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PLAYSTATION 3 ) ,) XBOX 360
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Started: March 13, 2009
Completely finished: ????? ??, 2009
Last update: May 20, 2009
Version: 0.99
- - -
Authored by: Berserker (Berserker_Kev [IGN])
Email: berserker_kev(at)yahoo(dot)com
Homepage: http://www.berserkersblog.blogspot.com
- - -
This document Copyright 2009 Kevin Hall (Berserker)
Resident Evil 5 Copyright 2009 Capcom Ltd.
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JU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU
UJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU
JUJU THEY ARE IN KUJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJ
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=-=-=-=-=-=-=-=-=-=- - T A B L E O F C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-=
-- Press Ctrl + F and type in the code listed beside each section for --
- quicker navigation through the guide -
--- ---
Section I: Introduction . . . . . . . . . . . . . . . . . . . . . . [IN00]
Section II: Basics . . . . . . . . . . . . . . . . . . . . . . . . . [BS00]
Section III: Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00]
-- Chapter 1-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH11]
- Civilian Checkpoint . . . . . . . . . . . . . . . . . . . [CH111]
- Back Alley 1 . . . . . . . . . . . . . . . . . . . . . . . [CH112]
- Back Alley 2 . . . . . . . . . . . . . . . . . . . . . . . [CH113]
- Public Assembly . . . . . . . . . . . . . . . . . . . . . [CH114]
-- Chapter 1-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH12]
- Public Assembly . . . . . . . . . . . . . . . . . . . . . [CH121]
- Urban District . . . . . . . . . . . . . . . . . . . . . . [CH122]
- Abandoned Building . . . . . . . . . . . . . . . . . . . . [CH123]
- Furnace Facility . . . . . . . . . . . . . . . . . . . . . [CH124]
-- Chapter 2-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH21]
- Storage Facility . . . . . . . . . . . . . . . . . . . . . [CH211]
- The Bridge . . . . . . . . . . . . . . . . . . . . . . . . [CH212]
- The Port . . . . . . . . . . . . . . . . . . . . . . . . . [CH213]
- Shanty Town . . . . . . . . . . . . . . . . . . . . . . . [CH214]
- Train Yard . . . . . . . . . . . . . . . . . . . . . . . . [CH215]
-- Chapter 2-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH22]
- Train Station . . . . . . . . . . . . . . . . . . . . . . [CH221]
- The Mines . . . . . . . . . . . . . . . . . . . . . . . . [CH222]
- Mining Area . . . . . . . . . . . . . . . . . . . . . . . [CH223]
-- Chapter 2-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH23]
- Savannah . . . . . . . . . . . . . . . . . . . . . . . . . [CH231]
- The Port (Night) . . . . . . . . . . . . . . . . . . . . . [CH232]
-- Chapter 3-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH31]
- Marshlands . . . . . . . . . . . . . . . . . . . . . . . . [CH311]
- Village . . . . . . . . . . . . . . . . . . . . . . . . . . [CH312]
-- Chapter 3-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH32]
- Execution Ground . . . . . . . . . . . . . . . . . . . . . [CH321]
- Oil Field - Refinery . . . . . . . . . . . . . . . . . . . [CH322]
- Oil Field - Control Facility . . . . . . . . . . . . . . . [CH323
- Oil Field - Dock . . . . . . . . . . . . . . . . . . . . . [CH324]
-- Chapter 3-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH33]
- Oil Field - Drilling Facilities . . . . . . . . . . . . . . [CH331]
- Patrol Boat . . . . . . . . . . . . . . . . . . . . . . . . [CH332]
-- Chapter 4-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH41]
- Caves . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH411]
- Ancient Village . . . . . . . . . . . . . . . . . . . . . . [CH412]
- Labyrinth . . . . . . . . . . . . . . . . . . . . . . . . . [CH413]
-- Chapter 4-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH42]
- Worship Area . . . . . . . . . . . . . . . . . . . . . . . [CH421]
- Pyramid . . . . . . . . . . . . . . . . . . . . . . . . . . [CH422]
- Underground Garden . . . . . . . . . . . . . . . . . . . . [CH423]
-- Chapter 5-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH51]
- Underground Garden . . . . . . . . . . . . . . . . . . . . [CH511]
- Progenitor Virus House . . . . . . . . . . . . . . . . . . [CH512]
- Experimental Facility . . . . . . . . . . . . . . . . . . . [CH513]
-- Chapter 5-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH52]
- Experimental Facility . . . . . . . . . . . . . . . . . . . [CH521]
- Power Station . . . . . . . . . . . . . . . . . . . . . . . [CH522]
- Experimental Facility Passage . . . . . . . . . . . . . . . [CH523]
- Missile Area 1st Floor . . . . . . . . . . . . . . . . . . [CH524]
- Uroboros Research Facility . . . . . . . . . . . . . . . . [CH525]
-- Chapter 5-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH53]
- Uroboros Research Facility . . . . . . . . . . . . . . . . [CH531]
- Missile Area 2nd Floor . . . . . . . . . . . . . . . . . . [CH532]
- Moving Platform . . . . . . . . . . . . . . . . . . . . . . [CH533]
- Monarch Room Entrance . . . . . . . . . . . . . . . . . . . [CH534]
- Monarch Room . . . . . . . . . . . . . . . . . . . . . . . [CH535]
-- Chapter 6-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH61]
- Ship Deck . . . . . . . . . . . . . . . . . . . . . . . . . [CH611]
- Ship Hold . . . . . . . . . . . . . . . . . . . . . . . . . [CH612]
-- Chapter 6-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH62]
- Main Deck . . . . . . . . . . . . . . . . . . . . . . . . . [CH621]
- Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . [CH622]
- Bridge Deck . . . . . . . . . . . . . . . . . . . . . . . . [CH623]
-- Chapter 6-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH63]
- Bridge Deck . . . . . . . . . . . . . . . . . . . . . . . . [CH631]
- Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . [CH632]
- Engine Room . . . . . . . . . . . . . . . . . . . . . . . . [CH633]
- Hangar . . . . . . . . . . . . . . . . . . . . . . . . . . [CH634]
- Volcano . . . . . . . . . . . . . . . . . . . . . . . . . . [CH635]
Section IV: Weapons . . . . . . . . . . . . . . . . . . . . . . . . . [WE00]
Section V: Enemies . . . . . . . . . . . . . . . . . . . . . . . . . [EN00]
-- Majini . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN01]
-- Mini Bosses . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN02]
-- Parasitic B.O.W.s . . . . . . . . . . . . . . . . . . . . . . . . [EN03]
-- Other B.O.W.s . . . . . . . . . . . . . . . . . . . . . . . . . . [EN04]
-- Animals/Beasts . . . . . . . . . . . . . . . . . . . . . . . . . . [EN05]
Section VI: Lists . . . . . . . . . . . . . . . . . . . . . . . . . . [LI00]
-- BSAA Medal Checklist . . . . . . . . . . . . . . . . . . . . . . . [LI01]
-- Treasure Checklist (by chapter) . . . . . . . . . . . . . . . . . [LI02]
-- Treasure Checklist (by treasure) . . . . . . . . . . . . . . . . . [LI03]
-- Hidden Weapon Checklist . . . . . . . . . . . . . . . . . . . . . [LI04]
-- File Checklist . . . . . . . . . . . . . . . . . . . . . . . . . . [LI05]
-- Figure Checklist . . . . . . . . . . . . . . . . . . . . . . . . . [LI06]
-- Achievement Checklist . . . . . . . . . . . . . . . . . . . . . . [LI07]
-- Main Game Unlockables List . . . . . . . . . . . . . . . . . . . . [LI08]
-- Mercenaries Unlockables List - Stages . . . . . . . . . . . . . . [LI09]
-- Mercenaries Unlockables List - Characters . . . . . . . . . . . . [LI10]
-- Store List . . . . . . . . . . . . . . . . . . . . . . . . . . . . [LI11]
-- Bonus Features List . . . . . . . . . . . . . . . . . . . . . . . [LI12]
-- Chapter Ranking List . . . . . . . . . . . . . . . . . . . . . . . [LI13]
Section VII: The Mercenaries . . . . . . . . . . . . . . . . . . . . . [TM00]
-- Mercenary Stages . . . . . . . . . . . . . . . . . . . . . . . . . [ST00]
- Public Assembly . . . . . . . . . . . . . . . . . . . . . . [ST01]
- The Mines . . . . . . . . . . . . . . . . . . . . . . . . . [ST02]
- Village . . . . . . . . . . . . . . . . . . . . . . . . . . [ST03]
- Ancient Ruins . . . . . . . . . . . . . . . . . . . . . . . [ST04]
- Experimental Facility . . . . . . . . . . . . . . . . . . . [ST05]
- Missile Area . . . . . . . . . . . . . . . . . . . . . . . [ST06]
- Ship Deck . . . . . . . . . . . . . . . . . . . . . . . . . [ST07]
- Prison . . . . . . . . . . . . . . . . . . . . . . . . . . [ST08]
-- Mercenary Characters . . . . . . . . . . . . . . . . . . . . . . . [CS00]
- Chris (BSAA) . . . . . . . . . . . . . . . . . . . . . . . [CS01]
- Chris (Safari) . . . . . . . . . . . . . . . . . . . . . . [CS02]
- Chris (S.T.A.R.S.) . . . . . . . . . . . . . . . . . . . . [CS03]
- Sheva (BSAA) . . . . . . . . . . . . . . . . . . . . . . . [CS04]
- Sheva (Clubbin') . . . . . . . . . . . . . . . . . . . . . [CS05]
- Sheva (Tribal) . . . . . . . . . . . . . . . . . . . . . . [CS06]
- ???? (BSAA) . . . . . . . . . . . . . . . . . . . . . . . . [CS07]
- ???? (Battle Suit) . . . . . . . . . . . . . . . . . . . . [CS08]
- ?????? (Midnight) . . . . . . . . . . . . . . . . . . . . . [CS09]
- ?????? (S.T.A.R.S.) . . . . . . . . . . . . . . . . . . . . [CS10]
Section VIII: Professional Mode Walkthrough . . . . . . . . . . . . . . [PM00]
Section XI: Versus Mode . . . . . . . . . . . . . . . . . . . . . . . [VS00]
Section X: Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00]
-- Copyright . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CO00]
-- Special Thanks . . . . . . . . . . . . . . . . . . . . . . . . . . [ST00]
-- Version History . . . . . . . . . . . . . . . . . . . . . . . . . [VH00]
-- Contact Info . . . . . . . . . . . . . . . . . . . . . . . . . . . [CI00]
-- About Me . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [AM00]
-- Donations . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DO00]
-- Resident Evil 5 Wallpapers . . . . . . . . . . . . . . . . . . . . [WA00]
(NOTE: "?"'s are used in The Mercenaries table of contents to avoid spoilers in
the table of contents.)
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[IN00]
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| | | '_ \ | __|| '__|/ _ \ / _` || | | | / __|| __|| | / _ \ | '_ \
| | | | | || |_ | | | (_) || (_| || |_| || (__ | |_ | || (_) || | | |
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Welcome to my Resident Evil 5 Guide, fellow Resident Evil fan! - Berserker
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
L O N G T I M E N O S E E, C H R I S.
Chris Redfield now a member of the BSAA (Bioterrorism Security Assessment
Alliance) has been sent to Africa in order to investigate a reported
bioterrorists hotspot in the town of Kijuju. He drives his jeep along the dirt
road toward his destination and prepares to meet up with another BSAA agent.
When Chris arrives, the agent introduces herself - Sheva Alomar, his new...
P A R T N E R . . . ?
The familiar word echoes throughout Chris' mind as he recalls the tombstone
with the year April 2006 etched into it. You see, his last partner was a woman
too - Jill Valentine. Both Jill and Chris survived the horrors of the Spencer
Estate in Raccoon City - what later became known as "The Mansion Incident".
Jill is now proclaimed dead, but Chris believes she is still alive. Despite
that, casualties continue to the mount over the long years he has struggled.
More and more, he finds himself wondering...
I S I T A L L W O R T H F I G H T I N G F O R ?
Who knows? Maybe one day, he'll find out. Chris has got a job to do here
though, and he's going to see it through. Both Chris and Sheva gather their
belongings and enter the town of Kijuju. They are met with vacant and ominous
stares as they walk down the streets of the town. All they see is death on the
way to their location and then sudden...
S I L E N C E.
A siren is heard in the distance and the town's inhabitants suddenly
disappear...? But where? The two meet up with their contact and he fills them
in on the situation and where they are to meet up with the rest of the BSAA
squad. The contact tells them of a lead that the BSAA has on a man named
"Irving". He also mentions something else... something about a doomsday
project codenamed "Uroboros". Chris and Sheva gather their gear and soon
depart further into the streets of Kijuju to meet up with their squad and find
Irving.
A N E W C H A P T E R I N T H E
R E S A G A B E G I N S.
--> WORDS FROM THE AUTHOR
We last met at the Spencer Estate, wasn't it? While aboard the Ecliptic
Express? During Jill Valentine's Last Escape from Raccoon City? Maybe during
the Fall of Umbrella? Or perhaps during the details of the most recent Kennedy
Report? Maybe you have read my work before through my Resident Evil 4: Wii
Edition guide or my Resident Evil: The Umbrella Chronicles guide. Maybe you
haven't. Either way, prepare for a few year's worth of anticipation for
Resident Evil 5 in written form.
How many times have you played the RE5 demo? I've had a fellow gamer ask me
that question over Xbox LIVE and after a long pause, the only answer I could
give him was somewhere over 100. It's actually much more than that, I assure
you. Has there been another demo that you've spent as much time on as Resident
Evil 5? My answer? Never. My obsession with the series has never been so
clear to me.
I consider myself a very hardcore Resident Evil fan since I've been completely
obsessed with the series since that day back in 1996, so this guide will cover
ever single solitary piece of information you can think of and then some.
