up the steps to go down the center path, north toward the exit. Before leaving, check the journal on the right to learn some more intriguing facts. In the next hallway, you'll see you've left the caves for some sort of facility! Interesting... Open the first door on your left and pilfer the boxes for goods. Also take the MACHINEGUN AMMO behind them, as well as HANDGUN AMMO and an INCENDIARY GRENADE in the other corner. Read the document here too if you'd like, then leave. As you continue down the hall, something will just barely escape your glimpse. Oh, that can't be good.... Continue and to the right of the next door, take the GREEN HERB here. Enter and Chris will recognize this lab from the picture. You can activate the two computers and they'll act as documents you can read for more background information on this whole fiasco. Take the SHOTGUN AMMO near the second computer, then exit. Well, this hallway sure is nicely decorated! Proceed around the corners, and go down to a box to open for loot. Open the door to the north by turning the valve. Inside, the mess just gets worse. Use the lever to open the shutters, revealing a glass window. Slice it open to enter an area with a bunch of caged animals. Go down the second aisle (the north side) and go all the way down to the corner for a GREEN HERB. Turn left and go down the southern corridor here, but have your shotgun ready before you proceed. As you may have guessed, something is lurking about. Long time RE fans might be able to figure out what exactly, too. Yes, it's a Licker. These bastards are back and this one has a partner so take it out fast. Your shotgun is the best weapon to use, but anything else is fine, so long as you aim for the head primarily. The Licker has a few attacks, but the most dangerous is it's tongue. It will pierce through your body and quickly drain your life, so get your partner to help you out fast if this happens. Shotty one as the other shows up and if you have a human partner with a shotgun, have them take on the second in the mean time. Once you have killed one, it's a good time to try something new. [TROPHY OPPORTUNITY - HEART STOPPER] The Lickers take a fair amount of punishment, even from your shotgun. You can save that ammo and exploit their main weakness however. Using the shotgun or another weapon, shoot the Licker until he flips over. Now, very quickly, run over to its body. A prompt to hit Square will appear that says "Stab". Hit it and Chris (or whoever) will lung at the Licker and stab it in its exposed heart. This not only kills it instantly, but it also rewards you with a Trophy. You might find this hard though, because the Lickers don't always stay on their backs long. Try to make it so that when you blast them with your Shotgun they will flip backwards directly into a wall at a straight on angle. This way, they won't move far, allowing you to attack immediately. If you stab the second Licker in the heart, you'll get a very nice treasure too. Grab the LION HEART and move on through the chamber these two nasties escaped from. Open the valve and proceed down the hallway. Open the box for some loot, then turn right and continue. Go through the silver door on the right and take the RED HERB off the floor. To the right are even more goodies. Open the safe under the desk for GOLD, and then the large silver case for an AK-47. Schwing! The AK is a nice gun, and even if you're holding onto the VZ61 still for upgrading, you should at least let Sheva keep this as it's a nice gun. Go around the next corner and take the HANDGUN AMMO there. Proceed up the stairs next. Chris and Sheva end up making two REALLY stupid comments with Chris saying, "Thank God there weren't more of them." with Sheva following with the brilliant statement, "Yeah, we wouldn't last against a whole horde." You just had to say that didn't you? You just haaaaad to say that.... Around the corner, flip the lever, then approach the door at the end of the hall. Using teamwork, open it up. BEHIND DOOR NUMBER ONE... And of course, as luck would have it, you've entered a room filled with Lickers! You're safe for now behind the glass, but you just know they'll be coming for you. Proceed slowly through the area and over to a teamwork door. Forcing it open of course, causes the entire Licker army to come after you. Scurry all the way down the hall and immediately investigate the Elevator. It will start coming down, but you've got to hold your own until it does. Now, this is another one of those optional fights, but there are a shitload of Lickers. The only way you should consider this fight is if you have a lot of grenades, the Grenade Launcher, a very well upgraded shotgun, and a good backup gun after that (MG or Magnum). Don't waste the grenades until a bunch of them gather in the hallway, but do your best not to let any of the leaders get close either. Even if you are as equipped as the Terminator, this is not an easy fight. There is a nice trick you can take advantage of though. The Lickers actually come in two waves. Wave one is triggered by opening that door that wakes them up. Wave two comes after you if you activate the elevator. So, if you really want to fight, you can take them on in more manageable waves by not using the elevator at first. The reward will be a few (but not a lot) of LION HEART jewels. Take the elevator down. In the next room, go ahead and refuel by taking the HAND GRENADE, two packs of HANDGUN AMMO, some SHOTGUN AMMO and MACHINEGUN AMMO for yourselves. When you're ready, cross the long metal walkway for a scene. Just when you thought it was safe in the middle of a crazy scientific research lab, you get attacked! Hit the prompt buttons to save your skin and get ready for a fight! BOSS FIGHT _______________________ /BSAA B.O.W. File - U-8 \_____________________________________________________ | | Attacks: Claw swipe, claw swipe (dodge), Pincer attack (dodge), spawn bugs | Weakspots: Exposed red area on arms, exposed head area | ----------------------------------------------------------------------------- |Gotta hand it to Chris and Sheva. They don't crap themselves in the face of |such monstrosities. This foe can be tough but the fight isn't if you know what |to do. His carapace is very thick so you can't hurt him just by shooting him. |He'll attack mainly with his claws. You can dodge one version of them but the |other comes quick, so it's nearly impossible to dodge unless you're just not |that close to him to begin with. He'll also try and grab you with his pincers |but that you can dodge as well. | |Start by claiming the goods around this platform. You can find SHOTGUN AMMO as |well as two GREEN HERBS, and a HAND GRENADE. So how to hurt him? You can |probably see quite visibly, the red areas on his two main legs. These are it. |Shoot at one of these areas with your shotgun or another weapon. This boss |moves around a lot so the leg is a tough target sometimes. You also need to |account for when the boss rotates around the platform, as you want to keep a |safe distance between you and his main claws. Keep firing on the red spot, but |run away and reposition yourself if necessary. Don't get caught reloading or |anything like that too close to this guy. | |Once you've done enough damage to one of his legs, the boss falls over, |stunned. Now's your chance to really hurt him. Run up to his mouth (crazy, I |know), and if you have any Hand Grenades, you have the option to toss one in |by hitting the prompt button. Do this and it will inflict massive damage. This |is how you're gonna crack that big shell of his. Make sure you pick up the |Hand Grenade on this platform. Aim again for his legs, then when he falls a |second time, let him feast on another grenade! | |It only takes two grenades to totally crack open the shell on his forehead. If |you're low on grenades though, use the one you have on the platform and then |wait. Damage him by shooting his mouth and the exposed weakspot on his head |which is his true weakspot. While waiting, U-8 may call on a swarm of flying |minions. These little critters seem to work together to attack you. A halfway |accurate shotgun blast puts them down though. They will drop ammo most often, |and hopefully it will include more grenades. | |Once you opened the shell on his head, there are three ways you can go about |this fight. You can aim primarily for his exposed head with anything you have. |This can be tough because you have to keep waiting for him to stop moving and |also dodge his attacks. The other way is to stun him like before by shooting |his legs. This brings him down and lets you get a good few seconds to shoot at |his head. This is probably the best way to do it, too. The third option is to |stun him, and just use more grenades! You've already exposed his weakspot, but |toss more grenades into his gullet and you can make the fight end a lot |quicker. ------------------------------------------------------------------------------ Once that's over, watch the scene and the part will end shortly after. ___________________________________ /Chapter 5-2: Experimental Facility \__________________________________________ [RE12] Items and Intel o-------ITEMS------o o---WEAPONS---o o-----------TREASURES-----------o |Handgun Ammo | |SIG 556 (MG) | |Lion Heart x4* - 2500 | |Machinegun Ammo x2| | | |Power Stone - 5000 | |Incendiary Grenade| o-------------o |Dead's Bride Necklace x2 - 2000| |Flame Rounds | | | |Green Herb x3 | o---KEY ITEMS---o o-------------------------------o |Red Herb | |None | |First Aid Spray | | | *Number of Lion Heart can, again, vary | | o---------------o o------------------o Upgrade how you see fit. Depending on what set of weapons you're using, go with capacity and firepower. Also keep in mind a capacity upgrade equals an instant refill on ammo if you have a gun that's low. --- Cross the walkway and open the door at the far end. In the next room, open the four boxes for goods, then open the door. Go down the stairs and you'll see a strange sight. You must be thinking, "Zombies with guns? Puh-leeze." And as soon as you think that, your head has a new hole in it. They weren't zombies to begin with anyway so whatever. Take cover and most likely, these guys won't notice you yet. Start by shooting any of them with a headshot to get the party started. The others should spring into action. This is a strange scenario for an RE game, but it's fun nonetheless, using cover and attacking when you can. The Majini here have AK's and typically fire two short bursts before reloading. Take that opportunity to fire on them. Kill the three Majini, then proceed forward. As you get closer to the doorway, two more Majini enter through the door. One has another AK and the other has a stun rod. You can either run in and take cover very close by behind the boxes, or stay behind the doorway where it's safer. If you opt to get close, you can switch to your shotgun to make things easier. Once the coast is clear, enter and take the GREEN HERB to the right. Pick up any other loot and open the next door. To your immediate left will be a few more boxes so bust those open. Move forward a bit and take cover. You can see more Majini just waiting to ambush you. Pay attention to their green laser sights and attack when they're reloading. Once the first one is dead, move up and take cover behind the boxes as the other fires on you. Two more Majini will come in and get closer with stun rods, while a third starts shooting from the back. Also note that one of the stun rod Majini is wearing a metal mask for protection. You know you've gotten far into the game now, because just like the Island area from RE4, the enemies are using new methods to defend themselves. Take out the stun rod guys first before they get too close. Go after the AK Majini next. Move up and two more AK Majini appear, along with another stun rod Majini. A co-op partner helps a lot here as you can fend off the enemies a little better. Either way, do your best and switch weapons if necessary. Always duck from the AK fire and then retaliate when you see your window. When it's all over, grab the loot, including the MACHINEGUN AMMO and GOLD near the front left side of the room. Also grab the GREEN HERB behind some of the cover boxes. To the left of the exit door is a small nook with some boxes and a RED HERB. Beware a stun rod Majini showing up from the dark corner however. Open the door together and then open the boxes next. Proceed down the hall but take cover before you run out into the open blindly. More Majini are waiting in the next room. One is right in front of you, while the others await on a higher platform. Take out the closest AK Majini, then wait patiently for the stun rod majini to get close. When he's there, whip out from cover and blast him with your shotgun. Repeat until he exposes his parasite. Continue the shotgun treatment until he's dead. Move up after that to the boxes and take cover there. Wait for the enemies here to expose themselves to you. If they don't you may have to resort to running up there, which is more dangerous. Toss a grenade instead if you must. Otherwise, just wait and aim for their heads, except for that one guy who has a mask on. Try to wait until he exposes his upper body as well but be careful not to waste ammo. Ready or not, charge up the stairs. Here's where you really need to prioritize your targets fast. There's a good chance at least one Majini will be standing near the back of this area. Two large groups will be charging down the left and right walkways. As it just so happens however, there are two large red canisters waiting. When these groups get close, use the canisters to do your work for you. Take cover at this point and shoot at the red canisters at the far side to kill off all those Majini back there. When it's all said and done, pick up the loot and make for the elevator in the back. After the scene, go down the hall and open the boxes. Turn the corner and as you probably guessed, you've got a few Lickers here waiting. Again, your shotgun is best, but take advantage of the Licker's slow response and awareness by getting the jump on any of them with a rifle or magnum. As they get closer, try to use the shotgun to flip them over and then go for the heart. Between the three of them, you should hopefully be able to get at least one LION HEART. You can always run too if you'd like. Either way, go all the way down the corridor and turn. The vents should clue you in as to the arrival points of more Lickers. Again, run if you want, but you can get their treasure if you want to fight. Deal with the first two and get a LION HEART for it. Move forward and four more will appear. Now's a good time to opt for Grenades or anything that will pack a good punch. This is an ample time to consider running too, but the tight space makes that difficult. If you take them on, you should get at least two more LION HEART jewels. Move on now and open the next door. BEHIND CLOSED DOORS Turn right and go west down this walkway to the corner where two boxes are just waiting to be opened. Drop down the nearby ladder and a bunch of Majini will be ready to attack, including one right next to you. Defeat him, along with another approaching stun rod Majini, and then use the cover you have. The other enemies are to the south and the southeast. Stay behind cover here because one Majini has flash grenades and they will easily blind you for a few seconds, making you easy fodder for the AK Majini if you're not behind cover. The flash grenades also make you leave cover, but as long as you don't move, you'll still be protected behind the walls. You've got to account for all the crates and stuff on the conveyor belt before you shoot. Wait for an open shot and when the enemy isn't unloading on you. Make use of that AK-47 if you still have it as well. Also make sure you look to the southeast and up at the ceiling. You should see a walkway with the culprit flash grenade Majini. Fire at the red barrels near him to end that vexation. Move down the path now and take out another AK-47 Majini there. Climb the ladder and shoot the Majini at the opposite wall. Drop down and finish him off. In the southeast corner, find some boxes. Go to the west side now where the original attackers were positioned. Open the box near the platform, then go up and drop down onto the conveyor belt. This entails dodging some boxes and fighting the opposite directional pull of the belts themselves. To make things a lot easier, try to stay square in the center between the two belts. You'll not only move a lot faster, but slip between all of the boxes too. Keep going until you can climb up the platform on the right. Throw the lever to stop the belts which will help your partner or AI Sheva to get up with you. Take the stairs now, and kill the Majini waiting (he has a mask so no headshots!). Open the door he was guarding to move on. To your left will be a GREEN HERB, HANDGUN AMMO, and a box. Take everything, then drop onto the belt. This one carries a lot of explosive canisters. They won't go off if you get near them, so don't worry. Focus on running through, by again staying in the center. Your biggest threats on this part are the grenade throwing Majini above. They will toss the grenades down and even if they don't land near you, they can set off the canisters so you it's imperative that you shoot these fuckers immediately. The first one will be close to where you get on so be quick, but don't let yourself get pulled by the belts too much. Proceed forward when the first guy is dead. More Majini will be charging down the belts at you. Take advantage of all the canisters and shoot them when the enemies pass by for easy kills. Watch out for more grenade Majini on the walkways as well. This part can be very dangerous so try not to rush down the belts. At the very end, two grenade guys will be waiting, so stay back. Try to aim at their grenades or use a rifle very fast to dispatch them. Don't underestimate their throwing range either. More Majini will also be charging at you so let the red barrels do the work for you. At the end, climb up the platform and throw the switch, though it doesn't help you at all now. Go down the stairs and open the boxes behind you. [BSAA EMBLEM #24] Check the open dumpster near the bottom of the stairs (left from the stairs) and peer inside. Shoot the emblem in here. Once you're ready, move west and search the tables here for an INCENDIARY GRENADE. Read the note and it will heavily foreshadow what awaits you. Open the silver case to receive the SIG 556, which is a really sweet MG. Like the AK, this is worth holding onto in your main inventory even if you're focusing on upgrading the VZ61. If you have no room though, store it in the Inventory later. Go up the stairs and ignore the lever. The power is out, so restoring it is your new objective. Go north for now and down another staircase to a walkway. This leads to a rather uncomfortable place. Just continue on take the MACHINEGUN AMMO on the box before walking down the adjacent walkway. Up the stairs you'll find the two levers that will restore power. Throw them together and then make your way back to the belts. You'll hear a very unsettling sound though. Proceed cautiously back into that messy area and surely enough, something has appeared. Meet my most hated enemy in this entire game. They're called Reapers, as the note told you earlier. You might consider that they resemble Salazar's "pets" that Leon had to tackle in RE4. These guys are much more dangerous however. They typically swipe at you with their claws. Let them get too close though and they can instantly kill you with a very annoying attack. Its weakness is the white/yellow growth on its chest. It only flashes it every few seconds though so fire on it with your shotgun. This stuns the creature, revealing another one. Shoot at it again with your boomstick to expose one more. Shoot this one and the creature bends backwards, exposing its chest growth again. Fire on this but beware the Reaper as it lumbers forward and swipes at you. Keep shooting the chest when you can and kill it. You'll get a POWER STONE for your efforts. I REALLY hate those things... Anyway, return to the belts and operate the lever now to get them moving. As you can see, it's littered with bodies. Some are alive, some are dead. Drop down and make your way to the right. The ones that are alive will leap at you if you're close enough, which besides being a bit of a shock, will halt your progress. Get your partner to help if this happens. It seems you can keep them from attacking for a few seconds if you shoot them before you reach them, but this is a good way to waste ammo. Just do what you can to avoid them while making your way forward. As you proceed though, look out for two of these guys that are holding treasure to pick up. You can get two DEAD BRIDE'S NECKLACEs from them. When you near the end, get into the right most belt lane, and wait for the boxes to pass. Chug your way up the belt (if you're injured, you'll be moving at a snail's pace) and climb up the platform. At this point, run up the stairs and throw the lever to stop the belt if you need to give your partner or AI Sheva a hand. Open the boxes before the stairs for some goods though as well. When you're ready, proceed through the next door. Go around the hallway and drop down. Four boxes are waiting. As you can probably guess, something big is coming so stock up. One of the boxes may have FLAME ROUNDS for your Grenade Launcher. This is a good time to quit to the main menu (choosing to save your inventory though of course while doing so) and then hitting continue to manage your inventories. Load up those FLAME ROUNDS into your Grenade Launcher if you want. Doing this also lets you pilfer those boxes again when you load your save. Proceed through the door with teamwork and then get ready. BOSS FIGHT __________________________________ /BSAA B.O.W. File - Uroboros Mkono \__________________________________________ | | Attacks: Arm attack, arm detach attack, lunge | Weakspot: Three cores | ----------------------------------------------------------------------------- |This guy again... Well, he's a little bit improved from the first one you |fought. He'll attack with his arms again which only means at close range. You |can dodge some and not others. He has a bit of a long range attack this time |though. He'll detach one of his arms and send it at you. You can dodge this |pretty easily and it's important you do. The boss also has a knack for |disappearing and transporting around the room, especially when he's in |danger. Pay attention to his location on your map. | |This guy's weakness is three cores inside him that are connected by "stems" |that hang high above his body when exposed. The trick is getting them out of |there. You have to do a lot of damage to him to do it. The most aggravating |problem is that the cores do not stay exposed very long the first couple times |they appear. They disappear almost immediately so you have to make quick shots |(shotgun) on them. As the fight progresses, they'll stay exposed longer. | |To do this, start by backing up a bit and toppling over the red canister. |When he absorbs this, shoot at it and that will instantly weaken him to expose |his three cores. Shoot on them fast before they disappear. Back away now. | |You don't have a furnace this time around, but you do have a portable |substitute. A minute or so into the fight, you'll see the flamethrower is |ready. Grab it from the east wall (you can have your partner do this but try |not to let AI Sheva do it) and let loose on the bastard. The flamethrower |requires you to be close so be careful. Aim particularly at his arms and try |to lop them off. Once he's armless, keep firing (stay close but not too close) |until his weakspots are exposed again. Once they are, fire at these with the |the flamethrower too. Remember to stay close and aim high to hit them. When |you run out of fuel, place the flamethrower back on the dock where you go it. |It will recharge slowly so in the mean time, find another way to kill this |thing. | |There are two other red canisters around the stage. Topple these over and |use them to expose those weakspots inside him. Hopefully you can shoot off at |least one before the flamethrower is ready again. Once it is, use it to