Please enjoy this guide and email me if you have any questions. I wouldn't
mind feedback through email if you have the time. If you have anything to add
then email me! Please do not add me to your yahoo or msn messenger, email me
instead.
--> UPDATES TO MY RESIDENT EVIL 5 GUIDE
I will always post all updates made to this guide at the following link below:
http://berserkersblog.blogspot.com/2009/04/resident-evil-5-guide.html
Feel free to post up any comments that you want in the post above. It will be
the main area that I'll use for any additions, ideas or just to randomly rant
and bitch about something.
.-----------------------------------------------------------------------------,
| THREE THINGS THAT I WOULD LIKE MY READERS TO KNOW |
| |
| (1) If you found this guide useful then email me with your thoughts. |
| Believe it or not, emails carry a quite a bit of meaning. |
| |
| (2) My Paypal donation email is berserker_kev@yahoo.com for those that want |
| to donate. Again, this is just to point out that I accept donations |
| There is a separate section for this topic at the bottom of the guide. |
| |
| (3) On GameFAQs, click the orange "recommend" link at the top of the guide |
| or on IGN add "berserker_kev" to your watched user list (WUL) if you |
| found this guide helpful. |
| |
| Thanks for your time and enjoy the guide, |
| |
| - Kevin (Berserker) |
'-----------------------------------------------------------------------------'
[BS00]
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| _ \ / _` |/ __|| | / __|/ __|
| |_) || (_| |\__ \| || (__ \__ \
|____/ \__,_||___/|_| \___||___/
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_______________________
DEFAULT CONTROL SETUPS \_______________________________________________________
________________________ PlayStation 3 Control Setup __________________________
To save on a few emails, L3 = push in on the left thumbstick, R3 = push in on
the right thumbstick, L thumbstick = left thumbstick, R thumbstick = right
thumbstick and D-pad = Directional pad.
Type A Type B
[] - Action/Fire Gun [] - Action
/\ - Inventory /\ - Inventory
O - Partner Action O - Partner Action
X - Run/Reload X - Run/Reload
R2 - Display Map R2 - Display Map
L2 - Locate Partner L2 - Equip Knife
R1 - Aim Gun R1 - Fire Gun/Locate Partner
L1 - Equip Knife L1 - Aim Gun
L3 - N/A L3 - N/A
R3 - N/A R3 - N/A
Start - Pause Menu Start - Pause Menu
Select - Skip Cutscene Select - Skip Cutscene
L thumbstick - Walk/Turn L thumbstick - Walk/Turn
R thumbstick - Change Viewpoint R thumbstick - Change Viewpoint
D-pad up - Fast Equip D-pad up - Fast Equip
D-pad down - Fast Equip D-pad down - Fast Equip
D-pad right - Fast Equip D-pad right - Fast Equip
D-pad left - Fast Equip D-pad left - Fast Equip
Type C Type D
[] - Action/Fire Gun [] - Action
/\ - Inventory /\ - Inventory
O - Partner Action O - Partner Acton
X - Run/Reload X - Run/Reload
R2 - Display Map R2 - Display Map
L2 - Locate Partner L2 - Equip Knife
R1 - Aim Gun R1 - Fire Gun/Locate Partner
L1 - Equip Knife L1 - Aim Gun
L3 - Run L3 - Run
R3 - N/A R3 - N/A
Start - Pause Menu Start - Pause Menu
Select - Skip Cutscene Select - Skip Cutscene
L thumbstick - Walk/Strafe L thumbstick - Walk/Strafe
R thumbstick - Adjust Camera/Turn R thumbstick - Adjust Camera/Turn
D-pad up - Fast Equip D-pad up - Fast Equip
D-pad down - Fast Equip D-pad down - Fast Equip
D-pad right - Fast Equip D-pad right - Fast Equip
D-pad left - Fast Equip D-pad left - Fast Equip
* The R thumbstick for Type B and D controls is used for precision targeting
while aiming with a weapon and the L thumbstick for Type A and C controls is
used for precision targeting while aiming with a weapon.
-- Type A and C Combination Commands
Hold R1 then tap X = Reload
L thumbstick up + X = Run
L thumbstick back + X = Quick Turn
Hold R1 + tap [] = Fire/Throw
Hold L1 + tap X = Slash with Knife
-- Type B and D Combination Commands
Hold L1 then tap X = Reload
L thumbstick up + X = Run
L3 + move L thumbstick up = Run
L thumbstick back + X = Quick Turn
L thumbstick right or left = Strafe
Hold L1 + tap R1 = Fire/Throw
Hold L2 + tap R1 = Slash with Knife
-- Type C and D Combination Commands (only exclusive commands are listed)
L3 + move L thumbstick up = Run
Hold X then right or left on L thumbstick = Turn Character
Hold X then right or left on R thumbstick = Lock Turning
___________________________ Xbox 360 Control Setup ____________________________
To save on a few emails, LS = push in on the left thumbstick, RS = push in on
the right thumbstick, L thumbstick = left thumbstick, R thumbstick = right
thumbstick and D-pad = Directional pad.
Type A Type B
X - Action/Fire Gun X - Action
Y - Inventory Y - Inventory
B - Partner Action B - Partner Action
A - Run/Reload A - Run/Reload
RB - Display Map RB - Display Map
LB - Locate Partner LB - Equip Knife
RT - Aim Gun RT - Fire Gun/Locate Partner
LT - Equip Knife LT - Aim Gun
LS - N/A LS - N/A
RS - N/A RS - N/A
Start - Pause Menu Start - Pause Menu
Back - Skip Cutscene Back - Skip Cutscene
L thumbstick - Walk/Turn L thumbstick - Walk/Turn
R thumbstick - Change Viewpoint R thumbstick - Change Viewpoint
D-pad up - Fast Equip D-pad up - Fast Equip
D-pad down - Fast Equip D-pad down - Fast Equip
D-pad right - Fast Equip D-pad right - Fast Equip
D-pad left - Fast Equip D-pad left - Fast Equip
Type C Type D
X - Action/Fire Gun X - Action
Y - Inventory Y - Inventory
B - Partner Action B - Partner Acton
A - Run/Reload A - Run/Reload
RB - Display Map RB - Display Map
LB - Locate Partner LB - Equip Knife
RT - Aim Gun RT - Fire Gun/Locate Partner
LT - Equip Knife LT - Aim Gun
LS - N/A LS - N/A
RS - N/A RS - N/A
Start - Pause Menu Start - Pause Menu
Back - Skip Cutscene Back - Skip Cutscene
L thumbstick - Walk/Strafe L thumbstick - Walk/Strafe
R thumbstick - Adjust Camera/Turn R thumbstick - Adjust Camera/Turn
D-pad up - Fast Equip D-pad up - Fast Equip
D-pad down - Fast Equip D-pad down - Fast Equip
D-pad right - Fast Equip D-pad right - Fast Equip
D-pad left - Fast Equip D-pad left - Fast Equip
* The R thumbstick for Type B and D controls is used for precision targeting
while aiming with a weapon and the L thumbstick for Type A and C controls is
used for precision targeting while aiming with a weapon.
-- Type A and C Combination Commands
Hold RT then tap A = Reload
L thumbstick up + A = Run
L thumbstick back + A = Quick Turn
Hold RT + tap X = Fire/Throw
Hold LT + tap A = Slash with Knife
-- Type B and D Combination Commands
Hold LT then tap A = Reload
L thumbstick up + A = Run
LS + move L thumbstick up = Run
L thumbstick back + A = Quick Turn
L thumbstick right or left = Strafe
Hold LT + tap RT = Fire/Throw
Hold LB + tap RT = Slash with Knife
-- Type C and D Combination Commands (only exclusive commands are listed)
LS + move L thumbstick up = Run
Hold A then right or left on L thumbstick = Turn Character
Hold A then right or left on R thumbstick = Lock Turning
_________________________________
NETWORK SETTINGS AND ONLINE PLAY \_____________________________________________
After choosing your difficulty or character (after beating it once), you'll
come across the network settings where one can control various online
functions.
--> Co-Op Settings
Rogue = No other player can join in your game. The partner will always
be controlled by the AI only.
Invite Only = Only players that are invited can join.
No Limits = Anyone can join your game at any time, so long as you willingly
accept the player when that person joins.
--> Attack Reaction
This changes whether both characters can hit each other or not. The option is
"No" by default. By choosing "Yes", the players will be able to hit each
other, so if one character stands in the way while another character fires, the
bullets will hit the character that stands in front of the gunfire. A
character's melee attacks can hit the partner as well. Ever wanted to feel the
full force of Chris' Haymaker? Players cannot sustain damage from one another
under this option however.
Turning this on will also make it to where the AI partner will join in on
hitting an enemy after an arm stun melee. While an enemy staggers away after
an arm stun melee attack such as a Hook or Kick, the AI partner will usually
run up and perform a melee to the staggering enemy as well. The attack
reaction can really help out when fighting a Big Man Majini since he can be hit
from either side during a tag team melee sequence.
--> Infinite Ammo
The infinite ammo option allows the host player to choose whether or not
infinite ammo is allowed in the game or not. By choosing "Yes", players that
have unlocked the infinite ammo option per gun can use infinite ammo guns while
playing alongside the host. By choosing "No" no infinite ammo weapons are
allowed and are thereby locked out from use.
Infinite Ammo may be turned on under the Bonus Features section. Choose "Yes"
under Infinite Ammo once the option has been unlocked per weapon to use
infinite ammo for that gun. A player must fully upgrade a weapon to unlock
infinite ammo for it.
--> Xbox 360 Invite:
After allowing a player to join a game by choosing "Invite Only" or "No
Limits", press the guide button on the Xbox 360 controller, choose "Friends"
and cycle to the friend that you want to invite. Select your friend then
select either the "Invite to Game" or "Invite to Party and Game" option to send
that player an invite.
--> Xbox 360 Accept Invite
Open the invite message then choose to join the game. Both players will be
taken to the main inventory menu and both players must choose to start the game
by picking the "Ready" option or one player can choose "Ready" and the other
player will have 60 seconds to manage any leftover needs before the game
automatically starts.
--> PS3 Invite:
After allowing a player to join a game by choosing the "Invite Only" or "No
Limits" open up the XMB by pressing the PS button then select a player on your
friends list and press the /\ button then choose to "Invite this Player".
--> PS3 Accept Invite:
Someone must first invite you to a game of RE5, obviously. You will receive a
message displaying the following:
Subject: Resident Evil 5
Would you like to play RESIDENT EVIL 5 in story mode with me?
Once you receive this message, highlight any friend on your friends list and
press /\ then select "Accept Invitation". From the screen that pops up, press
the X button then choose to "Join Game" when the invitation appears. Both
players will be taken to the main inventory menu and both players must choose
to start the game by picking the "Ready" option or one player can choose
"Ready" and the other player will have 60 seconds to manage any leftover
inventory needs before the game automatically starts.
For Mercenaries mode invitations, the following message will be received:
Subject: RESIDENT EVIL 5
Would you like to play RESIDENT EVIL 5 in THE MERCENARIES mode with me?
For Versus mode invitations, the following message will be received:
Subject: RESIDENT EVIL 5
Would you like to player RESIDENT EVIL 5 in VERSUS mode with me?
___________________________________________
PLAYING WITH A LOCAL PLAYER (OFFLINE PLAY) \___________________________________
--> Joining the game
In order for a second player to join in a game, the second player needs to
press the "Start" button on the second player controller during gameplay. The
players will be taken to the main inventory screen then both must select
"Ready" to start the game.
--> Split Screen
While playing with local play, the screen will be split into two sections. The
player of Chris (first player) will use the top screen while the player of
Sheva (second player) will use the bottom screen.
___________________
SKIPPING CUTSCENES \___________________________________________________________
In order to skip a cutscene, press the Select (PS3) or Back (Xbox 360) button.
In a co-op game both players must press the button to skip a cutscene. The
"Skip" icon will appear on the screen for the player that hasn't agreed yet,
and that player must press the Back button as well for the cutscene to end; if
not then the full cutscene will play for both players.
This can also be used to skip the beginning announcement in The Mercenaries
mode. Whenever Josh begins to speak, press the Select (PS3) or Back (Xbox 360)
button to skip his dialogue and begin the round.
____________
THE MINIMAP \__________________________________________________________________
Command: Tap the Map button (R2/RB) to bring up the minimap.
The minimap (GPS) displays on the right hand side (Chris) or left hand side
(Sheva) of the screen and should always be pulled up when your character first
starts out in any of the stages. The map shows a full display of the current
surroundings and has a compass in the upper left corner that always points
north. This map can help you to identify destinations, key items and bosses,
but most importantly, it will display your partner's location while online.
The partner's icon will display the direction the partner is heading as
represented by the way that the partner's colored arrow is pointing.
The table below lists the map icons with the corresponding description as shown
on the map:
.------------------------------------------------------.
| Chris = Green Arrow |
| Sheva = Purple Arrow |
| Destination Pointer = Yellow Arrow |
| Destination Marker = Yellow Circle w/Yellow Arrow |
| Checkpoint = Flashing Yellow Circles |
| Locked Door = Light Blue Circle w/Key Symbol |
| Boss Enemy = Blue Triangle |
'------------------------------------------------------'
________
RUNNING \______________________________________________________________________
Command: Forward on left thumbstick + hold Run button
While holding down the Run button your character will run instead of moving
with the usual walking animation while your character moves forward.
___________
QUICK TURN \___________________________________________________________________
Command: Back on left thumbstick + Run button
Tap back on the Left thumbstick and the Run button at the same time to
instantly turn around. You must learn to use this method of turning during
intense battles or your character may get hit from turning too slow with the
thumbstick.
_____________
KNIFE ATTACK \_________________________________________________________________
Command: Hold the knife button then tap the Action button
Chris or Sheva will hold up the knife and slash. Chris' "knife" weapon is
actually a machete. You'll mainly want to use this close range weapon to bust
open breakable objects.