break |through his defenses and expose the cores again. Keep this pattern up. | |Do whatever it takes to stay alive. He'll send his arms at you and if you let |him get too close again, that means instant death. The arms particular can |be trouble if you turn your back on the guy. Luckily, there are dodge buttons |to use. You can also avoid them if you are just far enough away and back up |even further. | |There are a few useful items around the room, including a FIRST AID SPRAY in |the northeast corner. Grab everything now or else you'll miss it. Watch as |the boss transports around. When you manage to lop off his arms, he tends to |run away more often. Track him down and lay down more punishment. | |When you lop off his last core, or if you do enough damage to him with the |flamethrower, the bastard will finally die and victory will be yours. ------------------------------------------------------------------------------ Once you're done, watch the scene and this part will be finished. ________________________________________ /Chapter 5-3: Uroboros Research Facility \_____________________________________ [RE13] Items and Intel o-------ITEMS------o o---WEAPONS---o o---------TREASURES---------o |Shotgun Ammo | |PSG-1 (RIF) | |Sapphire (Marquise) - 3000 | |Machinegun Ammo x2| | | |Power Stone x2 - 5000 | |Magnum Ammo | o-------------o |Jewel Bangle - 1000 | |Acid Rounds | |Royal Necklace - 5000 | |Green Herb x5 | o---KEY ITEMS---o |Chalice (Gold) - 3000 | |Red Herb | |None | |Ruby (Brilliant) - 2500 | |First Aid Spray | | | |Topaz (Brilliant) - 2500 | | | o---------------o |Emerald (Brilliant) - 2500 | o------------------o |Sapphire (Oval) - 2000 | |Sapphire (Brilliant) - 2500| |Emerald (Oval) - 2000 | |Heart of Africa - 10,000 | | | o---------------------------o Go ahead and get yourself ready. This will be a tough end to the chapter. Make sure your ammo and goods are well distributed between you and your partner. You might want to consider bringing along the Grenade Launcher or the Magnum, or even both. As for upgrades, your shotgun or an MG or whatever you want will do fine. --- There's nothing left in this room, but for fun, head over to the west end to the chair where Mr. Uroboros was previously sitting. You or your partner can sit in it like Leon in Saddler's throne in RE4. Cool, I guess. In any case, make your way for the open door to the north. [BSAA EMBLEM #25] Inside this room you see some large spinning fans on the wall. The right fan has something hidden behind its blades at the top. Take a peek near the top and you should see the emblem. Climb the ladder and go straight across into the corridor (going south) to reach the observation room where Excella was. In the corner you'll find SHOTGUN AMMO and MACHINEGUN AMMO, as well as a document to read. Opposite that, near the door, open the safe to get a nifty SAPPHIRE (MARQUISE). Leave now and go left at the fork. Go up the stairs until you find some MACHINEGUN AMMO at the last corner. Grab it and turn, making your way toward the door. WHEN ANSWERS WON'T COME In the next room, turn to your right and open up all the boxes here for some goodies. When you're good to go, head down the hall and open the yellow door. Prepare for a fight. Take cover immediately. At least two Majini will shoot at you from the walkway in the distance. AI Sheva won't be of much help here but if you have a partner they can try to snipe them while you go for more normal shots. There's only two at first though, so it should be too tough. Just remember that they shoot in two bursts, then reload. When you can, move up to the next piece of cover. Enter the nearby door first though. Inside are a bunch of boxes to crack open for much needed goods and ammo. Return outside and take cover again. By now, more Majini should have shown up. The pipe on the left may be in your way though so leave cover if necessary, but only when they are reloading. When the danger is over, go around the walkway to where they were. On your way there though, a Reaper will drop in on you. Son of a... You have no room to run past him like before so don't even think about. You've got plenty of room to back up though so keep doing that until he exposes that weakspot on his chest. Fire immediately to send the overgrown cockroach into his stages of weakness, popping each weakspot in succession. When he finally exposes the chest one again, keep shooting until he dies. Keep backing up if necessary and hopefully your partner or AI Sheva will back you up. When it dies, it drops another POWER STONE. Schwing! Return to where the Reaper appeared. Take cover because more Majini across the way should be firing at you about now. One with a stun rod will come across the gap to charge you directly so watch out for him. Stay back here and move only slightly so as to coax more Majini out of hiding. Stay behind that piece of cover though. Wait for one to come out of the room on the east as well as one or more on the walkways nearby. Watch for yet another stun rod Majini to come at you as well. Once the music dies down, you're free to go. Hop the gap and then turn left toward the east wall when you can. Pick up any nearby loot then approach the door here. It's possible you may get attacked on your way to the door, but this is rare. If you do, skip to the next paragraph, though you really don't have to. Inside you'll find a few boxes, but also a RED HERB. Inside the suitcase, you'll find a PSG-1. You can use that against Sniper Wolf! Now hurry, and.... never mind. The PSG-1 is a very nice rifle. If you plan on keeping the S75 to upgrade, store the PSG-1 in your inventory later. I like the sight system and it's a good gun still, so consider making it a permanent addition to your inventory if you are so inclined. Pull the lever here to activate power for a nearby console with another lever that we'll be using very shortly. Sure enough, another damn Reaper appears as you exit the room. Back up again, as far as is necessary and let him have it with your shotgun. If you are low on shotty ammo or just really want to save it, consider your MG. Squish the bug and you get another POWER STONE. Make your way to that activated console and some uninvited guests will show up out of nowhere. One is a fat Majini so make him your first target. They're riding a large elevator like platform that goes across a gap. You can easily take advantage of this situation with a partner by having one of you use that lever to stop the platform temporarily. The Majini on the other side will just pull his though and get it moving again. You can keep playing a game with him though to at best, stall the platform. Meanwhile, you or your partner can pick off the enemies. Make things even easier by shooting out the lever operator to completely stop the platform. Deal with the enemies and collect the JEWEL BANGLE from the fat guy. Now you get to make a decision. Either have Sheva operate the lever while Chris rides the platform (preferred for solo) or send Sheva to do it. If you have a human partner, have the one who is staying behind hold onto a sniper rifle. Going as Chris you better be prepared. When the platform begins to move a Majini will fire on you from the right with his AK. Have your human partner immediately pick this guy off. If you're playing solo, you'll have to do it yourself most likely. The biggest threat however is when the platform stops and two guys with shields come at you from the left and right. It's imperative you have the AK guy taken care of. A human partner helps a lot here. If he's dead, focus on the shield guys. Try to force your way past one so they don't both trap you on the platform. What makes these guys really dangerous is that they both have parasites and if you let them trap you as I warned about, you're in trouble, especially since your partner can't get to you fast enough. Stay back and use a Flash Grenade to make it easier if you have it. Otherwise, blast on their parasites with any other weapons you have. Throw the lever and send the platform back. When your partner gets on, throw it again to bring them to you. While you're waiting, explore the area to the west, hopping the gap in the walkway to do so. You'll find a few boxes and a GREEN HERB here. When you and your partner are reunited, go the other way, east. Here, you'll get a quick scene as more enemies appear. Some will be coming at you close range. Try to have your partner deal with them. Staying behind cover is important though because two of these guys have rocket launchers and they sting. A lot. Have the person with the sniper rifle try to take them out from behind cover. They take a long time to reload so use that window to your advantage. They have masks on though so go for other shots to kill them. One of the rocket guys will become a parasite and he'll quickly make his way to you so be prepared for that. Once that threat is over though, focus on the Majini trying to get close to you, including bug head. Take cover again because one more rocket launcher Majini will likely appear. Use the same tactics of hiding and then firing with your sniper rifle when it's safe. Now hurry toward the cabin room they were all standing near. Prepare a grenade and kick open the door. Quickly toss it in and back away to let the door close. Hopefully, the grenade will do most of the work here. If not, or if you have no grenades, you have to deal with the Majini the harder way. Let the shield guys come out to you on the walkway and go for their knees or whatever else you can hit until more parasites appear. Use whatever you have at your disposal (shotgun preferred) to kill them. Mop up the last two Majini in here, including another rocket guy. Inside, collect the goods. Make sure you grab the ROYAL NECKLACE just to the right of the door as you enter. Also take the GREEN HERB on the console. Read the documents near the sofa if you want, then move out the door. Go around the corner and open the door leading to the next area. Go forward and pick up the GREEN HERB. Turn and open all the boxes here for other assorted goods. Go east now, all the way down the walkway into what seems like a familiar room. Open the boxes on the right, then go down the staircase to the center platform. [BSAA EMBLEM #26] Before you do anything else, you should get a tricky emblem. If you get the lift moving you can still get this one, it'll just be a lot tougher. Go to the side of the platform and look toward the east. You should see a little balcony platform that will come into play soon. Underneath this platform is the emblem. By underneath I don't mean on the wall, it's like on the floor, just underneath if that makes sense. Use your sniper rifle. Find the monitor near the edge and pull both levers to get the platform moving. Thus begins a somewhat tricky journey. The platform will rotate and rise up. It's movement will soon be impeded however by Majini on the far sides of the room throwing override levers to stop you. When they do, the platform rises and spins much slower. This not only makes things take longer, but it makes you an easier target for their guns. First off, this part is annoying because it's tough to get the platform moving again. Doing so requires you to kill the Majini who has his hand on the lever (which is no easy task). The platform may have slowed but using your sniper rifle (the only gun that really doesn't require luck here) is not easy with the horizontal movement. It takes a lot of getting used to, but you can try to aim your crosshairs to the left of your targets and then fire when the platform movement lines them up automatically. It's still not easy though. The other way is to just stay in the center and use the column here to provide you with cover as you wait. Eventually, the platform will speed up again after a minute or so. You can also hide here and try to snipe them as in the first strategy. Either way, the platform will be stopped a second time so again, aim for the Majini operating the lever. When it gets moving again, use the column to shield yourself from gunfire. As you near the top stay with your sniper rifle and use the column again as a shield. Five Majini with AKs will be waiting on the staircase. Stay back and use the column to block most of their shots, then aim at them through openings. Some have masks and others don't so pick your targets and drop them all. Once you're done, go up the stairs and collect all the dropped goods. Go down the walkway into the next corridor. Approach the door to reach the next area. You'll come into a large cave which opens up to a large chamber. Before you exit the cave corridor, look to the roof and you should find the RUBY (BRILLIANT) that you can shoot down. THE MOST DANGEROUS GAME This is the last room you need to get through but it's by no means a cakewalk. The ruins in front of you are reached via a drawbridge which just so happens to be raised right now. The controls are in a nearby building which just happens to be locked from the inside (what fiend planned all of this?!). Your only alternative? Take a lift up and try to enter from the top. Go to the north side of the building and open the box. Operate the lever here to activate another lever near the lift. [BSAA EMBLEM #27] Before tugging on the lever, look down the shaft from the south side (you can get a better view this way). On the right (east) side of the elevator shaft is this emblem. Now here's where you need to make a choice on who to send. The goal here is to go across the upper ledge, all the way around to reach a large blue container and push it slowly out of the way until the person can drop into the building. The problem? A ton, and I mean a ton of Lickers will be attacking that person from the scaffolding. If you're going solo, you can send Sheva and just provide her cover with your sniper rifle. She usually gets the job done so you don't have to worry. If you decide to go, you can choose to try and destroy all the Lickers like before. This is not easy at all though. If you decide to do this, I highly recommend coming prepared. Bring the Grenade Launcher for one thing. Also have a slot open (you'll see why). Have several grenades ready, and even some proximity mines will help a lot. I'll be assuming you're sending Chris up so have Sheva operate the lever and send him up. As Chris, make your way forward across the scaffolding. Two Lickers will appear. Try and kill these two, just to make it easier. Use your shotgun (or magnum to be quick about it) and move on. More will soon appear, so here's where you start running. When you reach the corner, quickly pry open the box here to get some ACID ROUNDS (this is why you opened up a slot). Now go across and hurry to the other scaffolding. This is where the blue container is. -If You Are Running- If you just want to get the hell out of here. Get to that container and start pushing! If you have a human partner this is great. Have them provide you cover from a safe vantage point with the sniper rifle. Your partner can help out tremendously by shooting the Lickers off the wall as they climb up. The stronger the gun, the easier this will be. Doing this means less possible loot though, if you knock off a lot of them. You can help yourself too by trying to delay the Lickers with proximity mines placed along the scaffolding. Keep pushing until the path is open. Drop down into the building and regroup with your teammate to finish the Lickers off (or run across the bridge after throwing the lever). -If You Are Fighting- If you want to stand your ground, start by planting some proximity mines on the scaffolding. If you have a human partner (which is really helpful), they can use their sniper rifle to aim at the ruin walls and snipe the Lickers as they are climbing up. One shot from a rifle or magnum knocks the critters off the walls and greatly decreases the amount you have to deal with. As the mob of Lickers draw closer, use the Grenade Launcher and/or Hand Grenades to fend them off and soften them up. Stay out of range of their tongues and use your magnum or shotgun to finish them off. The Acid Rounds for the Grenade Launcher do a pretty decent job. Another tip to keep in mind is that when you move forward and trigger the second Licker ambush, if you stay on the left side of the room and don't go along the north side, the number of Lickers that attacks will be greatly limited. You can reduce the overall number by staying put and just dealing with the ones that appear for now. Then, when it's clear, move up and the rest will soon follow. If you have the opportunity, open the three lockers inside the building to get a CHALICE (GOLD), a FIRST AID SPRAY, and some MAGNUM AMMO. Go across the bridge. Look up above the opening of the next hall and you should see a sparkling gem. Shoot it down for the TOPAZ (BRILLIANT). Now, move forward and open the door. A fateful encounter awaits. ***SPOILER WARNING*** Watch the next scene before reading on! BOSS FIGHT ___________________________________________ /CLASSIFIED S.T.A.R.S. File - Albert Wesker \_________________________________ | | Attacks: Rush kick combo, kick attack, gun shot | Weaskpot: None | ----------------------------------------------------------------------------- |Yes, this is actually a two-on-two fight. Your real opponent is Wesker |though. Jill is just a bothersome fly with a gun. Wesker on the flip side, |isn't very aggressive. He'll slowly and dramatically make his way toward you |and if you actually let him get close, he'll unleash some powerful kicks and |leg sweeps. Shooting at Wesker proves to be utterly futile as his Matrix like |dodges let him avoid just about every bullet. Shooting at him from a distance |though, often makes him prepare his running attack. He'll bend his knees and |prepare to charge you. When he gets in close range, Wesker will unleash a |devastating combo attack. This can be countered though using either Square |or on some occasions, X. | |The fight has two stages. The first is in this main room with Wesker and Jill. |You can force the fight to relocate by running to the metal door on the east |side however. This forces a cutscene in which Wesker kicks Chris through the |door. Doing this starts the second phase. This is entirely optional however |and you don't have to go through the door at all. It is highly recommended |you do though, for several reasons. Also, getting even remotely close to the |door during the fight will cause you to go through. | |The most important reason for leaving this beginning room is to escape Jill. |She will get on your nerves very quickly with her VZ61. If you have a partner, |they can keep Jill busy by aiming at her, often causing her to roll out of |the way. Try to avoid shooting Jill though, because if you hurt her too much, |you get a Game Over. AI Sheva is utterly useless in keeping Jill busy though, |so on solo, Jill's annoyance is aggravatingly higher. | |Start the fight by going to the staircase behind the pair and grabbing the |two GREEN HERBs. Go up the stairs too and on the southeast corner balcony, |break open the vases here. One will have an EMERALD (BRILLIANT). Good. Now, |let's focus on the fight. | |As I said, this fight is a lot harder in this room because you have both Jill |and Wesker to worry about. The best thing to do is make a break for the door |as soon as you have all the items you want. Once Wesker kicks Chris through, |the fight suddenly becomes two separate one-on-one battles. Chris will be in |a little maze-like corridor with Wesker on his tail. AI Sheva will volunteer |to keep Jill busy. If you have a partner, they should also offer to take care |of her. | |As Chris, run away from Wesker and break open any vases you find along the |way. Hurry straight ahead into the room you see. As you enter, spy the small |pot on the shelf on your right. Smash it open and claim the SAPPHIRE (OVAL) |inside. Turn left and in the adjacent room you'll find a large chest. If Sheva |followed you in here, you can have her help you in opening it. If she's back |in the main room, you might not get any help. Open it to find a SAPPHIRE |(BRILLIANT), an EMERALD (OVAL), and a L. Hawk which is a shiny new magnum! Now |that you have that, you can actually focus on the fight again. | |This duel will end one of two ways. Either you survive for the seven minutes |Wesker allotted you, or you take the offensive and weaken him enough. The |latter is obviously more difficult and requires some preparation and cunning. |Weakening Wesker is all about damage. The better your guns, the quicker the |fight will end. The best choice is a well upgraded magnum. Hurting him is the |tricky part, because as you have gathered, Wesker has dynamic reaction time. | |If you put enough distance between you and Wesker, he'll stop and talk. These |are the moments when he is vulnerable. Use your map and note his location. The |best strategy is to use the chest room as the center and just go in circles |around it. Use the option to take cover behind walls and eye your map as |Wesker draws closer. Wait for him to stop in place and look around. Take this |chance to fire at him a few times. After a few hits, Wesker will rush you. If |you want, get off the wall fast and counter his attack. If you stay on the |wall though, you might be protected. Run away fast though. Run around the |L. Hawk chest room and use it to lose Wesker again. Once he's lost you, you |can attack again. Here's a map to help you get an idea of the chest room |strategy: | | Fig. 1 | Key: /\ = Wesker o = Sapphire (Oval) | --> = Recommended path [X] = Chest with S. (Brilliant), | # = Wall E. (Oval), and L. Hawk | # # | # ##################################### | # | # /\ <------ ^ Just keep going around in a | # | | circle around this room. Stop | # | ############################# | ##### when Wesker begins talking | # | # [X] # | # and stops to look around. | #o | # # | # That's your chance! | # V # # | # | # | # # | # | # |----->------>------>------>------ # | # # | ######################################## | | | | | Fig 2. | Key: /\ = Wesker * = Recommended Attack Point | # = Wall | # # | # ##################################### | # | # /\ <----* | # | # ############################ /\ ##### This diagram is a little | # # [X] # # confusing, but basically | #o # # ^ # the two hallways are a good | # # # | # spot for ambushing Wesker. | # # # | # You can ambush him if he | # /\ <----------* # comes through the S. | # # (Oval) room from the | ######################################## side hallway. Just run | after that and wait | for your next chance. | | | |For your partner, if you have one. Keep in mind not to harm Jill. Just keep |her busy by aiming at her and avoiding her gun attacks. AI Sheva might |actually lead Jill into the corridor with you and Wesker. This isn't much of |a problem because they'll usually just past through. If Wesker aims for Sheva |though, you can use this opportunity to attack him again. Some other freak |things may occur, such as Sheva getting critically injured by Jill in the |main room, which almost guarantees that you will lose if you're in the |corridor with Wesker. | |Whatever you do, don't leave the corridor to return to the main room. It's |best you keep the battles separate like this. Repeat the strategy of hiding |and attacking and keep doing damage to Wesker. If you are lucky enough, you |might be able to hurt him enough to make him fall to one knee. This means |you've hurt him enough. You'll gain the "Bad Blood" Trophy for this! Nice! |Once you do that, Wesker will flee to the main room and the fight will end. | |If this is your first time through the game though, you might not have quite |the firepower to weaken Wesker enough, that is, unless you've been upgrading |all of the beginning weapons. If you can't do this or it just seems too hard, |rely on running and surviving for the seven minutes. Try to avoid Wesker in |the corridor, and not going back to the main room. If you have a partner and |they need help though, go to their aid, especially if you need to heal. | |When either you've done enough damage to Wesker or your seven minutes is up, |the fight ends. ------------------------------------------------------------------------------ It's not over yet though. After a scene, Wesker exits, stage right. That leaves you with one last opponent. If you forced Wesker