The knife is very useful for close combat while fighting a normal enemy as
well. Try to aim for the enemy's face or midsection of the body or legs and
this might stun the enemy to where your character can simply run up to the
enemy and initiate a melee attack through a button tap sequence. The knife
slash has a very wide range and will usually stagger a normal enemy and can
also stagger a group of enemies in front of your character.
________________
SPECIAL ACTIONS \______________________________________________________________
Command: Action button when a special action button prompt appears
When standing near a window or any type of object that can be leaped over or
while standing near a ledge that your character can jump from, an action
command button prompt will appear and allow your character to perform the
action as labeled on the screen by tapping the button on the screen.
______________
OPENING DOORS \________________________________________________________________
Command: Action button near a door/double tap the Action button near a door
Press the Action button to quietly open a door. Double tap the Action button
to kick open a door. A door that is kicked open can hit enemies and a door
that is kicked while badly damaged (two hits) will be destroyed. Keep in mind
that you can damage or destroy doors with knife slashes, explosions or gun
blasts.
TIP: A door kick animation will make your character invincible during the
kicking animation, a door opening animation does not grant invincibility. On
the flip side, a door kick will alert enemies to your presence immediately
while a door opening animation is quiet enough to keep your character from
being instantly spotted.
_________________
ITEMS/ITEM DROPS \_____________________________________________________________
Items are scattered throughout various sections of the environment and can be
found in breakable objects and collected in the form of item drops after
defeating an enemy. Items lying in the environment will always be the same
item for each playthrough while items obtained from breakable objects and enemy
drops are random.
To destroy a breakable object, it is usually best to equip the knife and slash
it in order to save ammo when destroying it to save ammo. In tense situations,
you may want to shoot the object with a handgun to keep from having to go
through the knife equipping and slashing animations.
Items that are found in breakable objects and items that are dropped by enemies
give off a certain colored glow or other appearance depending on the type of
item:
.--------------------------------------------------------------.
| Gold/Valuable Pickup = Blue |
| Health Pickup = Green |
| Ammo Pickup = Red |
| Key Item = Shimmers with white glow periodically |
'--------------------------------------------------------------'
Keep these item appearances in mind when in tense situations in order to
quickly distinguish between them. You don't really want to accidentally grab
gold when you're close to death and there is a health item glowing green up
ahead, do you?
TIP: Items that are dropped by enemies can sometimes mount up in a certain
area. To avoid picking up an unwanted item, move over the group of items until
the item you actually want to retrieve is displayed on the screen. The
character has to be standing directly above the item in order to retrieve a
certain item from a group of several items.
__________________
HAZARDOUS OBJECTS \____________________________________________________________
Just like with all Resident Evil games starting from Resident Evil 3: Nemesis
and onward, Resident Evil 5 has many hazardous objects that can be shot from a
distance in order to damage a group of enemies at once.
- Red Explosive Barrel (Drum) - These red metal barrels can be shot from a
distance to trigger a big explosion that will heavily damage any enemy that
is standing near it. Explosive barrels produce a much bigger explosion this
time around, so be sure to stand far enough away from them before shooting.
- Gas Tank - In a few areas of the game, red explosive gas tanks or gas
canister can be shot for an explosion much like a red explosive barrel.
Gas tanks can sometimes be turned over on their side during some boss fights.
- Oil Canisters - Oil canisters are red canisters that are always found in a
group. Shoot one of the oil canisters and the shot will pierce one of the
barrels and ignite the oil inside. The oil will make a path of fire in the
direction that it spews and burn any enemies that are in the way or happen to
step through it. The fire will eventually die down in a few seconds.
- Transformer - Transformers are electrical metal power boxes that are found
hanging from wooden poles in certain areas. Aim for any portion of them and
shoot them to make them fall and send out a blast of electricity all around
them that will damage and stagger any enemy that is near it. The electrical
shock will begin to die down and eventually stop.
A grounded transformer can be shot when it is inactive to send out another
blast of electricity once again and it can be shot while the electricity
field is weak to keep the small electrical charge going. Even the small
electrical charge can damage any close range enemy. Grounded transformers
can be constantly shot again for more explosive electrical blasts while they
are in the area.
TIP: When you enter an area and see a hanging transformer, if you plan on using
it, it is best to shoot it down early so you don't have to aim upwards during
the middle of an intense battle. Just watch for the electric current and make
sure that your partner is not in the way.
NOTE: Be sure to avoid shooting any of the above objects if your partner is
currently in the way of the object or that character will take damage. This is
so easy to do on accident while shooting a red explosive barrels since the
barrels have quite a blast radius. While playing the game in co-op you really
need to respect your partner and not diminish their faith in you by shooting a
red explosive barrel to take out a Majini mob that they are caught in the
middle of.
______________
MELEE ATTACKS \________________________________________________________________
________________________ Enemy Stances Through Gunfire ________________________
Both Chris and Sheva can perform each of their own unique physical attacks by
hitting an enemy in a certain portion of the body with a gun (handgun, machine
gun, or rifle) or the knife to make the enemy perform a specific stun
animation. Run up to the enemy during that stun animation and press the Action
button when the button prompt command appears to perform the melee attack
command showcased on the screen. Below, we shall take a look at the variety of
stun animations that a Majini enemy can be forced into along with how to
achieve the animation.
----------------------
Majini Stun Animations
----------------------
(NOTE: Sometimes these stuns require two shots in the affected area, mainly
with the upper arm shots)
--> HEAD STUN
Shot in head from back or front
Stun animation(s):
.---------------------------------------------.
| Grab face and stumble backward |
| Grab face and stumble forward |
| Grab face and stumble slightly backwards |
| Grab face and look downward and to the side |
| Look downward and to the side |
'---------------------------------------------'
Comments: This stun comes in a variety of different animations. The staggering
stun is the longest yet other head stuns where the Majini remains still are
quite short.
This particular stun can be hard to realize sometimes thanks to the many
different animations associated with it. Not all of the head stun animations
involve the Majini staggering in a direction, so be sure to pay attention to
the way the Majini reacts and keep the list above in mind.
--> ARM STUN
Shot in upper arm from back or front
Stun animation(s):
.-----------------------------------------------------------------.
| Flinch to right and grab arm |
| Flinch to left and grab arm |
| Lean forward and grab right arm (shot in right arm from behind) |
| Lean forward and grab left arm (shot in left arm from behind) |
'-----------------------------------------------------------------'
Comments: This is one of the harder stuns to get since stronger Majini usually
take multiple shots in the upper arm in order for them to strike this pose.
This stun doesn't last that long, so react quickly with your melee attack
afterwards.
You have to basically aim for the bicep or elbow area. Shooting a Majini from
the front portion of the arm will make it flinch and shooting a Majini from the
back of the arm will make it lean forward. It's best to shoot the unequipped
arm since a shot toward an arm that is holding a weapon will usually only
stagger the Majini and make it drop its currently equipped weapon. Usually the
left arm is the best choice for the most part but there are certain weapon
wielders that are best shot in the right arm. For Majini with two-handed
weapons, shoot them in the left arm since the right arm is their main grasping
arm for the weapon.
--> LEG STUNS
a) Shot in upper leg from back or front:
Stun animation(s):
.------------------------------.
| Bend down and grab right leg |
| Bend down and grab left leg |
'------------------------------'
Comments: This stun last just about as long as a head staggering stun giving
your character plenty of time to hit the Majini.
b) Shot in lower leg from back or front:
Stun animation(s):
.---------------.
| Fall to knees |
'---------------'
Comments: A Majini will recover rather quick from a lower leg stun when
compared to an upper leg stun, so be sure to follow up with an attack quickly
after this one.
--> KNOCKDOWN STUN
Shot while running/Knocked down by melee attack from back or front
Stun animation(s):
.----------------.
| Fall to ground |
'----------------'
Comments: Hitting a Majini in just about any part of the body while they run
will usually make them fall. A Majini will usually stay grounded for quite a
while. Remember that if they don't dissolve then they are still alive.
--> STAGGER/BOUNCE FROM ARM STUN
Stagger/Bounce from back or front
Shot in upper arm + melee then bouncing melee attack from behind
Stun animation(s):
.-------------------------------------------------.
| Stagger backwards from an arm stun melee attack |
'-------------------------------------------------'
Detailed Example: Hit a Majini with either Chris' Hook or Kick attack from an
arm stun then have Sheva hit the stumbling Majini back with a Twist Kick or
Knee (in this case from behind). The character that starts this sequence on a
Majini will receive a special tag team melee command when the Majini bounces
back toward that character.
Always remember that the Majini must be bounced back from the opposite side, so
let's say if Chris performs a Kick from behind a Majini then Sheva must perform
a Twist Kick from the front to bounce it back toward Chris. If either Chris or
Sheva hit a Majini from the same side that was used to begin the melee sequence
then that character will perform their head stun melee attack (Straight or
Roundhouse), which will instantly end the sequence and bring about much woe for
the character that wanted the special command.
Comments: This stun lasts about as long as a lower leg stun (crouching
animation), but the enemy will begin the stun by staggering in a direction then
that Majini will stand in place while stunned for a few seconds, so be sure to
run quickly to get in your melee attack.
--> PARTNER ASSIST MELEE BOUNCE FROM PARTER ACTION COMMAND
Partner Assist Melee + melee from in front of or behind
Stun animation(s):
.-----------------------------------------------.
| Stagger backwards from a partner assist melee |
'-----------------------------------------------'
Detailed Example: If Chris saves Sheva from a Majini that has grabbed her
through Chris' partner assist melee attack (Overhead Punch) then Sheva can
quick turn and run behind the staggering Majini then knee it back toward Chris.
Chris can make use of the same sequence by quickly kicking a Majini back toward
Sheva after she has performed a roundhouse to knock one off of him. All of
this depends upon how much health the Majini currently has much like an arm
stun combination. A partner assist command that results from a Bui kichwa or
Kipepeo grab will stagger any Majini that get in the way as well.
Comments: This stun is best performed on a full health Majini and one that is
stronger than some of the weak Majini found in the early stages. A Majini will
not always stagger from a partner assist melee because these are more damaging
than a simple arm stun, but if your character is the one being saved and you
see the Majini stagger backward, quickly try to make use of the situation by
running behind it and meleeing it back toward your partner. The camera is the
main aspect that can mess up this sequence for the character being saved since
the Majini will stagger behind that character.
Just like with a normal bounce, a Majini must be bounced back from the opposite
side that it was hit from or your character will only perform a head stun melee
attack. You can think of the partner assist melee as an alternate arm stun
melee.
--> GROUND MELEE BOUNCE
Ground Melee on fallen Majini (while another is to the side) + melee from in
front of or behind the staggering standing Majini
Stun animation(s):
.---------------------------------------.
| Stagger backwards from a ground stomp |
'---------------------------------------'
Detailed Example: If Chris perform his melee Stomp on a Majini and another
(standing) Majini happens to be right next to Chris' foot during the Stomp, the
standing Majini will stagger backward from the hit much like being hit with an
arm stun melee. A Sheva player could run up to the staggering Majini at that
time and bounce it back toward Chris with a melee from behind or hit the Majini
with a head stun melee from the front portion.
Comments: This type of stun is very rare and hard to plan out. It basically
depends on the aggressiveness and overall placement of a Majini. The Majini
that the bounce is performed to has to be right next to the character that
performs the ground melee when the actual hit is delivered in order to get
bounced back by the ground melee attack. In this case, the ground melee would
hit the Majini much like an arm stun and the partner will be free to interact
with the staggering Majini by hitting it with a physical attack just like after
an arm stun.
__________________________ Chris Physical Attack List _________________________
Input Command: Acton button near an enemy (during certain stun animations as
listed)
Majini shot in head (Chris in front or behind) = Straight Punch
Majini flinches to side [arm stun] = Hook
Majini flinches to side [arm stun] (Chris behind) = Kick
Majini shot in leg = Uppercut
Majini shot in leg (Chris behind) = Neck Break
Majini staggers after tag-team melee attack = Haymaker
Majini staggers after tag-team melee attack (Chris behind) = Back Hand
Majini grounded = Stomp
Majini grounded (Chris faces head) = Stomp (head crush)
.-------------------------------------------------------------------.
| Effect = What the attack does to the enemy's current stance |
| Type = Whether the attack hits multiple or single enemy's |
| Head Shatter = The percentage chance of whether or not the attack |
| will shatter an enemy's head |
| Damage = The amount of damage the enemy receives |
'-------------------------------------------------------------------'
NOTE: All back and tag team melee attacks cannot be performed on bosses.
TIP: In order to activate melee attacks from behind more easily, shoot
the enemy to stun the enemy then run behind the enemy while to one
side and in close range and the command will appear when your
character steps behind him. Keep in mind that the enemy must be
able to survive the first two bouncing melee attacks.
TIP: If a melee attack animation does not hit an enemy, walk toward the
enemy again and the button prompt will still appear, so try again.
---------------------------
Chris' Normal Melee Attacks
---------------------------
- Straight
Effect: Knockdown
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 400
Chris leans back and steps in with a heavy straight punch to his foe's face.
- Hook
Effect: Stagger/Bounce
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 300
Chris steps forward and delivers a side punch to the enemy's top half.
- Kick
Effect: Stagger/Bounce
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 300
Chris steps forward with a punt kick to his foe's back.
- Uppercut
Effect: Knockdown/Ground Damage (see description)
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 400
Chris ducks down and performs an uppercut to his opponent's jaw. If Chris
performs this attack against a staggering enemy while another enemy is on the
ground near the staggering enemy then Chris will uppercut the grounded enemy
into the air as well.