to his knees in the last fight (and got "Bad Blood"), look for a new treasure at the start of this next fight. In between the staircases you'll find the HEART OF AFRICA. ____________________________________________ /CLASSIFIED S.T.A.R.S. File - Jill Valentine \________________________________ | | Attacks: VZ61 guns (different style attacks), leg sweep, kick | Weakspot: Device (on chest) | ----------------------------------------------------------------------------- |A fateful fight indeed! The goal in this battle is obviously not to kill Jill |(unless you want big fat Game Over screen), but to free her from Wesker's |control. To do this, you gotta pry off that thing on her chest. This is a fun |fight for co-op so grab a buddy if you can. | |Whatever Jill is on, it makes her very agile and apparently gives her the |powers of Spider-Man. She'll mainly move around the floor in some pseudo |martial arts style and try to kick you if you get too close. Her main attack |however is with her VZ61's. She'll stop to use these and shoot them in a few |different ways. She may sweep them across the room or shoot at you directly. |She'll even climb up the walls and shoot at you from above. Uh, hey! Get down |from there! | |To remove the device you or your partner must restrain Jill, while the other |mashes away on the X button (PS3) to pull it. Anyone can restrain Jill by |getting behind her and hitting the button. You just need to be wary of her |kicks. Easy there, Chun-Li! | |The problem is you can't just straight up remove it. Believe me, I've tried. |You actually need to weaken the device first. How do you do that? By shooting |it of course! Once again, the easiest way to do this is to have someone hold |Jill down. This allows the other person to get as close as they need and |steady their aim. As you can guess, if you have some terrible aiming, you can |hurt Jill and that is not good. Luckily, the device itself has a pretty |welcoming range for bullets so even if you aren't accurate to within a hair, |you'll probably hit it. | |Damaging it stuns Jill temporarily. You can follow this up by having your |partner throw her down to the floor. Then you can approach her and start |pulling on the device. It won't likely work however. You need to repeat this |process to succeed! Teamwork is key! | |AI Sheva usually gets in position to restrain Jill so you don't need to worry. |You can do it yourself too and let her handle the pulling. The focus now is |weakening the device though. You also don't need to have Jill restrained to |shoot it. If you are quick enough, you can also shoot the device when Jill is |stopping to shoot at you, or when she's on the walls. Just be careful if you |do this. | |Shoot the device a couple times and that will prepare it to be pulled off. |Now there are two ways to do this. One is with teamwork and the other is a |solo job. You can shoot the device and then have your partner or AI Sheva |throw down Jill to the floor again. Get on top of her and start pulling. If |you weakened the device enough, that will end the fight. This is not rewarding |however. | |The other way is to start pulling when your partner is restraining Jill. Just |approach her and begin pulling. If you weakened it enough, this should work. |If not, Jill will free herself and then kick at your partner, so they should |be ready to dodge. If you do it this way however, pulling the device while |your partner holds Jill, you'll be rewarded. Ending the fight this way gets |you the "Masters of Removing" Trophy. Schwing! | |Do what you have to, but don't hurt Jill (despite how much you may want to |after the previous fight...). Get that thing off and you're home free. ------------------------------------------------------------------------------ With that trial over, you'll have a semi warm and fuzzy scene to watch. It concludes with the end of the chapter. _______________________ /Chapter 6-1: Ship Deck \______________________________________________________ [RE14] Items and Intel o-------ITEMS------o o----WEAPONS----o o-----------TREASURES-----------o |Machinegun Ammo x2| |J. Breaker (SG)| |Jewel Bangle x3 - 1000 | |Rifle Ammo | | | |Topaz (Oval) - 2000 | |Hand Grenade | o---------------o |Dead Bride's Necklace x3 - 2000| |Green Herb x6 | | | |Red Herb | o----KEY ITEMS----o o-------------------------------o |Egg (Rotten) | |Crane Keycard | | | |Tanker Keycard A | o------------------o |Tanker Keycard B | | | o-----------------o From here on, just upgrade what you want. Go with capacity to get quick ammo refills, and maintain firepower especially if you're opting on the newer weapons. Sell off the treasures, including the Heart of Africa if you got it. You're coming to the home stretch so do what you gotta do. --- As you begin, you should gather pretty fast that this place is big. Also, there are a lot of high up places. A quick look around with your sniper rifle will probably spot some enemies in high places. Go ahead and ring a few shots out. This is good because it will bring a few Majini running to your location. Just stay on the upper ledge and shoot at them when they get close. All of them have stun rods so they can't shoot you. Just waste them as they desperately try to climb the ladder to get to you. When that is over with, drop down and open the boxes. Proceed up the stairs and approach the large tower/mast structure. Climb up the ladder to the platform, then the big ladder on the other side to get to the top. A Majini awaits at the top, unless you sniped him earlier. Up here, get any goods and use your sniper rifle now again. Look to the south. It's very dark but you should see a crane with it's large metal arm or whatever hovering over the ship. On top of this is a lone Majini. Snipe him down to get a reward later on. Now drop down and go north, dropping down yet another ladder to reach the bow of the ship. Climb the ladder and you'll find several boxes to your left and right for goods. Now, try to go south up the stairs and two Adjules will leap out of a freight container. Quickly arm yourself with your shotty and have at them. Move away from the stairs as two Majini make their way to you. Beware of their armor and also their long exaggerated swings (they'll get really close to you fast). One will become a parasite so have a Flash Grenade or your shotty ready. Proceed down the walkway and when you reach the other side, a fat Majini will be waiting. Try to snipe him before he gets close and you can easily bring him down. Collect the JEWEL BANGLE and proceed further. Two more Adjules and a Majini attack. Manage them all with your shotgun before they get too close. Switch weapons to kill the Majini, then move very cautiously forward. Another Majini will try and ambush you from around the corner, swinging his stun rod so back away quickly. Shoot him and he'll turn into one of the Duvalia parasites. Damnit! Back away and use whatever weapons you can to weaken him and shoot his mouth weakspot. You can also back all the way up to the bow and climb one of the ladders. This guy can't climb so you can try to exploit that. It makes getting a clear shot a little tougher but it makes things easier. Once that's done, continue south and drop down the ledge. Open the boxes here and enter the corridor. One of the little alleys has a box so get that. Keep moving til you find a strange obstruction with a green lighted panel. Press the button to open the path. The only way to go is west for more boxes and a ladder. Climb up and approach the large blue container. With your partner, push it out of the way so you can drop down to the center area below. This is where a lot of things will develop quickly so be ready. As you meander into this area, the crane will drop a cage on Sheva. It doesn't matter who gets there first; it will always be Sheva. To make matters worse, a bunch of Majini will attack you here. Sheva can help you from the cage but it's not easy. As Chris, you can easily be snuck up on here. Back up into the right-hand corner and watch for Majini dropping in right in front of you. Use your best weapons to keep them at bay. Also target the Majini in the container above. He has grenades, but as long as you stay on the south side, you can't be hurt. The big player here is the shield Majini that drops in at the end. He turns into another one of those damn Duvalia parasites. Hopefully your partner will provide you a little cover from the cage. Use the entire space of this area to your advantage and run around to get time to shoot. Once he dies, you can pick up the CRANE KEYCARD from his corpse. [BSAA EMBLEM #28] Don't leave just yet. On the north side of this area is that open container. There was a Majini in there throwing grenades remember? Well inside that container is an emblem. It's really, really hard to see from just about any angle so your best bet is to toss a grenade in there and that should do the trick for you. Just pay attention to your screen and look for the Emblem to appear in the bottom right and listen for the sound too. Now, to escape, aim at the green light to the north. Shoot it to raise the platform in your way. Back out here, approach the terminal and open the door with your keycard. Head up the stairs and shoot the Majini that springs out at you. He'll likely explode. Now, whip out your sniper rifle and take a look up at the crane. Right up the first ladder is one Majini waiting, so snipe him. Now, go ahead and climb up. Approach the next ladder and you'll likely see that two Adjules, like vultures, are surrounding the cage. The cage will protect Sheva so if you have a partner, have him or her take them out safely. Meanwhile, climb the next ladder and attack the Majini here. Before throwing the lever, try to make sure the Adjules below are dead. Help out your partner or AI Sheva by trying to snipe them from above if possible. When they're dead, raise the cage to free Sheva. [BSAA EMBLEM #29] Before you go back down, you can get another emblem if you have the patience and ammo. From the top level of the crane, use your sniper rifle and aim for a very shadowy structure to the south. It has a dish like device at the top and that is where you can barely make out the blue circle that is the emblem. Hitting it is no easy feat. Try to rely on the natural shakiness of the sights rather than trying to manually line up the emblem with the stick. Keep shooting until you get it. Return to the ground immediately and find your partner. Return to where the cage was and climb the ladder. Open the boxes here and go north. Pick up the GREEN HERB and then cross the new platform made from the cage to a box. Go north and then turn right. Hop across each container to reach a safe at the end. Inside you'll find 3000 GOLD. Beware of several Majini that will attempt to drop in on you. Shoot them from beyond the gap and then return once it's safe. Enter the area in the center with the two green platforms. Two fat Majini will appear. One will be below and one will be on top with you. They can get up to you amazingly, so try to have your human partner (if you have one) deal with one while you take care of the other. Otherwise, AI Sheva might do this for you as well. Kill them both to get the JEWEL BANGLES. Drop down and in the center here you'll find another treasure, the TOPAZ (OVAL). Where did this come from, you may ask? Well, remember that Majini on top of the crane you shot down earlier? Yep, he dropped this. Now, to get out of here, you and your partner must stand on the green platforms. You gotta shoot the green lights for each other to lift each other out of here. AI Sheva automatically gets into position and helps you out so do the same for her. Depending on what side you choose, you have a few things to find. On the right side, you can get a few boxes, including some in a gap that forces you to start the lifts over again. The other person can find a few boxes, plus an area to drop down into. Venture back north here to find another one of those platforms in your way. Use the green light control to lift it up. This will free an Adjule so be ready. Once it's dead, enter the nook here to find a safe with another 3000 GOLD. Climb the ladder and go south now. Another pair of Adjules will be waiting below. Shoot them before dropping down. Reunite with your partner and head up the stairs to open the door. NO LOOKING BACK Take the GREEN HERB, MACHINEGUN AMMO, and the HAND GRENADE inside here. Next, go downstairs and open a few boxes. Proceed into the hall. Drop down the hatch. Go down this long series of staircases that spiral downward as you listen to some talking. At the bottom, a few boxes wait, along with a silver case containing a JAIL BREAKER. This very sexy shotgun is a good upgrade, so keep it unless you're upgrading the Ithaca, in which case, store the Jail Breaker in your inventory later. Go west now and open the door. Once the scene is over, turn around. Break open the glass compartments here to reach some RIFLE AMMO. Near the door, collect the GREEN HERB. [BSAA EMBLEM #30] + [TROPHY OPPORTUNITY - BADGE OF HONOR] Look to the north wall. The flowers should be on your left. Raise your view up until you see a cabinet or something with this emblem inside. Take aim and fire. If you've gotten every emblem up to this point, congrats, you will get the "Badge of Honor" Trophy! Proceed into the next room and it's a big one. A lot of enemies are waiting below too. Use your sniper rifle from above and shoot a few of them before they notice you. If you're co-oping, you can have one player go down and attack while the other covers them from above with the sniper rifle. The alarm will sound and a bunch of AK Majinis will appear. Use the cover you're provided to protect yourself. Beware a Majini with a stun rod coming at you. Pop out from cover and carefully snipe each one, or if you have a partner down there dealing with them, give him or her some help. Move along the walkway to get a better view of some more enemies, including one on the high ledge to the west. Drop down and deal with any remnants. Search on the right side for some MACHINEGUN AMMO. When you drop down here, you'll trigger the appearance of a Majini on the walkway where you entered (to the northwest). He'll start chucking grenades down at you which will quickly become annoying so make him your primary target. Move further west and grab the GREEN HERB on the left. Some more Majini will appear, including one hiding in a container in the corner who will also throw grenades. Try to have one player distract and kill the other Majini while the one with the sniper rifle takes out the one in the container. Be careful dealing with the shield Majini. Use the red barrels here to help you out. More AK Majini will be waiting, most of them on the other side of the containers and junk here in the corner. Shoot them all and when all of the foes have been felled, drop down the nearby hatch. Down the corridor, shoot the next Majini. Continue through and two more will be waiting around the corner. One has an AK, and the other has a stun rod and a parasite so be careful. The shotgun is perfect in these cramped corridors. When you reach the ladder, one more Majini drops in on you. He turns into the Duvalia parasite which is bad news. Back up and let loose with everything you have, including grenades. Climb the ladder out and turn immediately to your right. A few Majini will be waiting and one will eagerly try to throw a grenade. Aim quickly for the red canister nearby to blow them all to hell. Pick up the loot here, including an EGG (ROTTEN) and a RED HERB. Keep the Rotten Egg as it will come in handy soon. Move east through this room now. You'll notice the other red canisters, which may clue you in that something is coming. It's not another Uroboros though... It's that guy with the gatling gun! Yikes! Take cover and wait for his volley of bullets to stop. Pop out when you can and take a few shots at him. It's really hard to stun him unless you aim squarely at his head so you'll need to keep ducking to avoid becoming Chris Redfield brand Swiss Cheese. Use the red canister and a nearby Proximity Mine if you can lure the big guy near them. If you stun him, you can unleash the rare melee attack, the Haymaker. This guy takes a lot of punishment so you might end up using a lot of ammo here. Try to thin his health down with grenades and other explosives first though. Once he dies, he offers the TANKER KEYCARD A. There's obviously a B somewhere so let's find it. First, check the corner to find a GREEN HERB and some boxes. Get onto the higher platform and take the stairs near the door to go west. Drop down here to find a platform with some boxes and a safe. The safe has TANKER KEYCARD B. With both in hand, go to the door and open it together. Inside here, a few more rocket launcher Majini are waiting. Take cover and wait for them to shoot before attacking. Try to be quick because the cover is destructible and they'll quickly expose you if you hesitate. A third guy with a rocket launcher will also appear so kill him too. Collect all the goods here, including a GREEN HERB in the northwest corner, near a box too. Go south now. Some of the rocket launcher guys will drop DEAD BRIDE'S NECKLACEs, so gather those. Exit through the south door to find an elevator around the corner. Watch the scene and the part will end. You're getting closer... _______________________ /Chapter 6-2: Main Deck \______________________________________________________ [RE15] Items and Intel o-------ITEMS------o o---WEAPONS---o o--------TREASURES--------o |Handgun Ammo x3 | |None | |Chalice (Gold) x2 - 3000 | |Shotgun Ammo x2 | | | | | |Rifle Ammo | o-------------o o-------------------------o |Proximity Bomb | |Green Herb x2 | o---KEY ITEMS---o | | |Bridge Keycard | o------------------o | | o---------------o You'll start this part outside on a new area of the ship. You'll approach a rather ghastly site and this will trigger a scene. Oh, poor Excella. A new scene starts and you've got some buttons to hit. This part is tough on co-op because you have to rely on your partner to hit their buttons as well. AI Sheva always hits them so long as you get yours. A lot of dodge buttons, Square and X alternating, will appear in succession so keep mashing them. You'll come to a part where you have to climb over a container. On co-op, Chris must hit L1 + R1 together first to lift Sheva up. Then the player controlling Sheva must hit the buttons to pull him up. After this, mash X to run and finally escape inside. PEST CONTROL Head down the hall and turn the corner. You'll spot a GREEN HERB at the end but be cautious. As you draw near, one of Uroboros' appendages tries to grab you from the vent above. This will be a recurring danger for the next few areas so watch out and be ready to hit those buttons. Grab the herb and then enter the nearby room. Open up the lockers for some HANDGUN AMMO, and a CHALICE (GOLD). Head out into the next hall and dodge near a dead body as another tentacle crashes in. Move forward to a door on your left and enter. Only the locker in the southeast corner of this room has anything inside, so open it for some RIFLE AMMO. Enter the next room and you can pilfer a PROXIMITY BOMB from the corpse and some SHOTGUN AMMO on the desk. The second locker from the left has some HANDGUN AMMO inside. Go out the door and start moving west. Another Uroboros appendage will attack so be ready. Go up the stairs and turn. You'll see a body be thrown to the ground from out of the corner. This guy is actually alive though; it's a trap you'll easily fall into in a moment so let's prevent that. This is a good opportunity to get a new Trophy though. [TROPHY OPPORTUNITY - EGG ON YOUR FACE] First thing I would like to note is that you are by no means required to get this Trophy now. You got the Rotten Egg not too long ago and assuming you still have it, you only have a few opportunities to get this Trophy until the game ends, and not many of these chances are great. You can easily just keep the egg and it will show up in your inventory in a New Game+ where it will be much easier to use it in the beginning of the game. It's up to you. If you want to get it now, start by shooting that enemy that's laying on the floor. When he gets up, shoot him a couple more times with your handgun in a few non-vital areas (legs, etc). This is just to weaken him. The Rotten Egg has a lot of power (about as much as a magnum shot) so shooting the Majini is just to ensure that the egg will be a one shot kill. Let the enemy get close and equip the egg. It's like a grenade in the way Chris holds it, but there's an option to eat it. Do not under any circumstances do that however, because you will not only miss your chance, but the egg will deplete your health when consumed. Aim and fire and the egg should kill the Majini easily, nabbing you the Trophy. If you don't have the egg or just want to wait for a better opportunity later or in a new game, just shoot the guy from afar til he's dead. Enter the room on your left to find a few goods. The middle locker has a CHALICE (GOLD). Also take the GREEN HERB in the opposite corner. Exit now and go around the corner where that Majini was laying. A whole corridor full of Majini are laying down here. It's quite obvious they're alive though because as you can see, their stun rods are active. Unlike their counterpart that you killed though, these guys are really good fakers. No matter what you do, they won't die, so don't waste bullets and just spring the obvious trap by walking down the hallway. Use your shotgun to get any Majini out of your way, then make an about face and shoot the rest coming at you. One will become a Duvalia AKA fly trap type parasite so you have to deal with that. Use a grenade to make it easier. Pick up the BRIDGE KEYCARD he drops and use it to open the door in the east room. Before moving on, you can read the document in the corner if you want. Go up the next staircase into the bridge. Wesker was here... Turn right and grab the HANDGUN AMMO. There's a door on the south side that you can't open yet. On the other side is a small niche where you'll find some SHOTGUN AMMO. Move over to the other staircase and read the document on the wall. As luck would have it, there's a weapon for you to use in this fight. Go up the stairs and open the door. Outside, open the boxes and then go through the door. A fight begins. BOSS FIGHT __________________________________ /BSAA B.O.W. File - Uroboros Aheri \__________________________________________ | | Attacks: Ram attacks, minions leaping | Weakspots: Tentacle cores, main core | ----------------------------------------------------------------------------- |It may seem a little daunting at first, but this fight isn't too hard. This |thing will simply attack you with its appendages. They move in obvious ways |before doing so, rearing back and spinning. You can always dodge these with |the button prompts. The main annoyance may very well be the little minions it |spawns. You'll learn about them soon. | |As the fight starts, immediately find the panel on the south wall. This houses |the rocket launcher device that you read about below deck. It doesn't shoot |rockets though. What this thing does is set a homing beacon for a satellite to |fire a powerful laser. That's basically what you need to do to kill this |thing. | |Operate the device with L1 and try to lock in on the bright orange ends of |the Uroboros tentacles. These are the things you need to hit. There's only |two to worry about for now. The problem is these things move around a lot and |it's hard to lock on. To make things easier, your partner should give you a |hand by shooting at the orange spots. Hitting them with enough bullets makes |them turn dark red. This means they're stunned and they will stop moving, |making it easy for the LTD operator to lock on. Do so and fire. This will make |the satellite blast the tentacle off. | |The satellite needs to recharge as you can see. Put it down and prepare for |this boss' most annoying attack. Every time you blast off its appendages, it |sends these little bastards after you. They cover most of the upper and lower |platforms and they'll leap at you for damage. You and your partner should fend |these off (they're easy to kill) while waiting for the LTD to recharge. Pick |it up when you're ready and prepare to fire at the second tentacle. Again, |your partner should try and freeze the thing by shooting it (though you can |do it without stunning it, it's just harder). | |Destroy the second one and the main core appears. This is the boss' main |weakspot. Wait for the LTD to charge again by killing more of the little |minions. Pick it up and then fire at the core. Don't waste time, shoot as soon |it's charged or else the core will hide again. | |This is the hard part. When you hit the core, it'll vanish and four new |tentacles appear. You have to cut all of these down, but they're not gonna |make it easy. They begin by hovering up high above. It seems strange but the |boss is actually preparing an instant death attack. If you wait too long, it's |game over as the boss crashes down onto the platform, squishing you and Sheva. |Fire up the LTD immediately and lop one of its appendages off. | |After this, they'll attack pretty often and so you'll see a lot of dodge |buttons appear. It's easy to miss them so prepare to get hurt a little. You |can help yourself a lot though by killing the minions. They have a very high |chance of dropping ammo, grenades or Green Herbs. Kill them off to get some |health items if you need them. Wait for the LTD to charge and then fire at |the tentacles, preferring stunned targets if your partner can help you out. | |This cycle will repeat itself and it's not too hard to keep it under control. |Shoot weakspot, clean up minions, shoot weakspot, shoot main weakspot. When |you kill off the four tentacles, the core appears again so shoot at it once |the LTD charges. You only have to hit it one more time so do your best to |stay alive. Keep killing off the minions and you'll surely find spare Herbs. | |Only two tentacles remain so fire at them when you can. Dodge their attacks |and stun them. Once they're off, fire at the core one last time and you're |finished. ------------------------------------------------------------------------------ With the boss defeated, you're done with this part. It's time to move on to the finale! _________________________ /Chapter 6-3: Bridge Deck \____________________________________________________ [RE15] Items and Intel o-------ITEMS------o o---WEAPONS---o o-----------TREASURES-----------o |Flash Grenade | |RPG-7 (temp.)| |Power Stone x2 - 5000 | |Green Herb x7 | | | |Dead Bride's Necklace x2 - 2000| | | o-------------o |Diamond (Marquise) - 5000 | o------------------o | | o----KEY ITEMS----o o-------------------------------o |Hangar Keycard A | |Hangar Keycard B | o-----------------o Do your last upgrades. If you ask me what will be most important in this last stretch, I'd say your handgun, sniper rifle, and shotgun, in no particular order. You might need them all though so be ready. --- You'll begin where you left off. All of the dropped goods from the Uroboros minions are gone unfortunately. Find the door you used to enter this area and leave through it to return to the bridge. Find the south door that we couldn't open earlier. It's an elevator, and it will now take you to a new area. HERE'S YOUR OVERTURE Here, start off by using your sniper rifle. Snipe the Majini on the platform a little bit to the right. There are two on the platform below, as well as one on a walkway straight across from where you are. Go left down the walkway now and grab the GREEN HERB to the left. Drop down the ledges into some water. A Majini with a stun rod will immediately flank you so be prepared. Climb out and then go across the walkway to the west. Go around and find the lever here. Grab the GREEN HERB first, then throw the lever. The large bulkhead doors will open but they take a long time. Meanwhile, a lot of enemies will come at you. There's a few ways you can do this. You can try holding your ground here, near the lever. You can also flee and run past all the enemies and fight them in the center platform where there's more room. You can also have one player run to the center, while the other provides cover, but just beware with that player the enemies on the walkway near the lever. Whatever you choose, just be really careful of all the stun rod wielding Majini as they can get annoying fast. You probably noticed how they will prepare their swing and sort of "skip" toward you to attack. Keep them all at bay. Once the bulkhead opens, more Majini, this time with AK's, will attack. Use the large columns for cover and attack when you see your window. Before moving forward, make sure you target a Majini on the top of the far wall. He has a rocket launcher so be sure you get him. Press forward, carving your way through the enemies that appear. After you hop the gap, grab the FLASH GRENADE on your left. Move beyond this column and there will be a GREEN HERB on the left. Watch out for another rocket launcher Majini on the adjacent walkway. More AK guys will also appear at the far end so take cover. As you approach the next bulkhead, there will be more Majini to deal with. There are two sections to the left and right of the door with lower areas and also some walkways. Fully explore above and below on these sides to find three GREEN HERBS and at least two DEAD BRIDE'S NECKLACES. Beware when you return to the center area that more AK Majinis will appear seemingly out of nowhere. Don't underestimate them so take cover and shoot when it's safe to do so. Once the coast is clear, operate the levers with your partner to open the second bulkhead. Once it starts opening, turn around immediately. Two Reapers will lumber toward you. Have that shotgun ready. Luckily, the one on the right will reach you first, giving you a good chance to kill it before the other gets there. If you have to deal with both, make sure you and your partner keep a safe distance between yourselves and these bugs. No reason to let them back you up against the wall, run away if you have to. If you can trust your partner to it, have them deal with one Reaper, while you handle the other. Shoot all their weakspots one by one and then finish them off. Collect the two POWER STONES and then wait drop off the left side of the platform and wait here below for the bulkhead to finally open. Once it does, two of those gatling gun wielding Majini appear! Holy crap... Hop the gap and approach the ladder on your left (this is why you dropped down to the lower ledge just a moment ago). Climb up to find a turret of your own. Have one player use it while the other stands by and focuses on the normal Majini that will try to get at you. The one wielding the turret should shoot the two gatling gun foes. Fire some rounds into their heads to stun them. Alternate between the two so that neither one gets a chance to shoot. Keep firing and let the turret cool off for a second when you have to. Once they're both dead, turn your sights on the other Majini. When most or all of them are dead, drop down. Find the corpses of the two big guys and take the HANGAR KEYCARD A and HANGAR KEYCARD B. If there are no more enemies hindering your path, make your way to the door and use the keycards. In this little hallway, do your last preparations. Make sure you got enough ammo and healing items, and that they are well distributed. Save your game and back out if necessary to sell treasure or what have you. When you're ready, open the door and prepare for a scene, followed by a fight. BOSS FIGHT ___________________________________________ /S.T.A.R.S. Top Secret File - Albert Wesker \_________________________________ | | Attacks: Kicks, Leg Sweep, Gun Shot, Missile Throw | Weakspot: None | ----------------------------------------------------------------------------- |The final showdown. Pull out all the stops for this. Wesker is virtually the |same as he was in the fight with Jill. He still has those amazing reflexes and |his Keanu Reeves moves. The same strategy will also apply here but it won't |kill him. Wesker also will have a new move where he appears before the shuttle |and throws missiles at you. Yeah, actual missiles, and they hurt. A lot. | |Start the fight off by running to the northwest corner. You should easily spot |a glass case with a Rocket Launcher inside. Take it and run. What you need to |do now is set the conditions in this room to make it easier to hide. There |are three levers around the arena, in the southwest, southeast and northeast |corners. Throwing each of these levers turns off some of the lights. This |makes it easier to hide and to ditch Wesker. The same strategy applies in that |you need to make your shot when Wesker stops and begins to look around. If |the lights are off, this happens easier. | |Wesker can throw the levers and turn the lights back on though, so you may |need to run around and throw them again. The main idea here is to just keep |a very good distance between you and Wesker and keep the lights off, waiting |for him to stop. Once he does, open fire with the Rocket Launcher. If you are |successful, Wesker will stop the rocket with his bare hands! Hurry now and |fire at the rocket to detonate it in his face. This explosion will stun him. |Hurry and grab him from behind to restrain him. The idea here is to hold him |down while the other player delivers the shot. It won't work the first time |though as Wesker quickly regains himself. | |Grab the Rocket Launcher again. You need to find another rocket. There are a |few to be found in some of the boxes around the main floor. There are a bunch |above you however. Go up the ladders and across the walkway to a small area at |the top where another glass case is. Find a few rockets here. Just be careful |because Wesker will quickly follow you up here. You can either manually reload |the rocket yourself, or have your partner grab one for you. If your partner |fetches the rocket, use Circle to plant the launcher down while they reload |it for you, also by hitting Circle when they get close with the round. | |Once you're armed again, keep the lights off and run away from Wesker. Wait |until he stops again, then fire again. AI Sheva might automatically attempt to |restrain him, but on co-op, you or your partner must decide who will do this. |If AI Sheva doesn't, you'll have to do it yourself. It should only take the |second rocket explosion to do this. If necessary though, you might need to get |a third. Stun him, restrain him, stab him, silence him. The fight is over... ------------------------------------------------------------------------------ Wesker isn't done quite yet though. He'll get on the shuttle and fire it up. The next scene will be an interactive one so be ready. This one is also really tough on co-op because each player has buttons to press and the cutscene starts again each time you die. Just skip ahead to the parts where you have to hit the buttons if this keeps happening. First Wesker will try to impale you or your partner. Again, if you're co-oping, both players have to hit their buttons. After this, the prompts will switch between Chris and Sheva and each player has to hit their button for their respective part. If you're soloing, you have to hit the buttons for both characters. Chris has to shoot at Wesker to stop him, then Sheva must break free of Wesker's chokehold. After that, Sheva must shoot at Wesker to slow him down as Chris operates the lever. IT'S NOT OVER YET What a strange place for an RE game to end. Once you have control again, open the boxes behind you for some ammo and stuff. Now try to go northeast only to be interrupted by a scene. You saw this coming, didn't you? It couldn't be over that soon anyway. Wesker seems to be suffering from Liquid Snake-Why Won't You Die?!-itis. Thus begins the final boss fight. BOSS FIGHT _________________________________ /BSAA B.O.W. File - Albert Wesker \___________________________________________ | | Attacks: Swipe, Slam, Ground Attack, Whirlwind | Weakspot: Orange spots on back and chest | ----------------------------------------------------------------------------- |Wesker's final incarnation isn't pretty, both figuratively and literally. He |gets too close, and it's curtains for you. Turn and run immediately. You'll |cross a bridge and as soon as Chris gets 2/3rds across, it will collapse. |Before you do this, you should take advantage of a secret that will nab you |a cleverly hidden treasure. Before crossing the bridge, notice that on the |other side of it, there is like an rock wall that arches over the next |platform. It's hard to describe, but you should be able to figure it out. Fire |on this rock formation with a shotgun or rifle and it will collapse. Now, you |can cross the bridge and you and Sheva will be separated. Sheva will always |be on the high platform and Chris must fend with Wesker below. This is an |important fight for both players on co-op so know the roles of each player. | |As Chris, if you destroyed that rock above, start by turning left. The rock |will have formed a makeshift bridge. Hop across and on the other side, you'll |find the DIAMOND (MARQUISE). Schwing! Wekser will have followed you across so |wait for him. If you try and run right past him, you'll die so just wait until |he raises his arm to attack. Once he does that, slip by and then cross the |other platform. Now lure Wesker to the center of this area, taking the slope |up. As he slowly makes his way toward you, start shooting. Meanwhile, Sheva |should move along the ledge a little bit and with a sniper rifle, she should |start aiming at Wesker. The goal is to expose a weakspot on Wesker's back, a |bright orange organ of some sort. Your partner as Sheva, can try to hit this |from afar, but it's best if Chris does it. Sheva should still try and give |Chris some cover though. | |Once you hurt Wesker a bit, he'll come after Sheva. The player controlling |Sheva needs to run now. When they cross the next bridge, it collapses too, but |Sheva manages to hold on. Now it's Chris' turn to cover his partner. Use a |sniper rifle or anything else to keep shooting at Wesker and slow him down. |Wesker will retaliate by shooting projectiles at Chris. Dodge them easily with |the prompt buttons. AI Sheva automatically pulls herself up after a while, but |your human partner needs to mash Square to do this. Keep doing it until Sheva |is safe. She should run down the ledge all the way to the end and grab the |GREEN HERB there. Chris needs to immediately go to the east end of the |platform and find the giant boulder. The player controlling Chris (you by |default on solo) needs to mash some alternating buttons to push this giant |boulder into the lava. Once you do, Sheva can cross. | |Reunited, flee together to the center platform again. This begins the final |stage of the fight, marked by a checkpoint. This will be over soon if you |know what to do. First, Wesker's attacks. He'll sweep his arm back and forth. |He can also make a wide attack that you can duck under. He also shoots |projectiles sometimes and can send his Uroboros tentacles through the ground. |That attack hurts a lot. His new attack you'll see after you stun him. | |The key to this is again the weakspot on his back. As he moves toward you, |Wesker will advertise an attack by raising his arm high up. It's easy to dodge |so try to get around to his back. You can do this easily with a partner by |having one distract him. Blast him in the back to stun him. This will always |be followed by a new attack. He'll cause a whirlwind of tentacles to spin |around him. It's very easy to avoid though because the range is short. Just |back away after you stun him and you'll be fine. | |Teamwork is essential here. Work together to stun him, hitting that spot. |Never stand on the ramp leading up to this area, it's just a bad area to be, |especially if Wesker starts going after you there. The advantage is giving |your partner a clear shot at his back. Once you've stunned him the first time, |the new weakspot on his chest is exposed. This is where you can end the fight |now. Wesker will either fire projectiles now or just attack normally. Aim at |the chest weakspot before it vanishes and stun him. When he's stunned, you can |deliver the final blow. This is important. | |To end the fight, Chris must grab Wesker from behind after you've hit the |second weakspot. The player controlling Chris has to get behind him and then |start mashing the button to hold him. If you don't hold it, you'll lose health |and Wesker will retaliate and kill both of you. The player controlling Sheva |has to do some mashing too and that will end the fight. From my own |observation, the restraining can ONLY be done with Chris. I tried in co-op |as Sheva with a friend, and the fight just went on and on and on. Only Chris |can hold down Wesker, so Sheva delivers the attacks. Once you've done this, |Wesker attempts to strike Sheva, but Chris gives him one last strike to finish |him for good. ------------------------------------------------------------------------------ You did it, the fight is over. Now, put a lid on this thing by hitting the buttons during the cutscene to finish Wesker once and for all! After that, sit back and enjoy what's left. Congratulations! You've beaten Resident Evil 5! _______ _____ \ | ___| \ |___ \ \ RESIDENT EVIL 5 [exra] \ \ --------------------------------------------------------------------- /\__/ / / Additional Assignments \____/ / _______/ Bosses [exbo] ------ This section exists merely for simplicity and ease of mind. If you're desperate to get right to boss strategies, and don't want to read other parts of the guide (why not just rip my heart out and stomp on it while you're at it?!), then this is the place to be. Right to the nitty gritty with the boss strategies. For the most part, these strategies will be nearly the same as they are in the walkthrough. The key difference is that the "fluff" is taken out and the strategy is simplified and condensed. Therefore, if something does not make sense to you, refer to the original strategy in the walkthrough. *NOTE* Also, I think this goes without saying, but just to make sure: This section contains some spoilers so be warned! *========================================================================* Uroboros - Chapter 1-1 *========================================================================* Attacks: Lunge, Arm attack, Engulf (Instant Death) Weakspots: None STRATEGY Now don't be confused. The boss does technically have "weakspots" in its shoulders and these do lead to its demise, but that's in the optional strategy. Now, the main way to kill this thing is to burn it with the furnace. Start off by retreating to the furnace room and letting the thing follow you. The door will close behind it and you're all stuck together like on a bad reality TV show.... which is every reality TV show. When close to you, the boss can lunge at you and attempt to assimilate you. It can either grab you temporarily or it can fully take you in and that means death for you. It will also attack you with its arms, often with a wide swipe that has good range so watch out for it. The boss moves fast when it needs to. Start by toppling the large red gas can. Wait for the boss to engulf this, then lure it into the furnace. Wait for him to come in too and then shoot the can inside his body. This will keep him down for a few seconds. Run out and activate the controls immediately. If you have a partner they can do this as soon as the red gas can blows up (this will allow you plenty of time to get out and if necessary, there is an option to dive out before the doors close). This barbecues Uroboros and ends the fight. ALTERNATE METHOD You can also ignore the can and just lure him without it. Lure the boss in on the south side. The reason is because this allows you to run straight through the furnace to the north exit and the controls are right there so you can start closing the doors immediately. The boss shouldn't be able to get out. ALTERNATE STRATEGY You can ignore the furnace strategy all together however. The boss is not impervious to gunfire despite what you may think. As noted before, its arms can be destroyed by shooting the large orange growths in its shoulders. This is just step one to killing it the old fashioned way. In this strategy, keeping your distance is key. You need to stay out of range of his arms so continue backing up. Run through the furnace and out the other side when necessary. Aim for his shoulders and chop both of his arms off. Once you've done this, the boss becomes prone for several seconds. Shoot at its body with whatever you got. You can use the red gas canisters to soften him up and instantly stun him for some free shots. You can only do this twice though. After that, it's up to your guns. Continue lopping off his arms, shooting at his prone body, and then retreating when necessary to do it all over again. Eventually the boss will fade away. If you do it with the alternate strategy, the boss leaves you a GOLD RING. *========================================================================* Chainsaw Majini - Chapter 2-1 *========================================================================* Attacks: Chainsaw attack (Instant Death) Weakspots: Head STRATEGY Ok, I guess really, this guy is more of a mini-boss. He gets main boss cred though because of the demo of RE5 so there. Anyway, despite what the guy who does Zero Punctuation tells you, this guy is not the virtual clone of Dr. Salvador from RE4. There is one major difference that separates them. What is it? Keep reading. When he appears, immediately retreat way past the bus to the two buildings. Wait for the boss to pass by the first red explosive barrel. Shoot it, then you and your partner can do some quick melees or potshots. The biggest threat in this fight is perhaps not the lunatic with the chainsaw, but the Majini that will be constantly popping up to make it difficult. Deal with them as necessary. Retreat into the alley and set off more explosive barrels. Also use grenades and other weapons at your disposal. Soften this guy up as much as possible. Once you turn the corner in the alley and enter the house, you can make a complete circle around here and do it again, or you can flee to where the bus is. The guy's main weakness is his head. Get enough shots on it and he'll be stunned, just like with explosives. Use these opportunities to shoot or chain melees. Depending on how upgrading your weapons are (likely not much if you are playing for the first time), you might want to value free shots over melee attacks. Save ammo if you need to though by going with melee attacks. The big difference between this dude and Dr. Salvador can also be considered in a way, his "second weakness". Unlike Dr. Salvador, this guy can often hesitate for several key seconds before finally lopping your head off. It can often change, but sometimes he'll just stand there or he'll just be advertising the strike which in itself, affords you a quick chance to get away. He's easy to dodge by staying close and merely running past or side stepping his attack. Just be careful with AI Sheva that she doesn't get caught in the strike. IT'S OVER... OR IS IT? On Veteran and higher, there appears to be a chance that the boss will rise again after you initially defeat him. You can tell this is definitely going to happen if the boss falls to his knees first, before going to his face. The chainsaw is still active too and you can barely hear it. This means he's going to get up again, so be ready. When he does rise again, you'll notice a stark change. The Chainsaw Majini goes into a frenzied berserker mode, much akin to Dr. Salvador. In this mode, he can't instantly kill you (unlike his counterpart), but one strike puts you instantly into DYING state which is almost as bad. The reason this is bad is because since he attacks so fast and at such a close range, it will only be a few seconds after reaching DYING state that you'll actually be dead. So if your partner can't help you quickly enough, this will spell doom for you. Worry not, because this form is pretty easy to take out. Just fire on him with your shotgun a few times and he should go down eventually. Use a Hand Grenade too if you want and be done with it. *========================================================================* Popokarimu - Chapter 2-2 *========================================================================* Attacks: Arm attack, Claw Attack, Swoop Attack, Acid