- Neck Breaker
Effect: Instant Kill/Stagger (see description)
Type: Single Enemy
Head Shatter: N/A
Damage: Kill
Chris grabs an enemy's head from behind then twists his foe's head to break his
victim's neck. If other enemies are in the way of this animation then they
will stagger backward whenever they come into contact with Chris or the victim.
This instant kill melee will instantly cancel any parasitic enemies that spawn
from Majini such as Cephalos, Kipepeos or Duvalias.
- Stomp
Effect: Ground Damage/Instant Kill (when Chris faces the grounded enemy's head)
Type: Multiple Enemies (must all be grounded or extremely close)
Head Shatter: None/100 chance (when Chris faces the grounded enemy's head)
Damage: 600
Chris holds up his leg then plants his size 13 Skecher shoe down on his
opponent's face. If Chris is facing the foe's head while the foe is grounded,
Chris will crush the head of the enemy.
-----------------------------------
Chris' Partner Assist Melee Attacks
-----------------------------------
NOTE: Tap the Assist button while near Sheva as she is being held in place by
an enemy grab in order to perform these actions. These partner assist melee
attacks have the ability to stagger an enemy so that your partner can run up
and perform an additional melee attack.
- Overhead Punch (when a Majini grabs Sheva)
Effect: Knockdown/Stagger
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 500
Chris faces Sheva while a Majini assaults her then steps in with a heavy
overhead punch that knocks away the enemy.
- Upward Knife Slash (when a Kipepeo grabs Sheva)
Effect: Stagger
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 500
Chris faces Sheva while a Kipepeo assaults her then quickly slashes the
parasite off her with his knife.
- Knife Slash (when Bui kichwa grabs Sheva)
Effect: Stagger
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 500
Chris faces Sheva while a Bui kichwa is wrapped around her then quickly slashes
the parasite off her with his knife.
-----------------------------
Chris' Tag Team Melee Attacks
-----------------------------
- Haymaker
Effect: Instant Kill
Type: Multiple Enemies
Head Shatter: 100% chance
Damage: 3,000
Chris steps forward while gritting his teeth and delivers a head shattering
straight punch to the enemy's head.
NOTE: In order to initiate this command, Chris must perform a "Hook" to a
Majini, Sheva must bounce the same Majini back toward Chris with a "Knee" then
Chris will get the "Haymaker" action command as the enemy stumbles toward him.
The enemy should stumble toward him with the enemy's front side exposed. Keep
in mind that the enemy must survive the first two bouncing attacks.
The whole sequence DOES NOT have to be performed in the way stated above, but
Chris WILL ONLY receive the command while the Majini is facing him. You can
change the command by running in front of or behind the staggering Majini. In
this case, in front. This tag team melee will instantly cancel any parasitic
enemies that spawn from Majini such as Cephalos, Kipepeos or Duvalias.
NOTE 2: A partner assist melee attack can be counted as the first bouncing
melee hit in the sequence, so the character that gets saved can run up behind
the Majini and knock it back toward the character that performed the partner
assist melee to give that character the special tag team melee command.
- Back Hand
Effect: Instant Kill
Type: Multiple Enemies
Head Shatter: 100% chance
Damage: 3,000
Chris turns his back and readies both his arms while stepping forward then
performs an extremely heavy backhand to the back of his victim's head.
NOTE: In order to initiate this command, Chris must perform a "Kick" to a
Majini, Sheva must bounce the same Majini back toward Chris with a "Twist Kick"
then Chris will get the "Back Hand" action command as the enemy stumbles toward
him. The enemy should stumble toward him with the enemy's backside exposed.
Keep in mind that the enemy must survive the first two bouncing attacks.
The whole sequence DOES NOT have to be performed in the way stated above, but
Chris WILL ONLY receive the command while the Majini is facing away from him.
You can change the command by running in front of or behind the staggering
Majini. In this case, from behind. This tag team melee will instantly cancel
any parasitic enemies that spawn from Majini such as Cephalos, Kipepeos or
Duvalias.
NOTE 2: A partner assist melee attack can be counted as the first bouncing
melee hit in the sequence, so the character that gets saved can run up behind
the Majini and knock it back toward the character that performed the partner
assist melee to give that character the special tag team melee command.
__________________________ Sheva Physical Attack List _________________________
Input Command: Action button near an enemy (during certain stun animations as
listed)
Majini shot in head (Sheva in front or behind) = Roundhouse
Majini flinches to side [arm stun] = Twist Kick
Majini flinches to side [arm stun] (Sheva behind) = Knee
Majini shot in leg = Somersault
Majini shot in leg (Sheva behind) = Throat Slit
Majini staggers after tag-team melee attack = Skull Crusher
Majini staggers after tag-team melee attack (Sheva behind) = Spinning Back Kick
Majini grounded = Impale
Majini grounded (Sheva faces head) = Impale(head crush)
.-------------------------------------------------------------------.
| Effect = What the attack does to the enemy's current stance |
| Type = Whether the attack hits multiple or single enemy's |
| Head Shatter = The percentage chance of whether or not the attack |
| will shatter an enemy's head |
| Damage = The amount of damage the enemy receives |
'-------------------------------------------------------------------'
NOTE: All back and tag team melee attacks cannot be performed on bosses.
TIP: In order to activate melee attacks from behind more easily, shoot
the enemy to stun the enemy then run behind the enemy while to one
side and in close range and the command will appear when your
character steps behind him. Keep in mind that the enemy must be
able to survive the first two bouncing melee attacks.
TIP: If a melee attack animation does not hit an enemy, walk toward the
enemy again and the button prompt will still appear, so try again.
----------------------------
Sheva's Normal Melee Attacks
----------------------------
- Roundhouse
Effect: Knockdown
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 350
Sheva hops into the air and lets loose a mid-air roundhouse kick to her foe.
- Twist Kick
Effect: Stagger/Bounce
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 250
Sheva spins in place and delivers a straight kick that knocks back her
opponent.
- Knee
Effect: Stagger/Bounce
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 250
Sheva hops into the air then hits her opponent in the back with a jumping knee
attack.
- Somersault
Effect: Knockdown/Ground Damage (see description
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 350
Sheva performs a somersault and kicks the enemy with both of her feet as she
flips. Much like Chris' uppercut, Sheva's somersault kick can hit a grounded
foe that is right next to the enemy that she is performing the melee against.
- Throat Slit
Effect: Instant Kill/Stagger (see description)
Type: Single Enemy
Head Shatter: N/A
Damage: Kill
Sheva holds her foe's neck from behind then uses her knife to slice the enemy's
throat with her other hand. If other enemies are in the way of this animation
then they will stagger backward whenever they come into contact with Sheva or
the victim. This instant kill melee will instantly cancel any parasitic
enemies that spawn from Majini such as Cephalos, Kipepeos or Duvalias.
- Impale
Effect: Ground Damage/Instant Kill (when Sheva faces the grounded enemy's head)
Type: Multiple Enemies (must all be grounded or extremely close)
Head Shatter: None/100% chance (when Sheva faces the grounded enemy's head)
Damage: 800
Sheva stands above her foe then takes out her knife and plunges the knife into
whatever part of her foe's body she is currently facing. She gets up after the
stab and swipes the knife to the side to wipe it clean of blood.
------------------------------------
Sheva's Partner Assist Melee Attacks
------------------------------------
NOTE: Tap the Assist button while near Chris as he is being held in place by an
enemy grab in order to perform these actions. These partner assist melee
attacks have the ability to stagger an enemy so that your partner can run up
and perform an additional melee attack.
- Sweeping Roundhouse (when a Majini grabs Chris)
Effect: Knockdown/Stagger
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 450
Sheva faces Chris while a Majini assaults him then steps in with a roundhouse
that sweeps across the area near Chris and knocks away the enemy.
- Upward Knife Slash (when a Kipepeo grabs Chris)
Effect: Stagger
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 500
Sheva faces Chris while a Kipepeo enemy assaults him then quickly slashes the
parasite off him with her knife.
- Knife Slash (when Bui kichwa grabs Chris)
Effect: Stagger
Type: Multiple Enemies
Head Shatter: 12.5% chance
Damage: 500
Sheva faces Chris while a Bui kichwa is wrapped around him then quickly slashes
the parasite off of him with her knife.
------------------------------
Sheva's Tag Team Melee Attacks
------------------------------
- Skull Crusher
Effect: Instant Kill
Type: Single Enemies
Head Shatter: 100% chance
Damage: 3,000
Sheva jumps into the air and plants both of her legs around her victim's head
then performs a flip while still attached that plunges the enemy into the
ground head first.
NOTE: In order to initiate this command, Sheva must perform a "Twist Kick" to a
Majini, Chris must bounce the same Majini back toward Sheva with a "Kick" then
Sheva will get the "Skull Crusher" action command as the enemy stumbles toward
her. The enemy should stumble toward her with the enemy's front side exposed.
Keep in mind that the enemy must survive the first two bouncing attacks.
The whole sequence DOES NOT have to be performed in the way stated above, but
Sheva WILL ONLY receive the command while the Majini is facing her. You can
change the command by running in front of or behind the staggering Majini. In
this case, in front. This tag team melee will instantly cancel any parasitic
enemies that spawn from Majini such as Cephalos, Kipepeos or Duvalias.
NOTE 2: A partner assist melee attack can be counted as the first bouncing
melee hit in the sequence, so the character that gets saved can run up behind
the Majini and knock it back toward the character that performed the partner
assist melee to give that character the special tag team melee command.
- Spinning Back Kick
Effect: Instant Kill
Type: Multiple Enemies
Head Shatter: 100% chance
Damage: 3,000
As her victim stumbles toward her, Sheva hops into the air a bit and spins then
performs a heavy jump kick to the enemy's head.
NOTE: In order to initiate this command, Sheva must perform a "Knee" to a
Majini, Chris must bounce the same Majini back toward Sheva with a "Hook" then
Sheva will get the "Spinning Back Kick" action command as the enemy stumbles
toward her. The enemy should stumble toward her with the enemy's backside
exposed. Keep in mind that the enemy must survive the first two bouncing
attacks.
The whole sequence DOES NOT have to be performed in the way stated above, but
Sheva WILL ONLY receive the command while the Majini is facing away from her.
You can change the command by running in front of or behind the staggering
Majini. In this case, from behind. This tag team melee will instantly cancel
any parasitic enemies that spawn from Majini such as Cephalos, Kipepeos or
Duvalias.
NOTE 2: A partner assist melee attack can be counted as the first bouncing
melee hit in the sequence, so the character that gets saved can run up behind
the Majini and knock it back toward the character that performed the partner
assist melee to give that character the special tag team melee command.
____________________
TAG TEAM MELEE TIPS \__________________________________________________________
--> Tips for performing Tag Team Melee Attacks in Co-op mode
1) When the second (bouncing) melee attack is performed, the enemy might
stagger to the side, in a case such as this, you can perform either of the
co-op melee attacks listed above by running to the front or back of the
staggering enemy in order to get the button prompt. Keep in mind that you
must activate the command before the staggering animation ends however.
2) When your partner is grabbed by a Majini, run up to the embraced pair and
quickly equip the knife then slash the Majini in the middle portion of its
body. Not only will you save your partner with only minor damage to the
Majini, but you'll most likely slash the Majini in the arm to stun it and
set it up for a co-op melee attack. It's best for your partner to start
the sequence since that character will be the closest to the Majini.
3) If you find that a Majini is moving away from your character and you want
the Majini to face your way, taunt the Majini (LS + RS/L3 + R3) to get it
to turn. Sometimes you have to taunt a few times to get its attention.
This doesn't always seem to work however; sometimes simply getting close to
the Majini is more useful in making it turn.
--> Easily set up a Tag Team Melee with other players
1) Arm a machine gun and aim toward a Majini's arm then tap the trigger button
once in an attempt to stun the Majini. This is a bit less damaging than a
handgun.
2) After stunning a Majini with an arm stun, if your characters are not in the
the proper placement for bouncing it back and forth with melee then quickly
run behind it and perform your character's back melee attack to bounce it
toward the other character and set it up for the sequence.
3) Want to trick a new person online into helping you out with co-op melee
attacks? If you notice that the partner performs melee attacks whenever a
Majini is next to their character then trick them into helping you:
a) Simply make sure that your partner is near then let a Majini approach
both of you and then quickly shoot the Majini in the arm then run
behind it and knock it toward your partner. The partner will most
likely take the initiative to perform the melee attack that bounces the
Majini back toward you, giving you the special command.
b) Run up to a Majini that has grabbed your partner then slash the Majini
with your knife in the midsection for a usual arm stun. DON'T PERFORM
THE MELEE YOURSELF! Allow your partner to bounce the Majini with the
melee command. Your partner will get a melee button prompt on the
so that player is most likely to perform it right then. Simply bounce
the Majini back toward your partner and that partner might accidentally
perform their special melee!
c) Whenever you witness your partner hit a Majini with an upper arm melee
attack, quickly run behind the Majini to bounce it back toward your
partner.
(d) Use partner action commands to order your partner to stand in place.
This won't always work. This is most useful for a single Majini. Here's
the way I've done it before:
Chris: "Wait! Wait!"
[Chris walks toward Majini and lures it out while backing up]
[Sheva aims her gun]
Chris: "Wait! Wait!"
[Sheva lowers her gun while Chris aims, shoots it in the arm then
runs behind it and kicks it toward Sheva. Sheva responds with a
Twist Kick as Chris was hoping for. The gods shine down upon Mr.
Redfield as he steps forward and delivers the ultimate answer to the
Majini threat.]
Chris: Thanks! (Thank you, my tool.)
All jokes aside, by setting up a Majini for a co-op attack with new
players, they might catch on eventually. There was one time where one
player actually did realize what I was doing and allowed me to set the
sequence up for that player.
(e) For extra info about using partner action commands while playing online
make use of the following and your partner might catch on:
- "Go" command = Use this while a Majini is coming toward you to tell
your partner to get behind the Majini.