Weakspot: Red area under tail STRATEGY This boss will be far away from you at the start. Take this opportunity to venture into the shacks and gather items. Most notably, you're after the few PROXIMITY BOMBS that are laying around. Gather them up and then get on the lower side of this boss arena. This wide stretch of land is where you should do most of the fighting. The boss will attack in a few different ways. It has two types of close range attacks. One can be dodged by hitting prompt buttons on screen. The boss moves pretty fast when it's on the ground so be mindful of that. When flying, it will swoop down on you and this can be dodged too. On the wider part of the arena, plant your Proximity Bombs in roughly the center. Lure Popokarimu toward them and they should instantly cripple him. Now swing around to his abdomen where his weakspot is. It's that red area with the weird organs and such under his tail. Fire on this at very close range with your shotgun. Keep it up until he gets back up. Repeat the strategy by planting another Proximity Bomb. Do the same, and use the shotgun to fire at his weakspot. Alternatively, you can fire at his weaskspot from the back when he is on the ground, but you are only afforded small windows before he turns around. Also, when he is one the ground with his back turned, his tail can fire acid that can briefly stun you. finally, his tail is also vulnerable while he is airborne, so you have a variety of ways to damage him. If you run out of Proximity Bombs, you can rely on Hand Grenades to produce the same effect. DOING THINGS THE HARD WAY On Professional difficulty, you won't be given a single Proximity Bomb in the arena! Not one! Either prepare by bringing your own or do things the hard way. Use Hand Grenades or any other explosive you may have accumulated (the Grenade Launcher can work wonders) through your journey. Getting him in his weakened state is imperative on this difficulty. Trying to attack from the back or when he is flying is not advised due to the high risk involved of getting hurt. *========================================================================* Ndesu - Chapter 2-3 *========================================================================* Attacks: Stomp, swing, telephone pole, charge, earthquake attack, boulder toss Weakspots: Parasites STRATEGY You're positioned in a vehicle for this fight so the life bar you are worried about is actually the condition of the vehicle. The boss has a wide variety of attacks. It mainly tries to get really close to you and attack with either its foot by stomping on you, or swinging its arm across (hit the dodge button). Alternatively, it will sometimes retreat to the far end and pick up a giant boulder and toss it at you. Rarely, he will force an earthquake and this is also one that you can save yourself by hitting the prompt buttons. He will also prepare to charge you with a ramming attack. After he starts taking some hits, he'll pick up telephone poles and swing them in one of two ways. The main way to ward off his stomp, charging, and other attacks is to use the guns and just fire right on him. He's a really hard target to miss so this should be relatively simple. Whenever he prepares to stomp you, charge at you, or get really close with a telephone pole, just keep shooting and he should be stunned. If he picks up a boulder, either shoot at it continously or shoot the nearby red barrel to make him drop it (one time only). He will get close with the telephone poles and most often attacks with a wide swing that you can dodge with ease. Sometimes though he'll prepare a more direct attack on the vehicle and that needs to be stopped by shooting him. Of course, you need to watch out for the guns overheating. Also, if you or a friend is using Sheva, take special note of how her gun differs from Chris'. It's a traditional style gatling gun so the barrel needs to begin spinning before bullets actually come out. The next big thing to watch out for are the Majini on the left baclony and the pair on the right side. The two on the right can instantly be dealt with by blowing up the nearby red barrel (one time only). They continue to appear and will be a nuisance on harder difficulties. Find time to shoot them when you can, but only when Ndesu isn't standing directly over you. Shoot him enough, and the parasites pop out. Two appear at first so make them your primary targets. The boss will resort to new attacks so be ready. Keep shooting and pop the two parasites to make the large one appear out of his back. Fire at this unrelentlessly (take a moment to kill the Majini though if you really have to). Once it reverts, continue the strategy from the top. He'll likely introduce the telephone pole now so be wary of that. Keep shooting and preventing his attacks until the parasites pop out again--four this time. Again, pay special attention to each of them until the giant parasite appears a second time. If you got enough shots in on it the first time, a long continous stream of fire should do the boss in here. If necessary though, repeat the process one more time for victory. *========================================================================* Irving - Chapter 3-3 *========================================================================* Attacks: Tentacle swipes, bite attacks Weakspots: Yellow spot on back, Irving core (inside mouth) STRATEGY Irving has a few phases to him. Mainly, he'll swim on either side of the boat and allow you to shoot at him with the guns. There are four guns total, two gatling guns, and two energy missile launcher guns, one of each on both sides. Have a player use one of each (if you're soloing, you may often have to command Sheva to use one). Aim at the large yellow weakspot behind his head. It's not too hard to hit with the gatling gun. The missile launcher does a lot of damage but it can be tough to aim. Both guns overheat, but the missile launcher overheats immediately after one shot, but only for about three seconds. Between swimming phases, Irving may either make his appendages appear and they will slowly get closer and begin attacking (hit the dodge buttons) or he will attack with another set of tentacles. In the normal phase, you can man the guns again and shoot the bright yellow midsections of the appendages and lop them off easily. The missile launcher often destroys them with just one accurate shot. When enough are severed, he'll back off. In the other phase, he'll either swat the deck or he'll try and grab one of the players. This puts them in HELP state but you can't save the person by hitting Circle because they're out of reach. Instead, shoot the tentacle to free them. Irving may also appear at the back of the boat and swim behind it. You can man both gatling guns (again, assign AI Sheva to one if you're playing solo) and fire at his weakspot. He will probably submerge eventually and then reappear to attack with his jaw. Dodge with the buttons that appear. After you deal him enough damage, Irving appears permanently in the back and reveals his true weakspot--his tongue. Fire at this enough until he temporarily vanishes. He'll appear again in the same spot, but he'll raise four tentacles to help. If you're playing on co-op, try to have one player focus on the tentacles, while the other shoots at Irving. They will attack so they will be a big distraction from Irving unless you start shooting them. When you are afforded the chance, fire both turrets at Irving until he eventually dies. *========================================================================* U-8 - Chapter 5-1 *========================================================================* Attacks: Claw swipe, Claw swipe (dodge), Pincer attack (dodge), spawn bugs Weakspots: Exposed red area on arms, exposed head area STRATEGY The best offense is sometimes a good defense. This guy is a tough fighter and he'll dominate the inner half of the platform wherever he is positioned. His claw attacks are wide and only one can be dodged. His carapace is also so thick that you can't immediately harm him. Notice that the sections on his main legs are exposed however. Aim for these. They can be a tough shot because of how much the boss moves. Use either a highly powered pistol, a shotgun or even a magnum if you really, really have to. Once you hurt this weakspot enough, the boss will fall, stunned. Now you can run up to his mouth and throw a Hand Grenade inside him. As long as you have one equipped, you'll see the prompt to do so; you don't need it equipped. You will find a Hand Grenade before the fight, as well as one more on the platform during the fight. Repeat this process and after two grenades the shell on his head will be totally exposed. You can go one of two ways from here. You can either just shoot at this weakspot (again, sometimes a tough shot because of his moving) or you can finish him off with a third grenade if you have it. If you need one, his flying minions that he inevitably sends after you drop a lot of items when killed so you may luck out and get one. If you want to shoot his head though, you can make things easier by shooting his leg weakspots again to stun him first, then fire with your shotgun or magnum. During the latter part of the fight, watch out for a new attack. He'll click his pincers together and rear his arm back before firing it forward. Hit the dodge buttons to avoid it. Make sure one partner is ready to heal if necessary as the boss, again, can be pretty aggressive. *========================================================================* Urorboros Mkono - Chapter 5-2 *========================================================================* Attacks: Arm attack, arm detach attack, lunge, engulf Weakspots: Three cores STRATEGY He is very similar to the first one you fought, both in his attacks and his weakness to fire. He'll often detach his arms and send them after you though this time. You can dodge this attack with the prompt buttons. He still has that swipe and a nasty backhand so stay out of his range when possible and stick to dodging his detachable arms. You have a larger area to work with this time. Also you have access to three gas canisters. Topple them over, let the boss engulf them, then fire to make him expose his main weakness. Three small cores attached to his body pop up and destroying all three kills him. If you can't destroy them all, you can also kill the boss by dealing enough damage to him. Granted, the cores don't stay exposed for very long, so fire on them (aim high) with your shotgun or another weapon. When you run out of canisters, you have access to a Flamethrower on the east wall after a minute or so into the fight. It has limited fuel and it takes a steady spray to fully weaken the boss enough to make him expose his weakpoints. You can use the Flamethrower at that point though to fire at them and they'll stay exposed longer this way. The hard way to do this is similar to beating the boss the hard way the first time in Chapter 1-2. Shoot off his limbs by aiming at the shoulders, then fire at his body until his cores pop out again. This is a waste of ammo though. The boss is weak against any fire based weapons. Use your Incendiary Grenades, the Grenade Launcher with Flame Rounds, anything. It only takes one to make the boss weaken. Let the Flamethrower recharge while you resort to other weapons (fire based ones as noted above, preferably). The boss tends to move around the arena, especially when in trouble so watch its location on your GPS map. Watch out that he doesn't appear right next to you and do his engulf move. Make sure you search the room for items because they'll be gone after the fight. Most notably, there's a FIRST AID SPRAY in the northeast corner. Continue to weaken the boss and go back to the Flamethrower if necessary. Pop all three cores or hose him down with fire long enough and the fight ends. *========================================================================* Albert Wesker - Chapter 5-3 *========================================================================* Attacks: Rush kick combo, kick attack, gun shot Weaskpot: None STRATEGY Wesker is not nearly as annoying in this fight as Jill. Jill will fire on you with her VZ61 throughout the fight while Wesker slowly stalks you and Sheva. For this reason, it's recommended you move the fight into the adjacent hallway immediately after you procure any treasures. Start by gathering the EMERALD (BRILLIANT) on the upper balcony on the right from the start, located inside a large vase. After, that, get ready to move toward the silver door on the side, under the balcony. If you don't get even remotely close to this door, the fight will remain in this room and that's not what you want with trigger happy Jill. Get close and Wesker will inevitably kick Chris through. Now, go down the hall, escaping Wesker's sight immediately. Grab any items from vases along the way that you wish. Make your way to the first room you find. Meanwhile, AI Sheva will be keeping Jill busy, but the two of them may periodically run through here as well. If you have a human partner, have them distract Jill, preferably by just grabbing her and holding her the entire fight. When you enter the room as Chris, look for the small pot on the right shelf for a SAPPHIRE (OVAL). In the adjacent room, there is a chest you can push open with Sheva to get two more treasures and a L. Hawk Magnum. The fight ends after seven minutes or if you manage to damage Wesker enough. To accomplish the latter, you need strong weapons. Magnums and Sniper Rifles will be the best choice in this case. To actually hit him though, you need to take advantage of distance and stealth. Put enough distance between yourself and Wesker and he'll eventually stop and begin chatting. If you can see him, you'll notice how he stands still and just looks around in these moments. These are your chances to shoot him without fear of Wesker dodging. You can get up to three consecutive shots in before he dashes at you. So, make the shots with a powerful weapon (Magnum) and try to go for headshots whenever possible. After three hits, Wesker will charge your position so run after that. You can make this fight easy by just going in a circle around the chest room and wait until Wesker stops, spring out from cover and fire on him. Rinse and repeat. Watch your map carefully and if Wesker is still coming toward you, move again and put more distance between you until he stops and talks. Make every shot count, especially if you're using a Magnum. Do enough damage and Wesker will fall to one knee. You'll be awarded the "Bad Blood" Trophy. If not, just stay alive for seven minutes and the battle ends anyway. *========================================================================* Jill Valentine - Chapter 5-3 *========================================================================* Attacks: VZ61 guns (different style attacks), leg sweep, kick Weakspot: Device (on chest) STRATEGY This is a fun co-op battle. The goal here is not to hurt Jill (or else you'll be hit with a nice, fat Game Over screen), but rather, to free her. You need to remove the jewel device on her chest to end the battle. Good teamwork makes this task extremely simple. Jill now has two VZ61's and they are her primary method of attacking. She'll fire them in one of a few ways, either shooting directly at you, or sweeping them across the room. She's quite acrobatic too, climbing up the walls and jumping to and from the balconies easily. If one player gets close enough, they can grab Jill and hold her. Then, the other player can approach her and pull off the device. You can repeat this as much as you like, but you'll never make any progress. The first thing you must do is to weaken the device enough. Do this by shooting it first. The best opportunities to shoot it are of course when your partner is restraining Jill. You can also sometimes get a shot in when she prepares her VZ61 attacks. You don't need to be pinpoint accurate, but make sure you don't hit her anyway. Avoid using shotguns at all costs. Chris also has a special command that he can use when he's close to Jill. It's called "Entreat". Hit the button and Chris will call out to Jill. It seems useless, but it has a high chance of getting Jill to stop and hold her head in confusion and pain. This gives your partner an ample opportunity to hold her down while you shoot the device. It'll take several bullets to weaken the device enough. After that, begin the pull job. The best way again, to do this is to just have one player hold her from behind. If you finish the fight this way, you can obtain the "Masters of Removing" Trophy. The other way to do it is to shoot the device once, then follow up with a throw move that appears as a prompt. This tosses Jill to the ground and allows you to remove the device from here. You don't get the Trophy if you remove it while she's on her back though. *========================================================================* Uroboros Aheri - Chapter 6-2 *========================================================================* Attacks: Ram attacks, sweep attack, minions Weakspots: Tentacle cores, main core The weaknesses of this boss really are pretty apparent. The bright glowing orbs at the end of its stems are the things you need to aim for. Unfortunately, normal bullets can only at best, stun them. Use the BRIDGE KEYCARD to find the LTD and this will be your way to slay the beast. Again, teamwork comes in handy here. The LTD works pretty simply. Aim using L1 and it needs to lock on to a target first before you can fire. The way the boss moves around though, this is a difficult task sometimes. You can do it though but the boss may attack before you get the chance. The easiest way is to have the other player fire at the bright orange orbs and wait until they turn dark red. This means it's stunned. Now you can easily lock on and fire the LTD. That will destroy one tentacle. One more to go. Any time you do this however, the boss sends tiny minions to the platform. You can slay them easily and they often drop items for it too, including Green Herbs so clean up the mess while the LTD recharges. Once it does, fire on the other tentacle and the main core appears. Again, kill the minions, then fire on its main weakness. The next phase begins with four tentacles and they'll rise high into the air. This is important. As soon as the LTD charges, pick a target and fire immediately. If you wait too long, the boss will instantly kill you at this point. Just destroy one immediately and you'll be fine from here on out. Deal with the minions and take out the other three one by one. While on the bottom level, the boss attacks primarily by sending its appendages at you. You can dodge all of these attacks though. If you go upstairs, it will attack by sweeping across the top level. It tends to do this attack very often so I advise not staying upstairs for the fight. Take out the four tentacles and the core appears again. Fire on it and it will turn red. One more to go. This time two tentacles appear. Deal with the minions and pick up extra Herbs and ammo from them. Dodge the attacks and sever the last two tentacles. The core appears and it should only take one more blast to end the fight. *========================================================================* Albert Wesker - Chapter 6-3 *========================================================================* Attacks: Kicks, Leg Sweep, Gun Shot, Missile Throw Weakspot: None STRATEGY In this fight, Wesker operates nearly the same as he did before. He'll attack at close range with his kicks and such. He'll also fire his magnum at you and that hurts a lot, but you can dodge it hopefully. He also does his charge and superman run attack. His new attack is throwing missiles which he may do halfway through the fight, and that also hurts, quite a lot. You won't be able to beat him by jumping him like before though. You need to inject him and that requires one player to hold him down. To do that though, Wesker needs to be stunned. Solution. Find the RPG-7 in the glass case, located in the northwest corner. It has one shot but can be reloaded. You need to do the same thing now as in the first fight: put a distance between yourself and Wesker and get him to stop and look around. You can accomplish this easier by running around the arena and hitting the three levers to turn the lights out. Wesker may turn them back on periodically. You don't need the lights off because there are other chances to get him, but the best is when Wesker stops moving. Once you see your chance, aim the RPG at Wesker. Again, the best opportunity is when he is stopped, but you can shoot it at him at many other times. If you are successful, Wesker will catch the RPG in his hands. Now, shoot it to detonate it in his face. This stuns him. Now one player can grab him while the other would try to inject him. This will never work the first time though, as Wesker easily breaks free. You need another rocket now. You can find one in a box in the northeast corner. If you need extras, you can climb up the ladders and in the center of the upper walkway, there is another glass case with plenty of rockets. You can manually reload it yourself if you're holding the RPG-7. Alternatively, your partner can grab the rocket while you "prepare" it. Once the rocket is fitted in, you are ready to go. Repeat the process and fire another one at Wesker. Shoot it and then grab him. Immediately have the other player rush Wesker and hit the prompt button to inject him. He'll break free eventually so be quick. If you get it, the fight ends. If not, grab a third rocket and repeat. *========================================================================* Wesker - Chapter 6-3 *========================================================================* Attacks: Swipe, Slam, Ground Attack, Whirlwind Weakspots: Orange spots on back and chest STRATEGY Wesker's new incarnation has new attacks as well. While he moves, he typically waves his claw arm back and forth rapidly. If you get too close to him while he's doing this, it's game over. Start off by running forward. Don't cross the rock bridge with Chris though. Instead, take aim at the rocky arch ahead of you, to the right of the ledge. Fire on this with a shotgun or rifle and it will collapse. Now cross and the bridge too will collapse. The fallen arch makes a platform for Chris that he can reach by moving to his left, once you get control again as him. Cross and gather the DIAMOND (MARQUISE) here. Wesker will follow, so wait until he raises his arm before you dare move past him. Once Chris is back, hop the other gap and approacht he center of this island. Go up the ramp and await Wesker's approach. The player controlling Sheva can provide some sniper support. You want to aim for the bright orange spot on Wesker's back, which will be shown to you shortly. Hit this enough times and eventually, Wesker will come after Sheva. Now this is important. Sheva needs to run across the ledge until she crosses a bridge, which will subsequently collapse. While the player controlling her (or the computer) mashes the button to get up, the player controlling Chris needs to distract Wesker. Use a sniper rifle and fire on him. Wesker will retaliate by shooting projectiles. Dodge them and keep firing until Sheva is finally safe. As soon as this happens, make a break for the giant boulder. Chris needs to go through a series of successive prompts to plop it into the lava. Sheva can cross after this and you'll be reunited. Hurry up the ramp to the center and this will start the final part of the fight. It's rather simple. Just beware of his attacks. Wesker will raise his arm up and swat it down--easy to avoid. He may also sweep it across though, and this needs to be dodged. When really close, Wesker will grab one of the players. If you don't hit Circle to free them, after a few seconds, Wesker can skewer them for an instant death. His other noteworthy attack has him sending his appendages through the ground. Just strafe away from these. The goal here is to hit his back weakspot enough. A shotgun works well for this. You can afford to get close to Wesker when he raises his arm up. Just get around to his back and fire if you can get a clean shot. Alternatively, you can have one