- "Come on" command = (1) Use this to call your distant partner behind
a Majini while the partner is a long distance away. (2) This can
also be used to tell your partner to knock a Majini that you have
stunned toward you with a melee attack so you can knock it back.
(3) After knocking a Majini toward your partner, use this command to
encourage your partner to knock it back toward you. The latter
actually works well against random online players sometimes.
- "Wait" command = Use this if your partner is about to shoot the
Majini to make the partner lower the gun.
- "Thank" command = This is the ultimate way to build up encouragement
while playing online. After a successful co-op melee, thank your
partner. If your partner is clueless to the co-op melees that you
just tricked them into helping you with, then they might catch on
because of your gratitude.
--> Performing a Tag Team Melee in Single Player mode
It's really not hard at all to set up a tag team melee attack in single player
mode. You just have to know the way that your AI partner will work and that is
one thing I will show you here so you can start Haymakering and Back Handing
your own Majini in single player! This is not meant to be just for fun either;
it is actually very effective in Veteran mode. Veteran mode is the best mode
to obtain these tag team melees in since the Majini have more health allowing
them to survive the full sequence and possibly multiple attempts.
You see, the AI has to follow certain rules that a single player can take
advantage of:
1) The AI partner will most likely NOT melee attack a Majini that the main
player stuns. The AI partner will usually only attack a Majini that the
actual AI partner has stunned.
2) An AI partner will bounce back any Majini that is knocked toward that AI
character. No matter if that character is shooting or what, that character
will knock back any Majini that the main player stagger their way.
3) When a "Go" command is issued, the AI partner will always step a few steps
in front of the main player then turn to face that player regardless whether
an enemy is in the area or not. The AI partner will usually stop whatever
it is doing and run in front of the player then turn to face the player.
Do I see a light bulb yet? That third listing should have sparked something.
Did it?
Here are three ways to trick the AI partner into helping out with a Tag Team
melee attack:
1) Have the AI partner near your character then shoot a Majini in the arm for
an arm stun. Directly after the arm stun, issue a "Go" command to your AI
partner while facing the Majini. The AI partner will quickly step behind
the Majini and give a little space in between that AI partner and the
Majini. Wait just a slight second for the AI partner to get in the back of
the Majini then perform the first melee attack from the arm stun to knock
the Majini toward your AI partner. If the AI partner is still behind the
Majini, the AI partner will automatically bounce the Majini back toward your
character with a back melee. Once the Majini staggers back toward your
character, you will receive the special tag team melee command which you can
change by quickly stepping in front of or behind that staggering Majini.
The above method works like a charm once a player gets used to it. I can do
them in single player about 60% of the time with this method.
2) Perform an arm stun on a Majini while the AI partner is behind your
character or nearby, preferably busy shooting another Majini. Quickly run
behind the Majini that is stunned with an arm stun and knock it toward the
AI partner with a melee and the AI partner might respond with a follow-up
melee to knock it back toward your character, giving you the special tag
team command.
Your miles will definitely vary with the second method, but it's good to keep
it in mind.
There is also one more method where one can actually get the AI partner to
perform their own tag team melee.
3) Whenever you see the AI partner perform a melee after an arm stun that the
AI partner has done itself, QUICKLY run behind the Majini that the AI
partner has hit and knock it back toward the AI partner. The AI partner
will almost always be standing and waiting and if the AI partner is still
nearby after your character knocks the Majini back then the AI partner will
automatically perform the tag team melee depending on the side the AI
partner faces when the Majini staggers back toward the AI partner.
As you can see, I really enjoy performing tag team melees and exploiting the
computer AI in order to help me. This is NOT hard at all, you just have to
understand the way the AI partner will work and try this out yourself. I do
tag team melees for fun, not for trophies or achievements. It's all about the
challenge in performing them that excites me! Like I said earlier, they are
also very effective in Veteran mode.
___________________
DISARMING AN ENEMY \___________________________________________________________
Aim at the arm and/or the hand that an enemy is using to hold a weapon and
shoot the arm or hand to make the enemy drop the weapon. For two-handed
weapons, you'll have to hit the main arm that the enemy grapples the weapon
with - pay attention to the arm that the enemy continues to hold the weapon
with after a swing and shoot that arm. The enemy will usually take one arm off
the weapon eventually showcasing their main gripping arm (the one still holding
the weapon).
Enemies can also be disarmed through melee attacks and also from knocking them
down. Sometimes knocking an enemy down will not disarm the enemy however.
If an enemy is holding a glass bottle, your character can actually shoot the
glass bottle to break it. The bottle can be completely shattered with two
shots. You can simply make the enemy drop the bottle by shooting its arm, but
what fun would that be? Enemies with a glass bottle will break the glass
bottle by hitting your character also.
___________________
CRITICAL HEADSHOTS \___________________________________________________________
Shooting an enemy directly in the head with any weapon will sometimes
automatically make the enemy's head explode regardless of how much damage the
enemy has sustained. This technique is known as a "Critical Headshot". AI
Sheva will comment on Chris' outstanding shot if you manage to perform this
while she is nearby and you can comment on this when another player does this
by tapping the Assist button seconds after the player performs a critical
headshot.
NOTE: A headless enemy still has the potential to attack your character. For
instance, if an enemy is beginning an overhead swing with a pipe and its head
is popped then that pipe swing can still hit your character.
______________________
PARTNER COMMUNICATION \________________________________________________________
--> What's so effective about communicating with your partner?
Well, in a single player game it becomes a necessity if you want to receive
help from your partner. For instance, while your character is held in place
with a grab, an AI partner will sometimes not knock off the attacking enemy
until your character issues the command for help by tapping the Assist button;
at that time your AI partner will instantly knock off the enemy.
In a co-op game, your partner is not always going to use voice chat; some will
not have a mic, some might prefer not to use one, and some might not speak
English, so communicating via button commands becomes much more important.
There are a few other communication methods that can be used besides the
standard B button press as well such as pointing with the laser point on your
gun.
--> The Partner Assist Button (O or B)
The partner assist button will normally call your partner toward your
controlled character when the button is pressed. Here is the list of commands
that can be issued.
(NOTE: In Single Player mode, only the Cover and Attack commands may be issued)
.--------------------------------------------------------------.
| Actions Performed With Assist | Type of Assist |
| Button | |
|==============================================================|
| Tap | Cover |
| Hold and up on the D-pad | Attack |
| Hold and left on the D-pad | Thank |
| Hold and right on the D-pad | Come Here |
| Press RS and LS or L3 and R3 at | * Extra animation (taunt) |
| the same time | |
| Tap B or O after certain | ** Additional Response |
| animations | |
'--------------------------------------------------------------'
* This particular animation will not affect the AI partner. Most gamers see it
as a taunt animation but it could be used to call over a partner as well in co-
op play.
** Certain animations include the following:
Tap (or tap and hold) the Assist button during these specific animations to
have your character respond:
- when an enemy has grabbed your character
- while your character is in dying status
- while your character is in a ready state, waiting on the other player to
perform an assist action (while vaulting to an area)
- when your character runs completely out of ammo (NONE AVAILABLE FOR ANY
INVENTORY WEAPON)
- partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
- partner gives your character an item
- partner heals your character
- partner resuscitates your character
- partner helps to break a grab (even a slight nudge that breaks the hold)
- partner is in dying status
- partner performs a request
- partner performs an action command
- partner performs an action command while in a hoisting/preparing to jump
pose
- partner performs an action command while your character is in an enemy
hold or unable to comply (single player only - AI partner responds to main
character)
- partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
- partner melee attacks an enemy with a special co-op melee attack
- partner melee attacks an enemy that you have knocked off the partner with a
partner assist melee attack.
----------
Cover/Call
----------
Command: Press Assist or Hold Assist then D-pad down (single player)
Press Assist or Hold Assist then D-pad right (co-op)
Your character waves his/her hand backward for the partner to come toward the
character or move back. In both modes, the character will shout "Come on". In
co-op mode, the command is changed to "Call" instead of "Cover".
--> Single Player:
While in Cover mode, your AI partner will always keep up with your main
character. The AI partner will be ready to heal your character, give that
character ammo, and knock off any enemies that grab your character (if you tap
the assist button) most of the time. The AI partner will not venture off to
itself and will usually only pick up items that are near your character.
--> Co-op
Use the Call command to get your partner's attention when you need the
character to move toward your character in order to pick up an item or simply
to join up with your character. This is a good command to use when you want to
give your partner an item or heal your partner. You can also use this if you
want your partner to follow your character to a certain location. Simply take
the lead and stop every now and then to issue the command.
---------------
Attack/Send Out
---------------
Command: Hold Assist then D-pad up
Your character shouts "Go!" then waves his/her hand forward to tell the partner
to move out. In co-op mode the command is changed to "Send Out" instead of
"Attack" but the command input stays the same.
--> Single player
The AI partner will scout ahead just a bit when this Attack command is issued.
The AI partner will separate from your character and battle the surrounding
enemies itself when a battle takes place. This can be a dangerous mode to have
the AI partner in since the character will not be near your character for
support unless the AI partner is called back with the assist button. The AI
partner is more likely to pick up items in the surrounding area while in this
mode, so be ready to request the items from the AI partner if that character
picks up something that you would like.
--> Co-op
Your character will shout out "Go!" normally which should let your partner know
to advance further. Use this when you want your partner to move on ahead or
move to another are. Simply face one way then perform this command over and
over.
This is perfect when you want to use your partner as bait to lead a certain foe
away from your character while attempting to shoot an enemy. It's most useful
against mid-boss type enemies, especially the Chainsaw Majini.
-----
Thank
-----
Command: Hold Assist then D-pad left.
Your character will nod and say "Thanks" to your partner.
--> Single Player
This action is not available in single player mode.
--> Co-op
It never hurts to thank your partner whenever your partner gives your character
some ammo, an item or heals your character. You could also be a sarcastic
bastard and tell your partner thanks after he/she sets off a trap that your
character gets caught in... Thank you for setting off that explosion right when
the nearby Majini grabbed my character. You sure showed him!
----
Halt
----
Your character shouts out "Wait" and holds up his/her arm then makes a fist for
the partner to hold the current position.
Command: Hold Assist then D-pad down
--> Single Player
This action is not available in single player mode.
--> Co-op
This is good to use when you need to catch up to the other player in order to
give that character ammo or heal that character or maybe you want to throw a
grenade up ahead to finish off a group of enemies instead of having your
partner charge in. You could also use this to possibly make your partner
cancel an action button prompt command as in a "No, I don't want to jump up
there" kind of way.
--------------------------------------
Pointing with your Gun's Laser Pointer
--------------------------------------
While playing online without voice chat, simply have a gun equipped and aim
with it then point at an object that you want to show your partner. This is an
excellent way to point them to ammo that you want your partner to pick up or
you might want to point out some hidden BSAA emblem or other object to your
partner.
On the flip side, if you ever see your partner standing in place and pointing
at an object with the gun's laser pointer, then have a look at what that
character is pointing at; you might be surprised.
---------------------------
Character Partner Responses
---------------------------
Command: Assist button during the actions listed below
NOTE: Comments that respond to commands, certain actions or an item given by
the partner must be initiated up to 3 seconds after the partner action is
performed or your character will simply toss out a normal command that will
look out of place.
.------------------- MAJOR TIP FOR PERFORMING A RESPONSE ---------------------.
| In order to keep your character from accidentally saying "Come on" press |
| and hold the assist button for about two seconds when you want your |
| character to respond. This is best done when you're unsure if you're |
| character will respond to a command or not, especially in the case of a |
| partner's critical headshot. |
'-----------------------------------------------------------------------------'
--> When an enemy has grabbed your character
Chris: "Help!"
"Help me out here!"
Sheva: "I need your help!"
"Help me!"
--> While your character is in dying status
Chris: "Heeeelp me!"
"I'm not gonna' make it!"
Sheva: "I need heeeelp!"
"Help!"
--> While your character is in a ready state, waiting on the other player to
perform an assist action (while vaulting to an area)
Chris: "Sheva!"
"Come on!"
"Hurry!"
Sheva: "Chris!"
"Come on!"
"Hurry up!"
--> When your character runs completely out of ammo (NONE AVAILABLE FOR ANY
INVENTORY WEAPON).
Chris: "I need ammo"
Sheva: "I need ammo"
--> While reloading (SINGLE PLAYER ONLY - AI partner performs this randomly)
Chris: "Reload!"
Sheva: "Reload!"
--> Partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
Chris: "Great shot!"
"Good work!"
"Nice work!"
Sheva: "Nice shot!"
"Good work!"
"Nice work!"
NOTE: In order to get a critical headshot, the partner must shatter the head of
the enemy instantly through gunfire. Critical headshots are random and they
look just like a normal head pop. You can get critical headshots with the
rifle even though it is a guaranteed headshot when aimed at the head. Most of
the time, a head explosion from a handgun is a critical headshot. You can only
respond to handgun or rifle critical headshots.
If you've ever unsure about a critical headshot either press and hold the
assist button or press down on the aiming button and the Assist button at the
exact same time to avoid saying "Come on". You can also try to enter any other
animation such as a reload, item pickup, gunshot, quick turn, or taunt when
your partner shatters a head then quickly press the Assist button. If your
character doesn't respond during any of those methods then it wasn't a critical
headshot and you won't accidentally issue a "Come On" action from out of
nowhere - accidentally saying "Come on" for no reason sort of shatters your
cool streak.
--> Partner gives your character an item
--> Partner heals your character
--> Partner resuscitates your character
--> Partner helps to break a grab (even a slight nudge that breaks the hold)
Chris: "Thanks for the help."
"Much appreciated."
"Thanks."
Sheva: "Thanks partner."
"I owe you one."
"Thanks."
--> Partner is in dying status
Chris: "I'm coming!"
"Hold on!"
Sheva: "I'm coming!"
"Hold on!"
--> Partner performs a request
--> Partner performs an action command
--> Partner performs an action command while in a hoisting/preparing to jump
pose
Chris: "Roger"
"Ok."
Sheva: "Roger."
"Ok."
--> Partner performs an action command while your character is in an enemy
hold or unable to comply (single player only - AI partner responds to main
character)
Chris: "I can't right now."
"Out of the question!"
"I'd rather not."
Sheva: "I can't right now!"
"Forget it!"
"You can't be serious!?"
--> Partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
--> Partner melee attacks an enemy with a special tag team melee attack
--> Partner melee attacks an enemy that you have knocked off the partner with a
partner assist melee attack.
Chris: "That'll work!"
"Good job!"
"Nice!"
Sheva: "Nice teamwork!"
"That's good!"
"Excellent!"
[Sheva has one African language response]
NOTE: While performing a tag team melee attack sequence, the person that
actually gets the chance to perform the tag team melee attack can quickly press
the Assist button to respond as the Majini staggers toward that character from
second melee attack in the sequence. Once the tag team melee attack is
performed then the partner that isn't performing the special melee command can
respond.
So basically when Chris knocks a Majini toward Sheva with a Hook then Chris can
respond right after Sheva's Knee melee attack. Once Chris performs the
Haymaker in that sequence, Sheva can respond to his tag team melee attack.
After a partner assist melee attack has been performed (during a Majini grab)
the partner that performed the partner assist melee attack can respond if the
partner attacks the bounced Majini with a normal melee attack - much like the
tag team attack bouncing response.
--> Single Player
The response for when an enemy has grabbed your character is very important to
use in a single player game. If the order is not issued, then your AI partner
will sometimes simply ignore your main character as the enemy continues the
hold most of the time. Using the assist button to call your AI partner toward
your main character during dying status is extremely useful as well.
Other than that single command, there is really no need to yell out a comment
during a single player game, but it does look kind of cool. It's as if AI
controlled Sheva and my player controlled Chris Redfield are more in-tune with
each other. We're partners now, my dear AI Sheva, till the end... now stop
taking my ammo and get your ass out of my way while I'm aiming.
--> Co-op
Even in co-op play, there is not too much use to comments outside of asking for
help when grabbed or in dying status. You've mainly got to rely on your
partner's knowledge of the game and skill - with these values in place, you
shouldn't have to ask for help that much at all. The comment commands can be
used to build up the confidence of your partner or just simply to show off your
knowledge (uber skillz) of the game.
----------------------------------------
Ordering Your Partner to Pick up an Item
----------------------------------------
(Single Player mode only)
Command: Assist button while standing over an item pickup (with Sheva nearby)
Phrases:
Chris: "Take it."
"You grab it."
Sheva: "You can have it."
"You take that."
The "Partner picks up" action command will appear while standing over an item
in single player mode while Sheva is nearby. This action tells your partner to
grab the item that your character is standing near. This can only be done in
single player mode and not co-op play.
NOTE: To unlock Sheva as a playable main character, all chapters must be
completed one time on any difficulty.
------------------------------------------------
Ordering Your Partner to Interact With an Object
------------------------------------------------
(Single Player mode only)
Command: Assist button while standing near an object that can be interacted
with
Phrases:
Chris: "Sheva!"
Sheva: "Chris!"
The "Command Partner" action command will appear while standing near an object
that your partner can interact with such as a bookcase that can be pushed in
front of a door or window. This is very useful for tense situations such as
barricading the building in the Public Assembly since Chris can order Sheva to
push a bookcase while he pushes the other. Like the action above, this can
only be done in single player mode and not co-op play.
_______________
THE PARTNER AI \_______________________________________________________________
(Single Player mode only)
The AI partner (Sheva in this case) has two possible modes of attack that it
can be set to:
--> Cover
* Equips least damaging weapon
* Stays near/follows Chris
* Attacks less often
* Automatically calls Sheva toward Chris (stops what she'd doing to join)
Cover mode detailed features:
While in cover mode, Sheva will always keep up with Chris. This is really the
best mode to keep her in most of the time.
- She will be ready to heal Chris most of the time if he is near death while
she has a green herb.
- She will quickly resuscitate Chris from dying status.
- She will almost instantly respond to a partner action command if a Chris
player presses the assist button while being grappled. If the assist button
is not pressed she will usually stand and watch and VERY RARELY perform a
partner assist melee attack to help Chris.
- Attack any type of enemy with a melee attack that causes it to stagger/bounce
then quickly run behind the enemy and Sheva will follow up with a melee
attack of her own while following. It IS POSSIBLE to trick her into helping
with a co-op melee attack sequence! It is also possible to make her perform
one by quickly running behind a staggering enemy that she has hit in order to
bounce the enemy back toward her.
--> Attack
* Equips her most damaging weapon
* Usually separates from Chris to take her own route
* Attacks more often
* Automatically sends Sheva out for attack (she will move ahead)
Attack mode features:
While in attack mode, Sheva will usually separate from Chris. The most
important tip I can give you for this mode is to have the mini-map open the
WATCH THE PURPLE ARROW CLOSELY. Sheva can be reckless during this mode, so
it's best to have an idea of her location.
- Sheva will move about and collect items in the area.
- Sheva will separate far away from Chris at times.
- Sheva will attack more aggressively.
Overall detailed features for both modes:
- Sheva will melee attack an enemy that SHE has stunned and she will melee
attack any enemy that has been bounced toward her.
- Sheva will quickly give up any weapon or item that can be requested from her.
--> Tricking the AI into performing a follow-up a melee attack
So, let's say that your character just performed an arm stun melee (Hook, Kick,
etc). You can get your AI partner (Sheva in this case) to perform a follow-up
melee attack in two ways:
1) Face the Majini that has been melee attacked then issue the "Go" (Attack)
command. Sheva will instantly run toward that Majini if she is not
preoccupied and she will perform a follow-up melee attack upon making
contact with the Majini.
2) While Sheva is under the "Come On" (Cover) command, run by the Majini that
you have just melee attacked and Sheva will follow behind your character
then hit the Majini with a melee attack along the way. This is most
effective against boss type enemies that you want to double team such as the
Executioner or a Chainsaw Majini.
_________
TAUNTING \_____________________________________________________________________
Command: Push in on the left and right thumbstick at the same time
(R3 + L3/RS + LS)
Phrases:
Chris: (leans forward and motions with left hand) "Come on! Come on!"
Sheva: (leans forward and whistles)
Chris and Sheva have their own unique taunts that can affect enemy behavior.
When a taunt is used on an enemy that is focused on attacking another player,
the enemy will turn and focus its attention on the taunting player. This is
useful for luring an enemy out of a certain area and especially useful for
setting up a co-op melee attack.
.----------------------------------- TIP -------------------------------------.
| Another way to perform a taunt is to push in on the right thumbstick and |
| hold it down then push in on the left thumbstick. This will keep a player |
| from having to press both thumbsticks down at the same time. |
'-----------------------------------------------------------------------------'
__________
RELOADING \____________________________________________________________________
Command: With a gun equipped, hold the Aiming button to aim then tap the
Run button to reload your currently equipped gun.
So long as you have ammo, your character will reload the current weapon. The
reload animation can be cancelled early by performing a melee attack during the
animation. See the Advanced Techniques section further below.
NOTE: You can also reload through your inventory. Choose the appropriate ammo
for a gun in your arsenal then choose to combine the ammo with the gun. You
can also press the action button while highlighting the ammo in the inventory
then move it over the gun and press the action button again for quick combine
instead of cycling through the menu options. You can actually pull up the
inventory and quickly reload during many character animations such as a melee
attack. See the Advanced Techniques section for more details on this.
________________
COMBINING ITEMS \______________________________________________________________
Choose an item from the inventory menu then press the confirm button and then
use the "Combine" command to combine it with another item. The green herb and
red herb may be combined for a full healing spray or two green herbs can be
combined for a moderate healing spray.
It is also possible to combine ammo with guns like in the classic RE titles.
Select the ammo then combine it with the proper weapon to reload it via the
inventory. Remember that you have select the AMMO first and not the gun.
Selecting the gun first will only rearrange the placement of the gun and ammo,
while selecting the ammo first will combine the two for a reload if the gun
needs reloading. If the gun doesn't need reloading then the items will swap
slots.
___________
FAST EQUIP \___________________________________________________________________
Command: D-pad Up, Right, Down and Left
Upon opening your inventory, notice that the top center, bottom center, right
center and left center inventory slots all have arrows on them. The arrows
represent the D-pad direction that you can push to equip the item in that slot.
You can place weapons, items or ammo in the slots then press the corresponding
D-pad direction during gameplay to quickly equip that item. You'll more than
likely want to place guns in these slots, but you can also place grenades or
other items in these slots to help out as well.
_______________________
MOVING INVENTORY ITEMS \_______________________________________________________
When the inventory menu is open, highlight any item then press the Action
button to select it. Once selected, move the item to an empty slot and press
the Action button again to drop the item into the slot. This is very useful
for placing items onto fast equip slots.
___________________
DISCARDING AN ITEM \___________________________________________________________
In the inventory menu, highlight an item then press the Run button to pull the
command menu and select "Discard". Once an item is discarded, it will be
permanently deleted from your inventory menu, so be careful what you discard.
Any item including weapons can be discarded.
_______________________________
DISPLAYING PARTNER'S INVENTORY \_______________________________________________
Command: Map button while your inventory is displayed
While displaying your character's inventory, press the Map button to display
your partner's inventory. From this menu, you can request items from your
partner by highlighting them and selecting the "Request" option. To hide your
partner's inventory once it is displayed, press the Map button again.
_____________
GIVING ITEMS \_________________________________________________________________
--> By opening the menu
An item can be given to your partner by opening up the inventory menu and
highlighting the item. Select the item and press the Run button to bring up a
menu then select "Give" and press the confirm button. A partner must be near
your character in order for the command to be successful. The give command
will not be highlighted if your partner is not close enough.
--> By equipping an item
Open up the inventory menu and equip an item such as ammo, a green herb, or a
grenade. Run up to your partner while they are nearby and the "Give" command
will appear in a button prompt (Assist button). Press the Assist button that
is displayed next to the Give command and your character will hand over the
item to your partner. The only items that cannot be given to your partner
through this method is a gun weapon - you'll have to use the alternative method
listed above for giving a weapon. This method is really more useful during a
co-op game since your partner might not always stand near your character as you
open your inventory menu.
** NOTE: You can give and receive weapons from you partner in single player
mode, but no weapons can be given or received during online co-op play.
Weapons can be given or requested in offline co-op play however.
--> Giving Ammo
Whenever ammo is given to your partner, the amount of ammo handed over depends
upon the type of ammo. There is no way to switch the amount given to a greater
or lesser number. Here is a table that illustrates the amount of ammo given
per give command.
.------------------------.
| Shotgun Shells = 10 |
| Rifle Ammo = 10 |
| Handgun Ammo = 30 |
| Machine Gun Ammo = 100 |
| Grenade Rounds = 6 |
| Magnum Ammo = 6 |
'------------------------'
______________________________
YOUR PARTNER'S AVAILABLE AMMO \________________________________________________
If you look to the left (or right with Sheva players) of your partner's life
gauge a number next to a bullet icon shows how much ammo the partner has in
that partner's inventory for the currently equipped weapon (the ammo inside the
currently equipped weapon doesn't count). This can help you to see how much
ammo your partner has left over in reserve and if you need to give your partner
any extra ammo.
________
HEALING \______________________________________________________________________
--> Healing items and Herb combinations
The following herbs and healing items yield the following results when used:
.-----------------------------------------------------------------------------.
| Rotten Egg | -50% health for one character |
|-----------------------------------------------------------------------------|
| Green Herb | Light health recovery for one or both |
| | characters |
|---------------------------------+-------------------------------------------|
| White Egg | Light health recovery for one character |
|---------------------------------+-------------------------------------------|
| Green Herb + Green Herb Mixture | Moderate health recovery one or both |
| | characters |
|---------------------------------+-------------------------------------------|
| Brown Egg | Moderate health recovery for one |
| | character |
|-----------------------------------------------------------------------------|
| Gold Egg | Full health recovery for one character |
|---------------------------------+-------------------------------------------|
| Red Herb + Green Herb Mixture | Full health recovery for one or both |
| | characters |
|---------------------------------+-------------------------------------------|
| First Aid Spray | Full health recovery for one or both |
| | characters |
'-----------------------------------------------------------------------------'
* Use the inventory to combine a green herb with another green herb or a red
herb.
--> Healing your character
In order to heal your character, open up the inventory menu then equip a green
herb or other healing item. While holding the item, press the Action button to
heal yourself. You can also, simply choose "Use" after selecting an item.
--> Healing your partner/Group healing
Healing your partner is done the same way as healing yourself by equipping or
using the healing item, but your partner must be near so that the "Restore
Health" command changes to the "Heal Partner" command. Your character will
spray the partner with the healing substance and both characters will benefit
from the healing mixture. It is almost always best to find your partner and
perform a team healing instead of healing yourself, unless you are near death
and your partner is not in the immediate location of course.
--> Healing with an Egg
In order to heal with an egg, equip the egg then use the "Eat" command. Eggs
only replenish the user's health and not the partner's health. The animation
for eating an egg is slightly longer than an herb or first aid spray healing
animation. Also, keep in mind that the rotten egg will take away health, so
don't eat it. A rotten egg can be equipped and thrown at an enemy for 2,000
points worth of damage.
_____________
DYING STATUS \_________________________________________________________________
In Resident Evil 5, the "Danger" status from the old Resident Evils has been
replaced by a status known as "Dying". When your character is hit by an attack
that places them in extremely low health, a cutscene will play for both
characters to see as the character receives the near fatal blow and that
character will yell out a phrase that insinuates that the character is close to
death, such as "I'm not gonna' make it". A reddish glow will appear on the
dying player's screen and the partner will be alerted to that character's
location by a red target mark when that character is targeted. The dying
character will not be able to perform any type of commands or access the
inventory; the dying character can only stagger slowly in one direction.