player stay back and while Wesker is distracted, get an open shot. Once stunned, Wesker gets angry and creates a small whirlwind attack. After this is over, the fight is two steps from ending. The player controlling Chris has to initiate this part--Sheva can never do it. Once the weakspot moves to his chest, have Chris get behind Wesker and you can grab him. Make sure Chris has at least a little health before attempting this though. Once you do this, Sheva has to mash buttons to end the fight. Treasure List [exva] ------------- This will hopefully assist you in tracking down all those pesky treasures. Note that not every treasure is found just once. Many of them can be found multiple times throughout the game, and that is one thing I am currently working on. First, I'll categorize them and give you an idea of what is available. The treasures, if you could organize them, would be divided into two simple categories: Jewel Treasures, and Unique Treasures. Jewel Treasures are then further divided into six cuts or series. Each series has a variant available in Ruby, Sapphire, Emerald, Topaz, and Diamond. Here are the series: Pear - Small pear shaped jewels Square - Small square cut jewels Trilliant - Triangle cut jewels. There are only one of each. Oval - Large oval shaped jewels. There are only one of each. Marquise - Larger oval shaped jewels. Only one of each. Heart - Heart-shaped cut jewels. Each has a unique name. Now, for a list by stage. -[Chapter 1-1 - Civilian Checkpoint]- Gold Ring -Value: 5000 -Location: Kill the Executioner at Public Assembly and he'll drop this. Topaz (Marquise) -Value: 3000 -Location: After jumping out the window, a large army of Majini attacks you in the alley. Kill them all and one of the last few will drop this. -[Chapter 1-2 - Public Assembly]- Antique Clock -Value: 2000 -Location: After the Majini who emerges from the pile of boxes, enter the building with the First Aid Spray. The chest with this treasure is on the balcony. Ivory Relief -Value: 2000 -Location: Defeat the woman who turns into a parasite and you'll find this. Gold Ring: -Value: 5000 -Location: Defeat Uroboros (the boss) without using the furnace. -[Chapter 2-1 - Storage Facility]- Jewel Bangle -Value: 1000 -Location: Kill the three Big Man Majini in the stage. One is after the container maze. One attacks you after you get the Port Key. The last one will attack before Kirk arrives in the helicopter. Sapphire (Pear) -Value: 1000 -Location: When entering the canal where you are attacked by Kipepeo (flyers), turn to the left. Topaz (Pear) -Value: 1000 -Location: After you climb out of the canal and enter the beach area, walk into the water and search at the northwest corner near the side of the boat. Find the second one after you kill the Chainsaw Majini. It'll be inside the chest after you unlock the door with the Guard's Key. Ruby (Marquise) -Value: 3000 -Location: At the port, blow up the only destructable stall (the one on the right when standing in front of the locked green doors) with a grenade. Once you've done that, you can access the chest inside. Emerald (Square) -Value: 1000 -Location: On the roof of the building with the Port Key. Climb up from the ladder next to the second building. Ruby (Square) -Value: 1000 -Location: Find it inside the chest after you unlock the door with the Chainsaw Majini's Guard's Key. Emerald (Pear) -Value: 1000 -Location: Find it inside the chest after you unlock the door with the Chainsaw Majini's Guard's Key. Sapphire (Square) -Value: 1000 -Location: Find it inside the chest after you unlock the door with the Chainsaw Majini's Guard's Key. -[Chapter 2-2: Train Station]- Jewel Beetle -Value: 2000 -Location: Instead of climbing up the train cars, go around the wall and head northeast. Right next to the shaft, you should find this on the wall. Diamond (Oval) -Value: 4000 -Location: Inside the mines, just before the crank. Take the southwestern (obivously not judging from the map, but southwest from the crank), path and find the chest in here. Diamond (Brilliant) -Value: 4500 -Location: After leaving Irving's little warehouse, venture northwest just a little. Before reaching the truck, turn left and climb up a ledge in the corner. The chest is to the left after climbing this ledge. Diamond (Pear) -Value: 2000 -Location: Before climbing the really big ladder up the cliff, look to the top of the cliff. Next to the top of the ladder is this jewel embedded in the rock. Shoot it down. Diamond (Square) -Value: 2000 -Location: On the cliffs, on the ledge that you can boost Sheva up to. Either have your co-op partner get it, or on solo, drop down to this ledge and shoot it down off the wall. -[Chapter 2-3: Savanna]- No Treasures -[Chapter 3-1: Marshlands]- Ruby (Pear) -Value: 1000 -Location: At the initial landing, there is a skull on a stake left of the Beast Slate. Shoot the skull and the jewel will fall. The second one is located on the eastern side of the map. When you wade through the bog, slip inside the wooden entrance, past the gators. Immediately as you enter, the Ruby will be on your right on the wooden doorway. Brown Beetle -Value: 1000 -Location: One is on the center island inhabited by chickens. Check the left wooden pole of the fence after you dock. The second is in the east, in the bog with the gators. When you enter, go to the left (north) and find a lone tree. The beetle is on the tree. Chalice (Silver) -Value: 2000 -Location: The northwest settlement on the map. Climb the tower and the first one is in a chest. The second one is on the center island, again with the chickens. It's located in a chest inside the hut. Idol (Silver) -Value: 2000 -Location: The western settlement. The chest is easy to find on the open east platform, surrounded by all the small huts. The second Idol is located at the northern settlement at the very back end with the two towers you can boost Sheva up to. The left tower has it. Emerald (Pear) -Value: 1000 -Location: At the northern settlement, just after you dock, you find a small altar with skulls on it. Above it is an animal skull you can shoot to drop this jewel. Blue Enigma -Value: 3000 -Location: After you enter the village and venture far enough, a horde of Majini will appear. Spearheading this attack are two giant masked Majini. Kill them both and they will each drop one of these. Jewel Beetle -Value: 2000 -Location: After you clear out the enemies in the village, find the crank that operates the bridge which is right next to a door you can't open from that side. To the very right of the locked door is the beetle. Ceremonial Mask -Value: 4000 -Location: Hop the gap and you can go left to the gondola or straight into a cave. Go straight and at the end of the cave is a chest with this inside. -[Chapter 3-2: Execution Ground]- Ruby (Pear) -Value: 1000 -Location: After you use the raft to reach the switch that operates the bridge, cross that bridge and enter the cave. Climb the first ledge and shoot the torch out right there for this. Sapphire (Square) -Value: 1000 -Location: Climb the very next ledge after the Ruby (Pear). There's another torch here to shoot out. Jewel Beetle -Value: 2000 -Location: In the Tricell camp, find the pipe with the two overturned drum barrels and the oil spill. On one of the barrels, this little critter is waiting. The second one is inside the refinery. Climb the tower in the center. The treasure is clinging on the side of the shaft opposite the one with the valve. Venom Fang -Value: 3000 -Location: Get one each for defeating both of the Chainsaw Majini that attack you in the Oil Refinery as you turn the two valves. Jewel Bangle -Value: 1000 -Location: While protecting Josh, two Big Man Majini should attack, but sometimes only one will. Each will drop a Jewel Bangle when defeated. Gold Ring -Value: 5000 -Location: Get the first one during the third stage of protecting Josh, when the Chainsaw Majini attacks. Kill it instead of going through the opened door and he will drop it. Get the second one by killing the Big Man Majini that attacks with a pack of dogs during the timed escape at the docks. -[Chapter 3-3: Oil Field]- Emerald (Marquise) -Value: 3000 -Location: At the second gate, climb up to the small "command post" at the top of the wall. Inside is a small drawer that you can open. This treasure is inside. -[Chapter 4-1: Caves]- Topaz (Trilliant) -Value: 3000 -Location: In the cavern where you encounter the spiders, go around the ledge with the ladder into an acolve with a vase. To the left is a ledge you can climb up. The chest is located up here. Sapphire (Pear) -Value: 1000 -Location: The first one you'll find near the Topaz (Trilliant). Immediatelya after you plunder the chest (see above), turn around and look at the ceiling. Shoot it out of the ceiling and drop down to get it. The next one is inside one of the skulls at the end of that long, spider filled corridor in the beginning. The next one is found after reuniting with Sheva after the ambush. In the first side room is a push chest with it inside. In the second side room right next to it is the sarcophagus with the Ruby (Pear). Right next to it is a torch that you can shoot for the sapphire. The final one can be found in the statue puzzle maze. Pull both of the chains for the purple statue and the top one will have this in front of it. Emerald (Pear) -Value: 1000 -Location: When you climb up the ladder in the first spider cavern, you'll cross a short bridge to a cave opening. Near the mouth of the opening is a torch on the ground. Shoot it to claim the first one. The next one is in the room just adjacent to the one with the large chest you have to push open. It's in a torch on a overturned column in that room. Ruby (Pear) -Value: 1000 -Location: At the end of the long, spider filled corridor in the beginning, you'll come to a door with some torches and skulls. The first Ruby is in one of the skulls. The second one can be found right after you reunite with Sheva after you are separated by an ambush. In one of the side room is a corpse that is holding it. The third one can be found during the statue maze puzzle, by pulling the chains on both purple statues. The bottom purple statue has it in front of it once the chains are pulled. Topaz (Pear) -Value: 1000 -Location: At the end of that long, spider filled corridor in the beginning, you come to a door with skulls and a torch. Shoot out the torch for this. Sapphire (Square) -Value: 1000 -Location: Inside the second co-op chest you find after the ambush in the first side room. The second one you get from the first statue in the statue puzzle maze. Pull both chains and the jewel will be there. Sapphire (Trilliant) -Value: 2000 -Location: In one of the chests in the cross shaped intersection you drop into after opening the booby trap chest. Ruby (Trilliant) -Value: 2000 -Location: In one of the chests in the cross shaped intersection you drop into after opening the booby trap chest. Emerald (Trilliant) -Value: 2000 -Location: In one of the chests in the cross shaped intersection you drop into after opening the booby trap chest. Emerald (Square) -Value: 1000 -Location: In the statue puzzle maze, tug on the chains of the emerald statue and when it moves, this will be laying there. Topaz (Square) -Value: 1000 -Location: In the statue puzzle maze, tug on the chains of the topaz statue and when it moves, this will be laying there. Ruby (Oval) -Value: 2000 -Location: Pull the chains of the final ruby statue and this will be laying there when it moves. Soul Gem -Value: 10000 -Location: After pulling the ruby statue's chains, Popokarimu will appear again. Choose to fight him again and you'll get this off his corpse. -[Chapter 4-2: Worship Area]- Sapphire (Square) -Value: 1000 -Location: From the start, go up to the main area where the three slotted door is. Turn right (east) and go down the first path with the sun beam. Go down this corridor and in one of the small niches on the right side, there is a torch basket on the ground. Shoot it out and you'll find this gem. Sapphire (Pear) -Value: 1000 -Location: After taking the Earth Emblem, go west up the stairs. Immediately after that, look at a large brick just jutting out from the wall above you on your left. The sparkling jewel is on there. Emerald (Pear) -Value: 1000 -Location: After claiming the Earth Emblem, go west up the stairs and you'll reach another path where the beam of light is being shot down. Go all the way down this path and then turn right at the end to go around the corner to a small nook where a torch is sitting. Shoot it out to acquire this. There is another on the third level of the laser puzzle, inside the Idol room (below), on the wall to the side. It's inside a skull so shoot it down. Blue Enigma -Value: 3000 -Location: Get from the giant masked Majini. One attacks Sheva as she claims the Sky Emblem after you give her a boost. The other attacks after you get the Sea Emblem. Ruby (Pear) -Value: 1000 -Location: Find one on the second level of the mirror laser puzzle, on the platform. The second one is in the treasure room with the Idol (Gold) (below), on the wall to the side inside a skull. Beetle (Gold) -Value: 3000 -Location: On the third level of the laser puzzle, correctly align the mirrors so the beam hits an orb in a statue's mouth. This opens doors to the west and east. Inside the western door this treasure will be sitting on a stone. Idol (Gold) -Value: 3000 -Location: On the third level of the laser puzzle, correctly align the mirrors so the beam hits an orb in a statue's mouth. This opens doors to the west and east. Go into the eastern door and at the top of the stairs you will find this. -[Chapter 5-1: Underground Garden]- Jewel Beetle -Value: 2000 -Location: At the start, go left around the flower steps and you'll reach a dead end with big water tanks. Search around the rocks at your feet and you should find it. Lion Heart -Value: 2500 -Location: All the Lickers have a chance of dropping one when defeated. -[Chapter 5-3: Uroboros Research Facility]- Sapphire (Marquise) -Value: 3000 -Location: After you gain control, go through the door, up the ladder and at the intersection, go straight across (not right). Inside the command room, find the safe under the desk to the right of the door. Power Stone -Value: 5000 -Location: Two reapers should appear in the scaffolding area with the various Majini. Each one will drop one of these when destroyed. Jewel Bangle -Value 1000 -Location: Once you get the power on and return to the lever, the platform begins moving toward you, carrying three enemies. One is a Big Man Majini. Kill him and his friends and he'll drop this. Royal Neckalce -Value: 5000 -Location: After you cross the gap with the moving platform, the next area has the Rocket Launcher Majini. After you've killed them all, enter the small room and kill the enemies inside. To the immediate right of the door when entering is this treasure. Ruby (Brilliant) -Value: 2500 -Location: Immediately after you ride the large spinning elevator up, enter the next room. This leads to a small rocky corridor leading to the ruins where the bridge and all the Lickers are. Before exiting the rocky corridor, look up at the ceiling and you should see this. Chalice (Gold) -Value: 3000 -Location: It's in one of the lockers inside the locked room where the bridge controls are. Topaz (Brilliant) -Value: 2500 -Location: Once you activate the bridge, cross to the other side. Before you enter the next corridor leading to the door, look up above the doorway. Shoot down this jewel to claim it. Emerald (Brilliant) -Value: 2500 -Location: During the boss fight with Wesker, go up the stairs and turn right. Go down this ledge to the end with the two pots in front of the large Tricell container. One of the pots holds this. Sapphire (Oval) -Value: 2000 -Location: Once you're thrown through the door, venture through the corridors until you find a room to enter. Go inside and immediately on your right is a shelf with a small pot. Crack it open for this treasure. Sapphire (Brilliant) -Value: 2500 -Location: In the same room as the last treasure, found in the corridors of the boss fight, go into the adjacent room from the Sapphire (Oval). This one has a small pushable chest to open. Get your partner to help you in opening it. This treasure is among its contents. Emerald (Oval) -Value: 2000 -Location: Also in the same chest as the last treasure. Heart of Africa -Value: 10000 -Location: In the main room of the boss arena, during the start of the Jill boss fight. It will only appear by fulfilling the requirements necessary to get the "Bad Blood" Trophy (injuring Wesker enough to get him to kneel and say "Self righteous fools!"). If those requirements are met, the treasure will appear in between the staircases. -[Chapter 6-1: Ship Deck]- Jewel Bangle -Value: 1000 -Location: Receive it from the three Big Man Majini roaming about. The first one you'll meet early on in the stage, near a Majini that eventually becomes a Duvalia parasite. The second and third will appear after you get rid of the cage that is dropped onto Sheva. Each of them will drop one of these. Topaz (Oval) -Value: 2000 -Location: Near the beginning of the stage, you can climb a few ladders to a good spot with some Rifle Ammo. This is not the only spot to do this from, but it's a good choice. Stand here and look to the south. You'll notice the crane has a long arm or something that stretches across the ship. On top of this "arm" is a Majini just standing there. Shoot him once with your sniper rifle and he'll fall off. Now, get to the point where to Big Man Majini attack you (see previous treasure) and in this area between the containers, the dropped treasure will be waiting. Dead Bride's Necklace -Value: 2000 -Location: Inside the ship, you'll inevitably come to a room with Rocket Launcher Majini. Take cover and destroy them. You should get at least two of these treasures from their corpses, but may get as many as three. -[Chapter 6-2: Main Deck]- Chalice (Gold) -Value: 3000 -Location: Both of them are found in lockers in this area. The first one is in the first string of lockers you should find. The second will be after you go up some stairs. You'll spot an enemy at the far end, playing opossum. On the left side of this corridor is a door to another room. Inside are more lockers with another Chalice. -[Chapter 6-3: Bridge Deck]- Dead Bride's Necklace -Value: 2000 -Location: After the first bulkhead is opened, a lot of Majini will attack with guns on the ground. One is also on the far balcony above with a Rocket Launcher. This Majini, and at least one of the others should drop this treasure. Power Stone -Value: 5000 -Location: Throw the two levers simultaneously to open the second bulkhead. Two Reapers will attack while you're waiting. Kill them both for these. Diamond (Marquise) -Value: 5000 -Location: When the final boss fight begins, retreat to the small rock bridge. Don't let Chris go too far or else it will collapse. Look for a small rocky arch ahead of you. You want to aim at the right side of this arch and fire at it with a shotgun or rifle until it collapses. Now, cross, and the bridge collapses, leaving Chris stranded. When you get control as Chris, turn left immediately and cross the gap to find this treasure. __________________________________________________________________ |Credit|Thanks to Watkins for tipping me on the extra Sapphire | | |(Pear) in Chapter 4-1, near the Topaz (Trilliant). | | | | | |Thanks to KingOfLol for the Ruby (Pear) in Chapter 3-2. | | | | | |Thanks to SHaKuR for a Ruby (Pear) and Emerald (Pear) in | | |the treasure room in Chapter 4-2. | |______|___________________________________________________________| BSAA Emblems [exba] ------------ The BSAA Emblems are these small round plates or emblems as the name suggests that you find hidden around some of the stages. Why they were put there and by who is a good question, but of little concern I guess in the long run. You "collect" them by shooting them, but most of them are cleverly hidden. Here's the full list and how to get them. Collecting them will afford you a bunch of various unlockables. More importantly, it will award you the "Badge of Honor" Trophy should you collect all 30. Chapter 1-1| Civilian Checkpoint ------------------------------------------------------------------------------- NO BSAA EMBLEMS Chapter 1-2| Public Assembly ------------------------------------------------------------------------------- 1) Close to halfway through the stage, you'll find that house with the Antique Clock treasure and a First Aid Spray to pick up. Go out onto the eastern balcony (opposite the one the Majini attack from) and then look to the south. On a smaller building across from here there is the first emblem posted on the wall. 2) Enter the rundown building in search of Alpha Team. After you go upstairs and find the body that falls onto the floor, go into the next room. Climb up the ladder and go around the walkway to another dead body, a door, and a gap on your left with a chest with a bunch of GOLD. Stand about where this body is and very high up above the door. You should see a water tower. Amongst its support beams you'll spot this emblem. 3) After the boss fight, open the door with the FURNACE KEY and go down the hall to an open case with three packs of HANDGUN AMMO. Go left from here into the very next hallway but not too far. There is a metal fence on the right side of this corridor that you can peek through. On the far wall beyond this fence is the emblem. Chapter 2-1| Storage Facility ------------------------------------------------------------------------------- 4) On the west wall in the corner of the room you start off in. Look up just a bit to see it. Also very easy to spot if you take the ladder to climb up the containers to reach the chest with GOLD in it. 5) After you cross the bridge with the crazy truck driver and the army of Majini, move to the nearby staircase. At the top, look south toward the bridge again. On the scaffolding surrounding one of its support struts is an emblem you can hit with some good aim. 6) Once you climb out of the canal and enter the small port area, there is a small green booth that should be pretty inconspicuous. The booth says "Charge" on it and on one side is a small window you can peek through. Stand here and look straight up at the ceiling of the booth to see this emblem. Aim carefully inside and get it. 7) On the street where Kirk lends a hand, there is a ladder to get to a nearby rooftop where an Archer is/was. Climb up here and find a GREEN HERB. From here, you'll also have a good view at the building just north of you. In between the archways of this building is an emblem on the wall. 8) You'll eventually enter a building familiar to demo players with a lot of Majini inside and on each floor. Get to the third floor where an Assist Jump must be performed. Before doing this however, stand in that spot and face north, back toward the building, but look very high up. A small concrete block on the roof has this emblem sitting right in front of it. Chapter 2-2| Train Station ------------------------------------------------------------------------------- 9) After you fend off the dogs and hyenas, you can eventually climb onto the train cars where a lot of archers are. Deal with them, then face the west. You should see a High-T type electric tower. Near the top of it is this emblem. Pick it off with your sniper rifle. 10) Inside the mines, you'll eventually cross a small wooden bridge in a chamber with a lot of water. Standing on the bridge, look to your right and high up on the wall. The emblem should be fairly easy to spot. 11) After Irving splits, you'll fight your way through the canyon. Move past the initial blockade of Majini to reach a really big ladder. Climb to the top of this and then turn around and look back at the building you were just in. Near the top is a wall where you can spot this emblem. Fire at it with your sniper rifle. Chapter 2-3| Savanna ------------------------------------------------------------------------------- NO BSAA EMBLEMS Chapter 3-1| Marshlands ------------------------------------------------------------------------------- 12) This emblem is located on a column near the middleish south part of the first area of the Marshlands. You can very easily get it on co-op by having one player drive the boat close, and having the other shoot it. On solo, though, you have to try and snipe it from the southern landing where you begin the stage, which is not easy. You can make it easier by bringing a PSG-1 with Scope upgrades. 