The partner must run toward that character and heal the character with the tap
of the Assist button when the "Resuscitate" command appears while standing next
to the dying character. One of two heals will take place:
--> Heal through a recovery item
If your character currently has an herb or other recovery item in the inventory
then the recovery item will automatically be used to heal both characters like
normal.
Unlike the normal resuscitation through an adrenaline boost shot, your
characters are NOT invincible during this green herb healing animation and the
heal is NOT instant. So say if the Executioner takes a swing at both of you
while you're healing your partner in front of him, well, then its all over
thanks to the lack of invincibility through a recovery item heal.
Basically, make sure that all threats are away from the dying character or
you'll both suffer the consequences. Also, keep in mind that if you press the
button prompt to heal with a recovery item when the partner's life is extremely
low, your character may pull out the health item and begin to spray but the
healing item effect will not kick in quick enough; the partner will die as the
spray hits him/her.
The only real plus side to a recovery item heal is that both character will
benefit from that item's recovery feature.
--> Heal through adrenaline boost shots (Resuscitation)
If your character does not have an herb, then your character will grab the
dying character's shoulder and quickly give the dying character a shot of
adrenaline to boost that character back into action. This shot will not
restore as much health as an herb but the adrenaline boost shots are infinite!
Always drop everything and rush to your partner's rescue when the partner is in
a dying state. If a character is hit by an enemy attack during a dying state
then that character will automatically die. The character's remaining health
is constantly lowering while in a dying state and if that character is left
unhealed for too long then the character will automatically die from full loss
of life. When one character dies then the game is over for both characters on
both single and co-op play. If both characters enter the dying state around
the same time then the game will automatically end since neither can perform
commands.
During single player mode, it is best to keep your partner in "Cover" mode to
make sure that the partner keeps up with your character so whenever either of
you enters the dying state, then the other will not be far off. This will help
you to resuscitate each other much more easily. During co-op play, you need to
always have an idea of where your character is through the mini-map so your
character can resuscitate at a moment's notice. If you can't find your partner
then use the lock-on button to immediately lock-on to that character's location
in order to pinpoint the precise location of that character.
_____
GUNS \_________________________________________________________________________
This is just a general gun list with a brief look at the most common gun types
in Resident Evil 5. A description of each gun type is located in the weapons
section.
--> Handgun
Max Ammo Per Inventory Slot: 50
Ammo Variety: Handgun Ammo
Controls:
Fire: Hold Aim button + tap Fire button
Reload: Hold Aim button + tap Run button
The Handgun is really one of your best weapons. The ammo for it is very
common, it packs quite a punch per shot and it can easily set enemies up for a
melee attack if the enemy is shot in a specific area of the body. The only
real flaw is that it is not as good as the other weapons when fighting a group,
but you can really diminish that weakness by setting up an enemy for a melee
attack with a single shot then rushing in with a melee attack to knock down or
stagger the entire group.
--> Shotgun
Max Ammo Per Inventory Slot: 30
Ammo Variety: Shotgun Shells
Controls:
Fire: Hold Aim button + tap Fire button
Reload: Hold Aim button + tap Run button
As usual the shotgun has more power from close range and less power from long
range. It's quite surprising how useful it can be from long range if you're
aiming is precise however. The shotgun's spread fire makes it the best choice
for a crowd of enemies. Aim for a normal enemy's head and you'll quite
frequently blow that enemy's head clean off with a single shot.
--> Rifle
Max Ammo Per Inventory Slot: 30
Ammo Variety: Rifle Ammo
Controls:
Fire: Hold Aim button + tap Fire button
Zoom: Hold Aim button + move right thumbstick up (zoom in) or down (zoom out)
Reload: Hold Aim button + tap Run button
When it comes to precision aiming from a distance, the rifle is your absolute
best choice. The rifle packs quite a punch per shot and can shoot through
multiple enemies that are standing in a line. Aim for the head of a normal
enemy to get a guaranteed head explosion per shot. Thanks to its damage, its
actually very useful from close range. The main flaws with this weapon is its
lengthy reload time (which can be solved through inventory reloading) and
limited vision while in scope mode.
--> Machine Gun
Max Ammo Per Inventory Slot: 150
Ammo Variety: Machine Gun Ammo
Controls:
Fire: Hold Aim button + tap Fire button
Auto-fire: Hold Aim button + hold Fire button
Reload: Hold Aim button + tap Run button
The Machine Gun lets loose a rapid fire that can easily spam a single or group
of enemies with gunfire rather easily. It eats through ammo fast, but simply
spraying this weapon over a crowd leaves a little bit of love for everyone -
basically, every hit staggers a normal enemy, so a simple rapid fire while
waving this weapon in front of a crowd will stagger all of them thanks to the
extremely fast rate of fire. This weapon eats through ammo very quickly and
its reload time is rather lengthy, so be sure to change to another weapon
quickly if an enemy is still nearby when the weapon is low in ammo.
Much like the handgun, this weapon can easily stagger an enemy to set the enemy
up for a melee attack. You need to learn to simply tap the trigger if you want
to take advantage of this technique though. Did you ever use the TMP in
Resident Evil 4? It was a pretty good substitute for a handgun much like the
Machine Gun can be in Resident Evil 5 if used properly.
When using this weapon against a group of enemies, spray them with gunfire to
stun them all then run up and melee attack one of the enemies that is in a stun
pose that will give your character a melee attack prompt.
--> Magnum
Max Ammo Per Inventory Slot: 150
Ammo Variety: Magnum Ammo
The Magnum lets loose an extremely powerful and damaging blast per shot fired.
It can usually penetrate multiple foes (that stand in a row) and armor with its
piercing properties and is the most effective gun for hitting a bosses weak
point when a precise shot can be made. Magnums can also be a very powerful
long range weapon when aimed properly.
The only real flaw with the magnum is that its ammo is not always readily
available like other weapons. Magnums also have a lower rate of fire equal to
that of the shotgun but the damage more than makes up for it.
--> Grenade Launcher
Max Ammo Per Inventory Slot: 12
Ammo Variety: Acid Rounds, Electric Rounds, Explosive Rounds, Flame Rounds,
Flash Rounds, Nitrogen Rounds
A grenade launcher can be equipped with quite a variety of different rounds and
is best used against grouped enemies since each ammo type produces a spreading
effect that will damage an entire group. Each round has its own specific uses
for each specific enemy type. Explosive Rounds are best used for normal
enemies while Flash Rounds will instantly stun normal enemies or defeat a whole
group of parasitic enemies much like a flash grenade. Flame Rounds produce a
burning effect like an incendiary grenade, electric rounds stun targets with
electricity, and Nitrogen rounds will actually freeze most normal enemies,
allowing one to shatter the frozen enemy with another weapon or a melee attack.
________________
TIPS AND TRICKS \______________________________________________________________
----------
Co-op tips
----------
- Know where your partner is at all times, and be ready to help out. Use the
partner locator button to auto target your partner's location. It is so very
important to have an idea of the your partner's location. Remember that if
your partner dies, the game is over for both players.
- Whenever you see an item that you would rather have your partner pick up
(your inventory is filled), stand and aim directly at the item and remain
still. Your partner should get the message that you want them to pick up the
item. If they don't then grab it and give it to them later or try to get your
partner's attention through an assist command.
- Use partner commands a bunch if you don't have a headset. Partner commands
are there for a reason, so use them. If your partner runs away from an item
that you want them to collect then keep standing in place and calling them back
with the assist button. Like I said above, aim down at the item and point at
it with your laser pointer if your partner still doesn't get the picture.
- When you have an extra item that you have no use for, such as Machine Gun
ammo when you don't have a Machine Gun, equip the item then run toward your
partner and tap the B button when the "Give" button prompt appears to give your
partner the ammo.
- When you go to heal your character, make sure that your partner is nearby so
that they will benefit from the heal.
- If your partner is shooting a Majini, don't aim for the same Majini and shoot
it, since your partner might opt for a melee attack that you might screw up by
shooting the same Majini during a stun animation. Would you let your fellow
partners have their moments too?
- Make sure that your partner is far enough away from a hazardous object before
shooting the object. Red explosive canisters have gotten a much greater blast
radius when compared to other Resident Evils. If you hit me with an explosion
online then you damn well better heal me afterwards. If not, when the next
Majini grabs your character, I'll come to your rescue by tossing a grenade at
the Majini to break that bondage of love. I'll save you partner!
- If a character is performing precision aiming with a rifle then try to cover
that character by shooting any enemies that try to get near him/her.
- Just because a player keeps on getting hit and keeps entering the Dying state
doesn't always mean that they suck, they might just be trying harder than your
character, especially on Public Assembly. When I fight the Executioner, I'm
like a raging bull that must defeat him before Chris comments to Sheva about
Kirk and sometimes my plans backfire on me because of the pesky Majini that get
in the way which causes me to get hit... badly. All it takes is one Majini
grab or one badly timed reload followed by one hell of a kerplunk from the big
man himself to enter the Dying state in the Public Assembly.
------------------
Single Player Tips
------------------
- In single player mode, whenever your character performs a partner assist
melee while the AI partner is being attacked by a Majini, quickly issue the
"Go" command while facing the staggering Majini to make the AI partner run up
and hit it with a second melee attack. The "Go" command can also be issued
after hitting a boss enemy with a melee to make the AI partner perform a
follow-up melee. This technique can also be done after hitting a Majini with
an arm stun melee attack. This little exploit of the AI partner can go a long
way in helping the main player.
- If your character hits en enemy with a an arm stun melee attack, quickly run
toward the enemy and if the partner is set to "Cover" mode and following behind
your character then the AI partner will hit the enemy as it staggers backward
for a double team attack. This can also be used when fighting a strong enemy
such as the Executioner and Chainsaw Majini since all melee attacks cause them
to stagger.
- If you find that your AI partner is wasting too much ammo, simply request the
ammo from that character and leave that character with little ammo. Usually
the AI partner is better with heavier weapons, especially the rifle. The AI
partner tends to spam machine gun and handgun ammo.
- If you see the AI partner run toward a breakable object and you don't want
the partner to break it and take the item then run toward the object yourself.
The AI partner will back off and let your character break the object and have
the item.
- Request whatever items you need from your AI partner. Ask and you shall
receive! The only item that an AI partner will not give up is a weapon that
your character currently has in his/her own inventory.
- When a fallen transformer is on the ground, shoot it to make it unleash an
electric blast in its immediate area. The blast is mid range and the
transformer will electrify for a few more seconds after the electric blast for
short range damage. You can keep shooting the electrified transformer to keep
the short range electricity alive, or you can simply let it die down then shoot
it again for another mid range blast.
-------------------
Tips for Both Modes
-------------------
- During the middle of any chapter, a player can pause the game and then choose
restart to be taken back to the main inventory in order to buy items or
rearrange each character's inventory. The player will start at the last check
point that was passed. This will not count against the player at all toward
chapter completion. Game time will remain as it was up to the point of the
last checkpoint. This can be used to cancel any death that is about to take
place if a character suddenly enters dying status (BEFORE the final blow) and
can help a player to gain the upper hand on bosses by allowing the player to
restock the characters' inventory with needed ammo.
- Pull up your mini-map (GPS) while fighting a boss enemy. Most of the time,
the boss enemy will be showcased as a blue triangle on the map. This can help
a player to see where the boss enemy is currently at. Being able to view the
location of the boss enemy is extremely helpful during some boss battles.
- Whenever an enemy is nearby, your character will look in that direction; use
this to help identify a nearby enemy location. Sometimes your character will
simply turn his/her head to look at the partner however.
- Always pull up you mini-map at the beginning of each stage. This will help
you to easily keep track of your partner in big areas.
- If you're having problems finding your partner then use the lock-on button to
find that character.
- Check your partner's amount of ammo for the currently equipped weapon, which
is displayed to the left of the partner's life bar. If they have 0 handgun
ammo and you have, I don't know, say around 85 handgun ammo, you might want to
share. This is more useful in co-op mode than in single player. You'll mainly
want to hand over secondary weapon ammo to AI Sheva since she doesn't aim
precisely with the handgun.
- When your partner knocks an enemy off of your character, immediately run
toward the staggering enemy and you might get a button prompt command for a
melee attack of your own. Double team! Sometimes the enemy will stagger to
where you can follow up, but sometimes the enemy will get knocked down through
the grab hold melee attack cancel - you could use that chance to hit the enemy
with a ground melee attack though.
- A knife slash will not cause a red explosive barrel to explode. This can be
useful to know for certain areas where breakable objects lie right next to
barrels.
- A partner melee attack button prompt (when a Majini grabs your partner) will
usually take priority over a normal stun prompt, so if you perform a stun to a
Majini and your partner is next to the stunned Majini while in a hold by
another Majini then the partner assist melee attack prompt will appear most
likely instead of "Straight" or whatever other character melee attack you're
about to perform.
- The best time to pull up the inventory while under pressure (such as Public
Assembly) is while your character is jumping through a window or performing
some type of other jump or while your character is performing melee attack.
Since your character is slightly invincible and stuck in a frame of animation
anyway, why not use that time to make some inventory adjustments.
- Pressing a direction in order to switch to another weapon during a gunshot or
reloading animation will usually take effect once the current gun animation has
completely ended.
- Any frame of a reload animation that is interrupted by an enemy attack no
matter how early or late will be successful. The enemy may take damage from
your character but the enemy can help out in ending the animation frames early.
- To intentionally interrupt a reload animation and get a full reload benefit,
shoot a Majini or other enemy until the enemy is stunned and ready for a melee
attack then run up to the enemy and perform a reload when the action command
button prompt appears. Right when your character starts the reload animation
quickly press the button to perform the melee attack during the reload
animation and the reload animation will be interrupted by the melee animation,
giving your character a successful reload with less frames + invincibility
through the melee attack!
- The same method of animation canceling can also be used to end gunshot
animation such as firing on the Executioner with the shotgun while he is
stunned then using the button prompt melee attack to end the shot animation
early.
- Want to destroy a wooden door fast? Shoot it twice with a handgun or machine
gun then kick it to break it. Not only will you look like a badass as you lay
the smackdown on that door, but you'll destroy it very quickly during intense
situations.
- For some extra tips, especially for you knifing folks, view the following
video on youtube courtesy of Yama from www.biohaze.com:
http://www.youtube.com/watch?v=KjbVM2niwm0
_______________________________
TRICKS AND ADVANCED TECHNIQUES \_______________________________________________
---------------
Frame Canceling
---------------
Both of the following techniques require your character to perform a melee
attack during the actual animation listed. The melee attack will cancel the
current action with the same results as if the full animation occurred. This
will also place your character into a temporarily invincibility frame thanks to
the usual invincibility during a melee attack. Both Chris and Sheva can take
advantage of these techniques shortly before performing any of their melee
attacks, including the ground melee hit and the partner assist melee attack
(hold breaker). Both of these methods are extremely useful during intense
fights.
--> Reload Frame Canceling
Make sure that the melee attack button prompt appears first then reload in
front of an enemy that is stunned. During any portion of the reload animation
hit the Action button to instantly end the reload animation and cancel into a
melee attack. The reload will still take place but the animation will be
cancelled early and this will give your character a full reload.
--> Gunshot Frame Canceling
This can really only be done effectively against tough enemies such as the
Executioner or the Chainsaw Majini. Run up to the enemy as the enemy is in a
stunned state and watch for the melee attack button prompt. Fire off a shot
with your weapon, preferably the shotgun or rifle then press the Action button
to cancel the shot animation and instantly perform a melee attack. This is
extremely useful against the Executioner since spamming him with gunfire is
what counts when trying to defeat him.
NOTE: In order for this to work, the RT or R1 button must be the gunshot fire
button. You cannot perform this cancel with Type A or C controls. If the X or
[] button is used to fire the shot then your character will automatically
perform a melee attack instead.
------------------------------------------------
Pulling Up Inventory During Character Animations
------------------------------------------------
Learn to take advantage of certain actions when pulling up the inventory menu.
The following actions will allow you to pull up the inventory menu while the
character is in the middle of the animation and most of these animations will
leave your character invincible to attacks.
- the moment when your character tosses off or receives a hit from a grappling
enemy
- after sustaining a hit
- while climbing a ladder
- while vaulting over an obstacle/jumping/jumping through a window
- while quick turning (NOT INVINCIBLE)
- in between gunshots (NOT INVINCIBLE)
- during a melee attack, ground melee or partner assist melee
- while reaching down to pick up an item
- while healing (NOT INVICIBLE)
- during reloading animations (NOT INVINCIBLE)
NOTE: The full animation for some of these instances must be fully finished
before an item can be equipped, but anytime during the animation, you can have
the "Equip" option ready to trigger as the animation ends. So, say if you jump
through a window, you can select an item and pull up the equip option, but you
can't actually equip the item until your character fully stands.
--> The Moment When Your Character Tosses Off or Receives a Hit from a
Grappling Enemy
The instant the animation triggers for when your character has either won or
lost the struggle against a grappling enemy, you can quickly pull up the
inventory during the remainder of that struggle.
--> After Sustaining a Hit
The moment your character gets hit take this time to cycle through the
inventory if needed since your character will have to recover regardless. Some
hits cause characters to stagger more than others, such as attacks from behind.
--> While Climbing a Ladder
Ladder climbing animation can be rather long, so pull up the inventory and
cycle through it if needed during the climb.
--> While Vaulting Over an Obstacle/Jumping/Jumping Through a Window
Pull up the inventory during the middle of a vaulting or jumping animation and
you can quickly manage items while the character is flying through the air or
recovering from the action. The animation of busting through a window that has
not been shot out is your best bet for taking advantage of this. Your
character will still be invincible for a slight second after landing from the
jump to give you time to cycle through the inventory.
--> While Quick Turning
The animation for a quick turn is rather fast, but you might have time to
quickly pull up the inventory and reload during the actual turn. Keep in mind
that you ARE NOT INVINCIBLE during this animation.
--> In Between Gunshots
This is best performed with the shotgun or rifle, and it's best to reload the
current weapon through inventory while attempting this. See "Reloading Through
the Inventory Menu" further below for more info on actually performing the
inventory reload. You can literally reload per shot fired if you're quick
enough. Never go through another reload animation again! Keep in mind that
you ARE NOT INVINCIBLE during this animation.
--> During a Melee Attack, Ground Melee or Partner Assist Melee
This will vary between the two characters thanks to their different melee
animations. The inventory menu can be pulled up directly after each melee
attack has been initiated which allows you to quickly move through the menu
while performing the invincible animation. Chris and Sheva's instant death
melee attacks (neck breaker and throat slit) are two of the best melee attacks
to use when pulling up the inventory during a melee animation, but any melee
attack can be taken advantage of in this way.
During a Partner Assist Melee, quickly pull up the inventory and equip some
ammo to give to your partner if you have extra ammo for a gun that they carry
or equip a green herb if the partner needs healing. This is the perfect time
to do so.
--> While Reaching Down to Pick up an Item
Equip the item almost instantly when it appears in inventory after picking it
up after pulling up the inventory during the item pickup animation!
--> While Healing
Whenever you perform a self or partner heal, pull up the inventory and cycle
through it if needed. Keep in mind that you ARE NOT INVINCIBLE during this
animation.
--> During Reloading Animations
Your character IS NOT INVINCIBLE during a reload animation, but unless you
cancel the animation through a melee attack, you're going to have to watch the
full animation, so why not take advantage of it and pull up the inventory menu
then cycle through it.
--------------------
Invincibility Frames
--------------------
These are frames of animation when your character is completely or partially
(during a certain point) invincible to any type of enemy attack. Your
character cannot be controlled once these animations have started up till the
point that they stop; the inventory menu can be pulled up during most of these
animations however - keep that in mind. Some of these obviously cause your
character to lose health, but the character can't be hit with any other attack
during that time.
Here's the full list of invincibility animations before I go into detail:
- While grabbing an item
- While jumping from a platform/vaulting over an object
- Giving an item
- Performing a melee attack
- While recovering from an attack
- Resuscitation (cannot pull up inventory during this)
- While grounded
- While on fire (burning animation)
- While electrified (shocking animation)
- While holding up arms to block debris from an explosion
- While performing a partner action (hoisting animations)
- Door kick animation
- During a hold, when your character is winning/losing the struggle
Now let's describe each of them:
--> Grabbing an Item
Both characters are invincible from the moment they reach down or forward to
grab an item up till the moment they recover from the animation and stand in
place. This actually gives use to picking up an unneeded item. Time a pickup
to when an enemy swings and the attack will go right through your character.
It's as if your character sees something shiny on the ground then reaches down
to grab it, unknowingly ducking an enemy attack.
- Types of Item Grabs:
Item on Ground - The character crouches down to pick up the item and then
stands back up. This is one of the most effective means of
dodging an enemy attack. When an area is littered with
grounded items, you can keep grabbing the items even as a
whole crowd of enemies surround your character and also use
the invincibility animation to quickly avoid a sudden lunge
or any other type of attack.
Item on shelf or other object - The character reaches to grab the item then
pulls his/her hand back. This animation is
much shorter than a ground item pickup
animation, so you don't really want to rely
on the invincibility animation here.
--> Jumping/Falling/Vaulting
From the moment that a jump/fall/vault command is issued, the character cannot
be hit during the animation but sometimes there are a few recovery frames at
the end of the movement that leaves the character open to attacks. Keep in
mind that all of these animation for each character will stagger an enemy if
the characters make contact with an enemy during the jump. All of them can
even break a hold!
- Types of Jumps
Long Jump - The character jumps and flies through the air then lands on
another platform. This one has some recovery animation at the
end of the jump that can get you hit so make sure that an enemy
is not approaching the area when your character goes to jump.
Lunge then Tuck and Roll - When your character jumps through a window that is
not broken, the character will bash into the glass
while performing a roll then land on the ground on
the other side. The interesting part about this
animation is that the character will actually
knock down any enemy that is in his/her path, so
you can follow this up with a ground melee. This
one has just as much recovery animation as the
long jump.
Vault - The character grabs the side of a wall or railing then hops over the
obstacle. This one can be interesting because of the wide swing of
legs to the side that the character will perform while hopping over
an object. The wide leg swing can stagger enemies rather well.
Drop - The character leans over then falls down a platform to the floor
below. This one has just as much recovery animation as the long jump.
--> Giving an Item
While a character is handing an item to a partner, the character is invincible
until the full animation ends. These are very short animations but these
should still be noted. Don't really rely on these, because much like healing
with an herb, the invincibility animation is a bit questionable.
--> Performing a Melee Attack
Both characters are invincible during certain frames of each of their melee
attacks. These also included assist button melee attacks that get an enemy off
of your partner. Some of the attacks cause recovery animation that leaves the
character open to attack but its usually not that much of a problem.
--> While Recovering from an Attack
Any time that your character is recovering from an attack, your character will
be completely invincible to other enemy attacks until they fully recover.
- Types of recovering positions
Slight Stagger - The character staggers forward or backwards a bit as a hit is
received.
Heavy Stagger - The character stumbles forward while ducking a bit and trying
to maintain the current standing position. Your character will
have quite a bit more invincibility frames with this recovery
when compared to the other.
--> Resuscitation
While performing a full resuscitation through an adrenaline boost when your
partner is in a "dying" state, both characters will be completely invincible
throughout the whole course of the animation. Healing with an herb still has
the same unreliable invincibility frames.
--> While Grounded
The moment a character is knocked down to the ground through an explosion or
being smacked upside the head with a shovel, that character is invincible while
on the ground and while getting up from the knockdown.
- While on Fire (burning animation)
While a character flails his/her arms and burns, that character is
invincible... from any other attacks.
- While Electrified (shocking animation)
While your character shakes while being electrified, the character is
invincible from any other attack. If you see an attack coming and you see a
live (electrified) transformer on the ground, then run into the transformer and
suffer minimal damage and the attack will pass right through your character.
If the Executioner begins to swing toward your character horizontally then you
can quickly electrify yourself to avoid being knocked into dying status.
- While Holding up Arms to Block Debris from an Explosion
When a character holds up his/her arms to block the debris rain from an
explosive barrel or grenade, that character is invincible while doing so. This
can be very helpful for the Chainsaw Majini.
- While performing a partner action (hoisting animations)
During the cutscenes where Chris helps Sheva over to another area, neither
character can be hit. The characters can be hit when one stands in place
without the other providing any sort of interaction however.
- Door Kick animation
During the brief animation of kicking a door, your character will have a few
frames of invincibility.
- During a Hold, When Your Character is Winning/Losing the Struggle
Whenever your character is grabbed and a thumbstick icon appears on the screen,
the grabbed character can still be hit by another grab up till the point where
your character suddenly wins or loses the struggle. If your character pushes
the enemy back or if the enemy wins the grab then your character is invincible
during those animations. Keep in mind that there are two different grabs for a
Majini (in front and behind) and one grab for a Kipepeo and they both have
invincibility frames at the end.
------------------------------------
Reloading Through the Inventory Menu
------------------------------------
- Pull up the inventory menu
- Select the desired ammo
- Combine the ammo with the proper gun that needs reloading for an instant
reload
Reloading via the inventory menu does not require your character to perform any
reloading animation and it is instant. This can also be done while in the
middle of melee attack or jump. It sure beats waiting through the long reload
animation of the rifle.
Since your cursor will always start in the middle slot on the inventory grid
for every time that you open the inventory menu, place the desired ammo in the
middle of the inventory grid then place the corresponding gun to the immediate
right, left, top middle or bottom middle slot, so you can quickly select the
ammo upon opening the menu then press in either of those four directions to
combine it quickly.
When you reload through inventory, use the action button to quickly combine the
ammo with the gun. For my setup, I always place shotgun or rifle ammo in my
middle inventory slot then place the shotgun or rifle to the left of that slot,
so basically, for every reload with the shotgun or rifle, I perform the
following button sequence:
Xbox 360 - Y, X, left, X, B (to cancel inventory)
PS3 - /\, [], left, [], O (to cancel inventory)
NOTE: Keep in mind that the aiming button will also cancel the inventory menu
and equip the currently selected item.
---------------------------------------------------------------------------
Reloading from the Inventory Menu while Firing or Performing a Melee Attack
---------------------------------------------------------------------------
While firing a weapon that has a slight delay in between shots such as the
shotgun or rifle, you can quickly pull up the inventory between shots and
reload by combining the ammo with the current gun before the firing animation
ends. This is extremely useful in tense situations such as fighting the
Executioner in the Public Assembly. Be sure to have the ammo in the middle
slot on the inventory grid then quickly select it then combine it with the
nearby gun. Using this technique, you won't even have to worry canceling the
reload animation with a melee attack or having any extra animation at all in
order to reload.
As already mentioned, you can reload through the inventory menu during a melee
attack as well. Depending on the length of the animation, reloading through a
melee attack is usually much easier than performing it during a gun blast AND
the character will be invincible during the full animation of the melee attack
so you have a slight edge if you accidentally screw up while cycling through
the inventory.
Both of these methods take some practice but they can lead to ultimate
aggression when the M37 shotgun is used!
--------------------------------------------------------
Equipping an Item by Holding the Aim Button in Inventory
--------------------------------------------------------
While the inventory menu is up, tap the Aim button while highlighting a gun or
item and your character will automatically equip that item without the need of
going through the text menu and the inventory menu will be canceled as your
character equips the item in real time. This can help out quite bunch