13) On the center island ihabited by the chickens, stand close to the dock and look toward the hut. Under the hut, just visible between the stairs is this emblem. Snipe it from a distance to get it. 14) Drive to the northwest corner and land at the small area here. Under the roof of the hut is the emblem. Just look up. 15) Once you've added all the slates and opened the door, proceed inside. You'll drop off a small wooden walkway into the water. Immediately turn around and look underneath that wooden walkway and this emblem is visible. Chapter 3-2| Execution Ground ------------------------------------------------------------------------------- 16) After you are finally out of the reaches of the villager Majini and come to the Tricell camp, search behind the tents. Back here, you can see in between the tents and find this emblem on the ground. 17) Once you reach the docks and watch Irving make his escape, the countdown will begin. Immediately bust open the red door to the tiny building. On the wall here is the emblem. Chapter 3-3| Oil Field ------------------------------------------------------------------------------- 18) On this trip, the boat stops in two areas in front of two gates. Right before you enter the area with the first gate, there is an entranceway you pass under. The emblem is under this entranceway and you can shoot it before you pass in, but it's tough. Instead, once the boat stops, turn around and aim at it with your sniper rifle. Chapter 4-1| Caves ------------------------------------------------------------------------------- 19) After you deal with the spiders, go up the ladder to the narrow bridge. While standing here, look to the south. In a small crevice across the way, you can spot this emblem. 20) Inside the room with the Majini, a co-op lever, and some fiery booby traps, you can find this one. Either from the ledge you start out (before dropping down) or standing near the giant co-op lever, aim roughly halfway up the north wall and find this emblem there. 21) Inside the statue puzzle maze, wait until you get to the emerald (green) statue. Pull the chains on this one and it will raise a new section. Back away from the statue now but continue to face it. When you get enough distance, use your sniper rifle and look high above the statue. You should be able to see the emblem waiting. Chapter 4-2| Worship Area ------------------------------------------------------------------------------- 22) On the third floor of the beam & mirror puzzles, there are four doors. Two are open at the beginning. Venture into the north door and after killing a few spiders, turn around. Look above the doorway you just entered and you'll see this one. Chapter 5-1| Underground Garden ------------------------------------------------------------------------------- 23) Once you gain control, go around the flower steps by going northeast. On this side, look underneath the bridge. The emblem rests underneath. Chapter 5-2| Exmperimental Facility ------------------------------------------------------------------------------- 24) At one point, you'll be charging down a conveyor belt with a lot of explosive canisters and many Majini trying to attack and blow you up. After you finish this part, you'll go downstairs to another area with the SIG 556 MG. To the left of these items and the stairs is a dumpster near the wall. Peek inside and the emblem is in there. Chapter 5-3| Uroboros Research Facility ------------------------------------------------------------------------------- 25) Once you gain control, move out of the boss fight room into the adjacent room. There are fans on the wall here. Behind the right most fan is an emblem near the top. 26) Eventually you'll come to a familiar large silver platform that has two levers that send it into a spiraling motion upwards. Before throwing these levers, stand near the east end and face east. Look for an elaborate balcony on the wall. Under the floor of this platform is the emblem and you should be able to snipe it from where you are. 27) After the ride, you'll enter a cave. It opens up to some ruins. On the left is a lever and an elevator shaft. Stand on one side of the shaft and peer in. You can see the emblem clearly on the side. Shoot it before you call down the elevator. Chapter 6-1| Ship Deck ------------------------------------------------------------------------------- 28) When Sheva gets trapped in the cage, it leaves Chris in the pit to fend off some Majini. One notable Majini is the one on the north standing inside a high container. He'll be throwing grenades. Kill him, but then pay special attention to the container he was in because that's where the emblem is. Toss a grenade in and you should get it. 29) This one might be hittable from a few other locations, but you can try from the top of the crane before or after you free Sheva. Look far to the south side of the vessel and you can see the silhouette of a tower with a satellite dish or something. On that structure is the emblem. Try to pick it off with your sniper rifle but be warned that it's a tough shot. 30) After you enter the ship finally, you'll eventually come to a room with a scene in which you surprise Excella. After you get control, look up to the north wall with the flowers on your left. On the wall is a glass cabinet and inside is the emblem. Chapter 6-2| Main Deck ------------------------------------------------------------------------------- NO BSAA EMBLEMS Chapter 6-3| Bridge Deck ------------------------------------------------------------------------------- NO BSAA EMBLEMS Progress By Chapter ------------------- Chapter 1-1 --- 0/30 Chapter 1-2 --- 3/30 Chapter 2-1 --- 8/30 Chapter 2-2 --- 11/30 Chapter 2-3 --- 11/30 Chapter 3-1 --- 15/30 Chapter 3-2 --- 17/30 Chapter 3-3 --- 18/30 Chapter 4-1 --- 21/30 Chapter 4-2 --- 22/30 Chapter 5-1 --- 23/30 Chapter 5-2 --- 24/30 Chapter 5-3 --- 27/30 Chapter 6-1 --- 30/30 Action Figures [exac] -------------- Once again, Action Figures are back. They're not being offered as shooting gallery prizes this time though, if that's what you were hoping for. Besides unlocking a Trophy/Achievement, they're not particularly good for anything, except roughly two minutes of entertainment. The Action Figures can be viewed from the Library. From there, you can view individual Action Figures. You can rotate them, zoom in and out, and also play a small voice clip that each one has. Most of them are lame though, even the voice clips of the main characters. That's just my thoughts anyway. Here's the full list in order. _____________________________________________________________________ |# |Name |Cost |Unlocked | |---------------------------------------------------------------------| |1 |Chris (BSAA) |0 Points |Unlocked at the start | |---------------------------------------------------------------------| |2 |Sheva (BSAA) |0 Points |Unlocked at the start | |---------------------------------------------------------------------| |3 |Josh |500 Points |Clear Chapter 3 | |---------------------------------------------------------------------| |4 |Jill (Brainwashed) |500 Points |Clear Chapter 5 | |---------------------------------------------------------------------| |5 |Wesker |500 Points |Clear Chapter 5 | |---------------------------------------------------------------------| |6 |Excella |500 Points |Clear Chapter 5 | |---------------------------------------------------------------------| |7 |Irving |500 Points |Clear Chapter 2 | |---------------------------------------------------------------------| |8 |Spencer |500 Points |Clear Chapter 6 | |---------------------------------------------------------------------| |9 |DeChant |500 Points |Clear Chapter 1 | |---------------------------------------------------------------------| |10|Dave |500 Points |Clear Chapter 2 | |---------------------------------------------------------------------| |11|Kirk |500 Points |Clear Chapter 1 | |---------------------------------------------------------------------| |12|Reynard |500 Points |Clear Chapter 1 | |---------------------------------------------------------------------| |13|Majini (Town A) |500 Points |Clear Chapter 1 | |---------------------------------------------------------------------| |14|Majini (Town B) |500 Points |Clear Chapter 2 | |---------------------------------------------------------------------| |15|Majini (Town C) |500 Points |Clear Chapter 2 | |---------------------------------------------------------------------| |16|Majini (Town D) |500 Points |Clear Chapter 1 | |---------------------------------------------------------------------| |17|Majini (Cephalo) |500 Points |Clear Chapter 2 | |---------------------------------------------------------------------| |18|Majini (Agitator) |500 Points |Clear Chapter 1 | |---------------------------------------------------------------------| |19|Majini (Wetlands A) |500 Points |Clear Chapter 3 | |---------------------------------------------------------------------| |20|Majini (Wetlands B) |500 Points |Clear Chapter 4 | |---------------------------------------------------------------------| |21|Majini (Wetlands C) |500 Points |Clear Chapter 3 | |---------------------------------------------------------------------| |22|Giant Majini |500 Points |Clear Chapter 4 | |---------------------------------------------------------------------| |23|Majini (Base A) |500 Points |Clear Chapter 5 | |---------------------------------------------------------------------| |24|Majini (Base B) |500 Points |Clear Chapter 5 | |---------------------------------------------------------------------| |25|Majini (Duvalia) |500 Points |Clear Chapter 6 | |---------------------------------------------------------------------| |26|Reaper |500 Points |Clear Chapter 6 | |---------------------------------------------------------------------| |27|Big Man Majini |500 Points |Clear Chapter 1 | |---------------------------------------------------------------------| |28|Executioner Majini |500 Points |Clear Chapter 1 | |---------------------------------------------------------------------| |29|Chainsaw Majini |500 Points |Clear Chapter 2 | |---------------------------------------------------------------------| |30|Gatling Gun Majini |500 Points |Clear Chapter 6 | |---------------------------------------------------------------------| |31|Motorcycle Majini |500 Points |Clear Chapter 2 | |---------------------------------------------------------------------| |32|Uroboros |500 Points |Clear Chapter 5 | |---------------------------------------------------------------------| |33|Licker Beta |500 Points |Clear Chapter 5 | |---------------------------------------------------------------------| |34|Kipepeo |500 Points |Clear Chapter 4 | |---------------------------------------------------------------------| |35|Bui Kichwa |500 Points |Clear Chapter 4 | |---------------------------------------------------------------------| |36|Adjule |500 Points |Clear Chapter 4 | |---------------------------------------------------------------------| |37|Crocodile |500 Points |Clear Chapter 3 | |---------------------------------------------------------------------| |38|Uroboros Aheri |500 Points |Clear Chapter 6 | |---------------------------------------------------------------------| |39|U-8 |500 Points |Clear Chapter 5 | |---------------------------------------------------------------------| |40|Popokarimu |500 Points |Clear Chapter 2 | |---------------------------------------------------------------------| |41|Ndesu |500 Points |Clear Chapter 2 | |---------------------------------------------------------------------| |42|Irving (Transformed)|500 Points |Clear Chapter 3 | |---------------------------------------------------------------------| |43|Chris (Rare) |500 Points |Collect 25 BSAA Emblems | |---------------------------------------------------------------------| |44|Sheva (Rare) |500 Points |Collect 30 BSAA Emblems | |---------------------------------------------------------------------| |45|Jill (Rare) |500 Points |A Rank all stages* | |---------------------------------------------------------------------| |46|Wesker (Rare) |500 Points |S Rank all stages* | '---------------------------------------------------------------------' *You can get the ranks on various difficulties. So long as each stage is A/S ranked, difficulty doesn't matter. Trophies/Achievements [reth] --------------------- So, you're hungry for some shiny new Trophies or more gamerscore? Well the Trophies in RE5 are not particularly tough to get. If you enjoy the game enough a lot of them will come. The DLC trophies will be added later. Here's the list for now, followed by a few tips for some of the tougher ones. By default, I've decided to organize them in order of Trophy level. NOTE: This section contains some spoilers, so be warned!!! Bronze ------ Trophy: Completed Chapter 1 - 1 Unlocked: Complete Chapter 1 - 1 on any difficulty setting. Trophy: Completed Chapter 1 - 2 Unlocked: Complete Chapter 1 - 2 on any difficulty setting. Trophy: Completed Chapter 2 - 1 Unlocked: Complete Chapter 2 - 1 on any difficulty setting. Trophy: Completed Chapter 2 - 2 Unlocked: Complete Chapter 2 - 2 on any difficulty setting. Trophy: Completed Chapter 2 - 3 Unlocked: Complete Chapter 2 - 3 on any difficulty setting. Trophy: Completed Chapter 3 - 1 Unlocked: Complete Chapter 3 - 1 on any difficulty setting. Trophy: Completed Chapter 3 - 2 Unlocked: Complete Chapter 3 - 2 on any difficulty setting. Trophy: Completed Chapter 3 - 3 Unlocked: Complete Chapter 3 - 3 on any difficulty setting. Trophy: Completed Chapter 4 - 1 Unlocked: Complete Chapter 4 - 1 on any difficulty setting. Trophy: Completed Chapter 4 - 2 Unlocked: Complete Chapter 4 - 2 on any difficulty setting. Trophy: Completed Chapter 5 - 1 Unlocked: Complete Chapter 5 - 1 on any difficulty setting. Trophy: Completed Chapter 5 - 2 Unlocked: Complete Chapter 5 - 2 on any difficulty setting. Trophy: Completed Chapter 5 - 3 Unlocked: Complete Chapter 5 - 3 on any difficulty setting. Trophy: Completed Chapter 6 - 1 Unlocked: Complete Chapter 6 - 1 on any difficulty setting. Trophy: Completed Chapter 6 - 2 Unlocked: Complete Chapter 6 - 2 on any difficulty setting. Trophy: Completed Chapter 6 - 3 Unlocked: Complete Chapter 6 - 3 on any difficulty setting. Trophy: Recruit Unlocked: Complete all chapters on Amateur. Trophy: Soldier Unlocked: Complete all chapters on Normal. Trophy: Egg on Your Face Unlocked: Defeat a Majini with a rotten egg. Trophy: Heart Stopper Unlocked: Defeat a certain enemy by stabbing it in the heart. Trophy: Egg Hunt Unlocked: Find all 4 types of eggs. Trophy: A Friend in Need Unlocked: Save partner 10 times when HELP is displayed. Trophy: Lifeguard Unlocked: Save partner 10 times when DYING is displayed. Trophy: Exploding Heads Unlocked: Pull off 20 headshots. Trophy: A Cut Above Unlocked: Defeat 5 enemies with the Knife. Trophy: Cattle Prod Unlocked: Defeat 30 enemies with the Stun rod. Trophy: Crowd Control Unlocked: Defeat 30 enemies with the Gatling gun. Trophy: Bull's-eye Unlocked: Defeat 30 enemies with the Longbow. Trophy: Get Physical Unlocked: Defeat 20 enemies with physical attacks. Trophy: The Works Unlocked: Chain the maximum number of combos together in one go. Trophy: Fireworks Unlocked: Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade. Trophy: Meat Shower Unlocked: Defeat 3 Majini with one grenade or proximity bomb. Trophy: Go into the Light Unlocked: Defeat 2 enemies with one flash grenade. Trophy: Ride the Lightning Unlocked: Defeat a Majini using the electric current from a transformer. Trophy: Stop, Drop, & Roll Unlocked: Defeat 3 Majini at once by setting oil canisters on fire. Trophy: Baptism by Fire Unlocked: Defeat 3 Majini at once with a drum or gas tank explosion. Trophy: Masters of Removing Unlocked: Work together to save someone special. Trophy: Bad Blood Unlocked: During the first fight with Wesker, damage him a set number of times. Silver ------ Trophy: Veteran Unlocked: Complete all chapters on Veteran. Trophy: All Dressed Up Unlocked: Purchase all available alternative costumes in Bonus Features. Trophy: Stockpile Unlocked: Obtain all available weapons. Trophy: Take It to the Max Unlocked: Completely upgrade all weapons. Trophy: They Belong in a Museum Unlocked: Obtain all treasures in the game. Trophy: Badge of Honor Unlocked: Find all the BSAA emblems. Trophy: They're ACTION Figures! Unlocked: Collect all the figurines. Trophy: Lead Aspirin Unlocked: Defeat a Majini with a headshot while it's jumping. Trophy: Be the Knife Unlocked: Deflect a bow gun arrow with your knife. Trophy: Drive By Unlocked: Stop an armored truck by taking out the driver. Trophy: Who Do You Trust? Unlocked: Build up a certain level of trust with your partner. Gold ---- Trophy: War Hero Unlocked: Complete all chapters on Professional. Platinum -------- Trophy: RESIDENT EVIL 5 Platinum Trophy Unlocked: Congratulations! You've overcome all your fears in RESIDENT EVIL 5! Tips ---- Here's some tips to elaborate better on getting some of these Trophies. Because let's face it, a list is good, but it's not exactly going to help you get them is it? A few of the Trophies I have marked in the Walkthrough on certain chances to get them. x-The 'Difficulty' Trophies-x At the beginning of the game, you have the option to play on three difficulty settings. If you beat it on Amateur, you get the "Recruit" Trophy. However, if you play on Normal and beat the game, you'll not only get the "Soldier" Trophy, but also get "Recruit" as well. So you'll save yourself a little bit of effort. Also, you can automatically unlock Veteran and Professional by joining a friend's game who is playing on these settings. So, if you do that, it's possible to cheat even further and beat the game on Professional at the get go (not recommended without reaping the benefits of upgraded guns and infinite ammo that comes from playing through a few times) and you could theoretically get all four trophies in one shot (I might be wrong about this though). x-Egg Hunt-x To get this yourself, you need to find all four egg types. This Trophy only unlocks on the Organization Menu. You need to have one of each egg type in any slots in either your personal inventory or Main Inventory. Brown and White Eggs can easily be found from chickens (particularly on 3-1). Killing snakes that hide in pots can also yield Brown Eggs. A Rotten egg is easily found in Chapter 6-1 (see walkthrough). A Gold egg is tricky. The best way to farm one is on Chapter 3-1 on the center island of the marshlands. If you don't get it, reload your save and keep looking. Once you have them, go to the Organization Menu and you should get the Trophy. Now, if you're one of those giving types, you can make life easier on your friends and cut the work out for them. Join together with them in co-op and just hand them any of the eggs they need (most likely Gold and maybe Rotten) on the Organization Menu by selecting 'GIVE'. If the Trophy doesn't unlock immediately for them, start your session, then hit Restart to go back to the Organization Menu and it should work. There, you got your friend the "Egg Hunt" Trophy! Don't you feel all warm and fuzzy inside? x-Heart Stopper-x The requirement is to kill a certain enemy by stabbing it in the heart. This is pretty ambiguous. Who is this mystery foe? The Lickers, of course! Yes, they have hearts, and it's actually their hidden weakspot. The only way to stab one is when it's flipped onto its back. There are two ways to do this, really. The first is to knock one down that's climbing on the ceiling, and then rush its body. The easier way is to use a weapon like the shotgun to shoot it and wait until enough damage is done that it flips onto its back. The problem is that the Lickers don't stay on their backs for long and the impact often throws them so far back that it takes too long to get close to their bodies. An easy way to resolve this problem is to align yourself, a Licker, and a wall in a perfectly straight line so that the wall is on a straight 180 degree angle with you. Blast the licker enough so that it flips backwards and hits the wall. If done correctly, the Licker shouldn't move too far away. Now run up and hit the prompt button (should be square) to finish it off! x-Egg on Your Face-x As I mention in the walkthrough, you can find the Rotten egg on Chapter 6-1. You have few opportunities to use it after that however, and a lot of the foes are armored and heavily armed. It may be best to wait until a New Game+ to use it on them. Or, you can make it A LOT easier and just beat the game once to unlock The Mercenaries. In a lot of the stages in The Mercenaries, you'll find at least one Rotten egg laying around. Pick it up and just fling it at one of the many, many enemies around to get the Trophy. x-A Friend in Need & Lifeguard-x These Trophies are not really hard to get. You need to hit Circle in the two critical moments when your partner is in HELP or DYING state. Obviously, HELP state may occur more often, depending on the circumstances. With a human partner, you can intentionally have them get grabbed by enemies (although this is risky due to random attack patterns of the Majini), and just keep saving them. You can also get really close to the Executioner Majini to let him grab you (also risky). Same goes for dying; you can intentionally maintain low health and keep getting hit to let your partner save you or vice versa. You can possibly get these on a single play through, and if you don't no worry. There's no need to intentionally force these situations either. The number of Help and Dying saves carries over (the number is stored in RECORDS). So if on your first run through, you save your partner in Help state 7 times, that will remain, so if you start a New Game+ or go to Chapter Select, you will only need 3 more. Same for Dying saves. The number carries over. x-Bull's-eye-x Just a quick tip if you're interested in getting this Trophy really fast. The Longbow costs 30000, and that's not even counting the money required to upgrade the S75 to max. It will certainly take a bit of time to get that. If you want to cut to the chase though, beat the game once and unlock The Merenaries. Now just beat the Missile Base stage with a rating of A or higher and you'll unlock Sheva (Tribal) for use. She comes equipped with the bow. Just play mercenaries and use her bow on at least 30 enemies and you can get the Trophy. Yes, it doesn't have to be in Story Mode! x-The Works-x This one can be really elusive. From what I've gathered, it can only be done with a specific string of melees and perhaps only on certain enemies. I'm not sure as of yet whether it works on normal Majini. Find a large enemy though, one that won't get knocked down by melee attacks. The specific combo you're looking for is Straight (Chris) -> Somersault (Sheva) -> and Haymaker (Chris). On a big enemy, Sheva's Somersault will not knock them down, allowing Chris to follow up with the Haymaker. To initiate Straight, try using a Flash Grenade. x-Meat Shower-x This is pretty easy to get, even in Chapter 1-1 with all the Majini attacking you in Public Assembly. Pretty easy. I just figured it's worth noting you can also get this easily in Mercenaries mode. x-Who Do You Trust?-x This is another pretty easy one, and you don't really need to rush it as it can easily be obtained on one playthrough. Basically, the requirement for this Trophy is to thank your partner a certain number of times. That's it. How do you do it though? Hit Circle after your partner does something for you, whether it's giving you items, healing you, or reviving you. Just do it every time and you'll get it pretty soon. You can speed it up by giving Sheva some ammo that you need, and then forcing your healing items on her as well. She'll often trade the healing items and give you the ammo, which you can thank her for. Then, when she uses those healing items, thank her more. I'm not positive, but with a human partner, you may be able to get this by merely exchanging items over and over and over. More to come... Unlockables [exun] ----------- Here's a quick list of the various things you can unlock in the game. They will be split into a few categories and lists. Bonus Features| ============================================================================ The Bonus Features can be found from the main menu after selecting "Play Game". This is where you will find a lot of unlockable extras that you can purchase for points. Some will be given to you if you meet certain requirements. [Outfits] - Alternate costumes for use in Story Mode 1. Chris Outfit (Safari) Description: An alternate costume for Chris with a safari theme Cost: 0 points Unlocked: Complete the game once 2. Sheva Outfit (Clubbin') Description: An alternate costume for Sheva with a western club theme Cost: 0 points Unlocked: Complete the game once 3. Chris Outfit (S.T.A.R.S.) Description: An alternate costume for Chris with his classic RE1 look Cost: 0 points Unlocked: Collect 25 BSAA emblems 4. Sheva Outfit (Tribal) Description: An alternate costume for Sheva with an African tribe theme Cost: 0 points Unlocked: Collect 30 BSAA emblems [Filters] - Changes the look of the game with different screen filters 1. Filter (Classic Horror) Cost: 0 points Unlocked: complete the game once on Amateur or higher 2. Filter (Retro) Cost: 0 points Unlocked: Complete the game once on Normal or higher 3. Filter (Noise) Cost: 0 points Unlocked: Complete the game once on Veteran or higher [Action Figures] - Figures that can be viewed in the Library See Action Figures section above for the full list and costs [Infinite Ammo] - Purchase the ability to use Infinite Ammo for specific guns 1. M92F Cost: 6000 points Unlocked: Fully upgrade the M92F handgun 2. H&K P8 Cost: 10,000 points Unlocked: Fully upgrade the H&K P8 handgun 3. SIG P226 Cost: 10,000 points Unlocked: Fully upgrade the SIG P226 handgun 4. M93R Cost: 20,000 points Unlocked: Fully upgrade the M93R handgun 5. Ithaca M37 Cost: 8000 points Unlocked: Fully upgrade the Ithaca M37 shotgun 6. M3 Cost: 12,000 points Unlocked: Fully upgrade the M3 shotgun 7. Jail Breaker Cost: 12,000 points Unlocked: Fully upgrade the Jail Breaker shotgun 8. Hydra Cost: 20,000 points Unlocked: Fully upgrade the Hydra shotgun 9. VZ61 Cost: 6000 points Unlocked: Fully upgrade the VZ61 machinegun 10. AK-47 Cost: 15,000 points Unlocked: Fully upgrade the AK-47 machinegun 11. H&K MP5 Cost: 10,000 points Unlocked: Fully upgrade the H&K MP5 machinegun 12. SIG 556 Cost: 15,000 points Unlocked: Fully upgrade the SIG 556 machinegun 13. S75 Cost: 15,000 points Unlocked: Fully upgrade the S75 rifle 14. Dragunov SVD Cost: 15,000 points Unlocked: Fully upgrade the Dragunov SVD rifle 15. H&K PSG-1 Cost: 15,000 points Unlocked: Fully upgrade the H&K PSG-1 rifle 16. S&W M29 Cost: 15,000 points Unlocked: Fully upgrade the S&W M29 magnum 17. Lightning Hawk Cost: 15,000 points Unlocked: Fully upgrade the L. Hawk magnum 18. S&W M500 Cost: 20,000 points Unlocked: Fully upgrade the S&W M500 magnum [Versus Mode Characters] - Unlockable characters for Versus DLC Mode 1. Versus Character A (Chris Safari) Cost: 20,000 points 2. Versus Character B (Chris S.T.A.R.S.) Cost: 8000 points 3. Versus Character C (Sheva Clubbin') Cost: 6000 points 4. Versus Character D (Sheva Tribal) Cost: 15,000 points 5. Versus Character E (Jill BSAA) Cost: 5000 points 6. Versus Character F (Jill Battlesuit) Cost: 7000 points 7. Versus Character G (Wesker Midnight) Cost: 30,000 points 8. Versus Character H (Wesker S.T.A.R.S.) Cost: 50,000 points Infinite Ammo| ============================================================================ To unlock Infinite ammo, you have to follow a few simple (but perhaps unnecessarily complicated) steps. Information regarding Infinite Ammo is also provided. Here are the steps: 1. Beat the game once on any difficulty. This unlocks the ability to "have" Infinite Ammo. 2. Fully upgrade any gun. Upgrade any gun in all facets until it's totally maxed out. This unlocks the option to get Infinite Ammo for that gun in Bonus Features. 3. Go to Bonus Features and purchase Infinite Ammo for that gun with your points. You can now use Infinite Ammo for that gun and that gun only. The setting just needs to be turned on. 4. Go to Special Settings from the Main Menu and find Infinite Ammo. Select it and change the setting to "On". 5. When creating a session, set the third setting for Infinite Ammo to "Yes". This makes it so that all the guns you've bought Infinite Ammo for in Bonus Features will have Infinite Ammo, provided you set it to "On" in the previous step. _______ ____ \ / ___| \ / /___ \ RESIDENT EVIL 5 [remv] | ___ \ --------------------------------------------------------------------- | \_/ | / The Mercenaries & Versus Mode \_____/ / _______/ The Mercenaries Overview [mcov] ------------------------ The Mercenaries are back! If you're unfamiliar with Resident Evil 4, this game mode is just a simple side activity you can do for small rewards. You unlock it by beating the game once. The game lets you choose from different characters, each with their own particular selection of weapons and challenges you to get the highest score by defeating enemies and stringing together combos. If you die, you don't get anything. Unlike Resident Evil 4, however, you won't be rewarded anything really special by clearing every stage with every character with great scores. You can always play The Mercenaries to get points to spend in Bonus Features though. That is, at least, until you buy everything in there. Then The Mercenaries is just a fun distraction from the main game. ______________________ /THE BASICS \______________________________________________________ In The Mercenaries, you'll be pitted up against countless enemies, as noted above. As also previously mentioned, your goal is to get as high a score as possible by maintaining as long of a combo as possible of defeated enemies. The game can be played Solo or on co-op, with either a local player or an online player. There are eight stages and eight characters to pick from. You will only start out with two characters and one stage though. To get a new stage, you must clear one with at least a B rank or above. To unlock a new character, you need at least an A rank or above. Each rank corresponds to a certain score range. The higher your score, the better your rank. It's possible to unlock stages early by joining a friend's game who already is playing that stage. In any of the eight stages, you'll face off against Majini from throughout the game. The type of Majini you'll face will for the most part, reflect the setting of the stage you choose (ex: you'll face Stun Rod Majini on the Ship Deck stage). Every stage has tons of items to find and pick up, and the enemies will drop more ammo and items for you periodically. You will never find any new weapons to use aside from explosives like grenades and bombs. Besides items, there are two important pick ups to find in every Mercs stage. These are the Time Bonus and the Combo Time pick ups. The Time Bonus is no longer a "pick up" anymore though. You'll see it represented as a sort of glass/sand statue with a clock on top. If you get close to it, you can hit Square/X to smash it and it will add a set amount of time onto the clock to extend your run. You will also occasionally get small time bonuses for defeating the first and sometimes other enemies in a long combo. The last thing that will be true of all Mercs stages is that each one has a special enemy on it. This "super" enemy will be much more dangerous than the rest of the Majini and will often take considerable effort to defeat. These super enemies are different on each stage. ______________________ /THE CAST \______________________________________________________ You have eight playable characters. In reality, there are only four, they each have several "skins" but they all have unique weapons and items so it's almost like having eight totally different people. Almost, anyway... Chris Redfield (BSAA) Unlocked: Initially available ---------------------------------------------- | | | | | Handgun Ammo | Hand Grenades| Shotgun Ammo | | 50 pcs | (5x) | 30 pcs | | | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | M92F (HG) | EMPTY | Ithaca M37 | | 50 Capacity | | (SG) | | | | 20 Capacity | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | EMPTY | First Aid | EMPTY | | | Spray | | | | | | | | | | | | | | | | | | | | | | '--------------------------------------------' Melee Attacks ->HOOK ->STRAIGHT ->UPPERCUT ->HAYMAKER ->STOMP ->NECKBREAKER Chris Redfield (Safari) Unlocked: Obtain A Rank or higher on Village ---------------------------------------------- | | | | | Handgun Ammo | Rocket | Shotgun Ammo | | 30 pcs | Launcher | 10 pcs | | | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | SIG P229 (HG)| EMPTY | M3 (SG) | | 16 Capacity | | 10 Capacity | | | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | EMPTY | Rocket | EMPTY | | | Launcher | | | | | | | | | | | | | | | | | | | | | | '--------------------------------------------' Melee Attacks ->HOOK ->STRAIGHT ->UPPERCUT ->HAYMAKER ->STOMP ->NECKBREAKER Chris Redfield (S.T.A.R.S.) Unlocked: Obtain A Rank or higher on Experimental Facility ---------------------------------------------- | | | | | Machinegun | Grenade | Magnum Ammo | | Ammo | Launcher | 6 pcs | | 30 pcs | 12 Electric | | | | Rounds | | | | | | | | | | | | | | |--------------------------------------------| | | | | | SIG 556 (MG) | EMPTY | S&W M29 (Mag)| | 65 Capacity | | 12 Capacity | | | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | EMPTY | EMPTY | EMPTY | | | | | | | | | | | | | | | | | | | | | | | | | '--------------------------------------------' Melee Attacks ->HOOK ->STRAIGHT ->UPPERCUT ->HAYMAKER ->STOMP ->NECKBREAKER Sheva Alomar (BSAA) Unlocked: Initially available ---------------------------------------------- | | | | | Handgun Ammo | Dragunov SVD | Machinegun | | 50 pcs | (RIF) | Ammo | | | 13 Capacity | 150 pcs | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | M92F (HG) | EMPTY | VZ61 (MG) | | 40 Capacity | | 260 Capacity | | | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | EMPTY | First Aid | EMPTY | | | Spray | | | | | | | | | | | | | | | | | | | | | | '--------------------------------------------' Melee Attacks ->ROUNDHOUSE ->TWIST KICK ->SOMERSAULT ->SPINNING BACK KICK ->IMPALE ->THROAT SLIT Sheva Alomar (Clubbin') Unlocked: Obtain A Rank or higher on Ancient Ruins ---------------------------------------------- | | | | | Machinegun | S75 (RIF) | Shotgun Ammo | | Ammo | 20 Capacity | 20 pcs | | 100 pcs | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | AK-47 (MG) | Rifle Ammo | Jail Breaker | | 50 Capacity | 10 pcs | (SG) | | | | 8 Capacity | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | EMPTY | EMPTY | EMPTY | | | | | | | | | | | | | | | | | | | | | | | | | '--------------------------------------------' Melee Attacks ->ROUNDHOUSE ->TWIST KICK ->SOMERSAULT ->SPINNING BACK KICK ->IMPALE ->THROAT SLIT Sheva Alomar (Tribal) Unlocked: Obtain A Rank or higher on Missile Area ---------------------------------------------- | | | | | EMPTY | Incendiary | EMPTY | | | Grenades | | | | (x3) | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | Longbow | First Aid | Grenade | |Infinite Ammo | Spray | Launcher | | | | 6 Nitrogen | | | | Rounds | | | | | | | | | | | | | |--------------------------------------------| | | | | | EMPTY |Flash Grenades| EMPTY | | | (x3) | | | | | | | | | | | | | | | | | | | | | | '--------------------------------------------' Melee Attacks ->ROUNDHOUSE ->TWIST KICK ->SOMERSAULT ->SPINNING BACK KICK ->IMPALE ->THROAT SLIT Jill Valentine (BSAA) Unlocked: Obtain A Rank or higher on Public Assembly ---------------------------------------------- | | | | | Handgun Ammo |Flash Grenades| Machinegun | | 50 pcs | (x5) | Ammo | | | | 150 pcs | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | Px4 (HG) | EMPTY | H&K MP5 (MG) | | 25 Capacity | | 150 Capacity | | | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | EMPTY | First Aid | EMPTY | | | Spray | | | | | | | | | | | | | | | | | | | | | | '--------------------------------------------' Melee Attacks ->HIGH KICK ->ROUNDHOUSE ->SWEEP KICK ->CARTWHEEL KICK ->DOUBLE KNEE DROP ->HEAD GRAB Jill Valentine (Battlesuit) Unlocked: Obtain A Rank or higher on Ship Deck ---------------------------------------------- | | | | | Machinegun | Hand Grenades| Rifle Ammo | | Ammo | (x3) | 30 pcs | | 150 pcs | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | VZ61 (MG) | EMPTY | H&K PSG-1 | | 300 Capacity | | (RIF) | | | | 9 Capacity | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | EMPTY | Green Herb | EMPTY | | | (G+G) | | | | | | | | | | | | | | | | | | | | | | '--------------------------------------------' Melee Attacks ->HIGH KICK ->ROUNDHOUSE ->SWEEP KICK ->CARTWHEEL KICK ->DOUBLE KNEE DROP ->HEAD GRAB Albert Wesker (Midnight) Unlocked: Obtain A Rank or higher on Mines ---------------------------------------------- | | | | | Handgun Ammo | Hand Grenades| Magnum Ammo | | 50 pcs | (x5) | 6 pcs | | | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | H&K P8 (HG) | EMPTY |S&W M500 (MAG)| | 21 Capacity | | 6 Capacity | | | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | EMPTY |Proximity Bomb| EMPTY | | | (x5) | | | | | | | | | | | | | | | | | | | | | | '--------------------------------------------' Melee Attacks ->COBRA STRIKE ->PANTHER FANG ->TIGER UPPERCUT ->GHOST BUTTERFLY ->WINDFALL ->MUSTANG KICK Albert Wesker (S.T.A.R.S.) Unlocked: Obtain A Rank or higher on Prison ---------------------------------------------- | | | | | Handgun Ammo | L. Hawk (MAG)| Shotgun Ammo | | 30 pcs | 8 Capacity | 10 pcs | | | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | Samurai Edge | EMPTY | Hydra (SG) | | 15 Capacity | | 6 Capacity | | | | | | | | | | | | | | | | | | | | | |--------------------------------------------| | | | | | EMPTY | EMPTY | EMPTY | | | | | | | | | | | | | | | | | | | | | | | | | '--------------------------------------------' Melee Attacks ->COBRA STRIKE ->PANTHER FANG ->TIGER UPPERCUT ->GHOST BUTTERFLY ->WINDFALL ->MUSTANG KICK ______________________ /THE RANKING SYSTEM \______________________________________________________ No stars this time around. In Resident Evil 5's Mercenaries mode, you'll be given letter grades. The worst ranking you can get is a D. The best? An SS. Besides the opportunity to get new characters and stages for high ranks, each individual rank awards you with a certain number of points to spend in Bonus Features. You might be wondering what exactly it all means though. ___________________________________________ |Rank|Score (Solo)|Score (Co-op |Points | |-------------------------------------------| |SS |90,000 |150,000 |5000 | |-------------------------------------------| |S |60,000 |120,000 |3000 | |-------------------------------------------| |A |40,000 |80,000 |1500 | |-------------------------------------------| |B |20,000 |40,000 |1000 | |-------------------------------------------| |C |10,000 |20,000 |600 | |-------------------------------------------| |D |9999 or less|19,999 or less |200 | '-------------------------------------------' As you can see, on Co-op play, you are expected to do twice as good, having an extra person and all. This can be good or bad depending on the quality of your partner. A partner who knows how to utilize the character they're playing as can be an extremely helpful asset and let you get some insanely high scores. It might sound easy with two people, maintaining a combo and all that sounds easier. Co-op Mercenaries means relying on your partner to pick up their own slack but also to inherently be part of a team. ______________________ /THE STAGES \______________________________________________________ COMING SOON Versus Mode Overview -------------------- Well, the DLC is upon us. Regardless of your views on the aspect of a versus mode, and that whole "it should have been included" thing, it only costs a measly $5. In spite of that, I'm not particularly in love with it either, but it has its fun moments. It's a part of the game now, like it or not. In Versus Mode, you will play with three other players online in game types that focus on beating the other players, either through direct or indirect combat. There are two game types and each one has a free-for-all and team variant. SLAYERS In Slayers, the object of the game is to rack up points by defeating enemies. The first mistake players make is thinking that in Slayers they have to focus primarily on eliminating the enemy players. You do get points for killing enemy players, but the best way is just in The Mercenaries, by getting a huge kill combo of Majini and other enemies. Each target has an assigned value and that list will be revealed at a later time. Unlike in the Mercenaries however, the spawn rates of enemies can fluctuate quite a bit since there are four players drawing the enemies toward them. SURVIVORS Survivors is more about directly attacking your colleagues. The goal of this match is to gain points by defeating enemy players. The amount of points you get depends on what type of weapon you use. For example, you'll get a lot of points for catching an enemy with a Proximity Bomb. ________ ______ \ |___ / \ / / \ RESIDENT EVIL 5 [misl] / / -------------------------------------------------------------------- ./ / / Miscellaneous \_/ / ________/ Here is where you'll find the closing sections of the guide, including some important questions answered, information for reaching me, special thanks and more. Frequently Asked Questions [fak4u] -------------------------- Here are some questions that have been and may be asked often. Don't see the answer you're looking for? Let me know. 1) How do I get the Infinity Rocket Launcher? A) Beat the game in under 5 hours. 2) So do I actually have to play through it again beginning to end to get it? A) No, just work on your times for each stage and improve them. Your grand total play time for all the stages needs to add up to less than 5 hours. After that, you can get the Infinity Rocket Launcher. 3) Is there any reward for beating Mercenaries with top scores for every character on every stage? A) No, unfortunately. It's just for fun and points. 4) Can treasures be combined like in Resident Evil 4? A) No, even though some treasures might seem like they can be fitted onto others. All treasures are sold as is. 5) How exactly do I get Infinite Ammo? A) The process is admittedly a little bit complicated. First you have to beat the game at least once to unlock the option. This option is located in Special Settings. Then you must upgrade any weapon to max in all possible facets. This means Firepower, Reload Time, Capacity and whatever special upgrades it has. Once it's completely maxed out, go to Bonus Features and purchase Infinite Ammo for this gun with your points. Depending on the gun, the cost will vary. Now, go into Special Settings and select Infinite Ammo. Change the setting to "ON". Finally, when starting a game, make sure you turn the Infinite Ammo setting to "YES". If you join a person's game, they must have this setting on as well. 6) I shot a BSAA emblem in a stage but it reappeared. Why? A) They'll always reappear, but you get credit as long as you shoot each one at least once. 7) Are there any unlockable characters for use in Story Mode? A) In Story Mode, no. 8) How do I unlock characters for Versus Mode? A) Buy them in Bonus Features. Other Questions --------------- Here are a few other questions mostly about me and this guide in general. Not all of these questions have necessarily been asked before, but they may prove insightful perhaps. 1) How do you make a guide like this and how long does it take? A) Having a strong command over the English language helps. I've always been a strong writer and I love games so the two went well together. Anyone can do it though, it just takes dedication. I'm very far from being the best FAQ writer. Case in point, a guide usually takes me more than a week, as much as up to 3 weeks to complete just the walkthrough. 2) Do you write your guides while playing the game the first time? A) Very rarely will I write a guide while playing a game for the first time. I find that it disrupts the experience to be pausing the game every two minutes to type information. I like to beat the game at least once before I start my work. 3) Do you even have any time for, you know, a social life? A) With guidemaking along with college and work, I surprisingly do have a good amount of time to myself and with others. 4) Do you take donations? A) Absolutely not. I'm not a charity case and I don't think I should be compensated for what I consider a hobby. I do this for fun and to help others. Besides, nobody in my family has ever begged for money; it's just a deplorable and shameful concept. That's all I'm going to say. 5) Do you own a 360? A) Nope. I almost did, and I'm not sure if I'll be budgeting one soon, as much as maybe I'd like to. So if you're looking to add me, keep in mind I only own a PS3. 6) What will you be working on next? A) I do have a few things I'm working on, but I'll keep quiet on that one for now. Contact Info [cifo] ------------ If you wish to contact me to ask questions, submit information, or for whatever other reason, I have my primary e-mail here. I only have two rules for e-mails and they're pretty simple so please pay close attention. The first one is simple really. When e-mailing me, try to remember to put a subject that helps me know it's about this game. "RE5" or something like that would be fine. The second is the most important rule and trust me, it bothers me too that I have to have it, but this is just my policy. If you plan on submitting tips or some sort of strategy to me, please, please, please provide me with a username or other alias you use so I can credit you. It can be from GFAQs or whatever. I don't care, just never, ever, ever leave me with nothing but your real name or e-mail address because I will NOT use them. I don't disclose such information in my guides. I still constantly get e-mails from people who fail to heed this rule and it is a little disheartening to be honest. If you do this, I'll try and get back to you and ask you to give me a screename to credit you with. If you fail to reply to me after that, your tip, no matter how good it is, will not be added to my guide. That's just the way it is. This is a very easy rule when you think about it. E-mail: firstname.lastname@example.com I also sometimes disclose my PSN sometimes when asked. As of now, I have way too many friends and I am a bit hesitant to add more. You can e-mail me and request my PSN if you'd like. Chances are I will let you have it, but I guess as I start getting even more friends, there may be less of a guarantee. If you are interested though, besides Resident Evil 5, I play Call of Duty: World at War online a lot, Burnout Paradise, and sometimes I'll play LittleBigPlanet, Street Fighter IV, Resistance 2, Rock Band 2, Grand Theft Auto IV, and other games online. Credits/Special Thanks ---------------------- Well, where to begin. -Capcom for another great game. Even though lately I've been cursing their names because of the insane difficulty of Street Fighter IV, I have to hold my tongue. Resident Evil 5 is a great game and worth every penny. -My friend Mike for a few favors in helping me type up some things in the guide. Even though he said he was too lazy to do it. -bcappy for providing a huge help with both Weapons & Upgrading and Action Figures sections. Thanks man. -The ASCII generator at http://www.patorjk.com/software/taag/ for the ASCII parts. Still need help with a logo though (READ BELOW FOR INFO) -dandadog for providing me with a better 5 logo than what I previously had -Anyone else I'm forgetting for now... Legal Matter ------------ This guide is solely my own creation. Do not steal it without permission and post it on your site. Do not pass it off as your own work either. If you are granted permission to host, do not make any changes or else I may ask for removal. The following sites have permission to host this guide: www.gamefaqs.com www.supercheats.com www.gamesradar.com www.cheatplanet.com www.cheatcodecentral.com www.gamerstemple.com www.neoseeker.com That's all. Thank you and good night! Schwing!
View in: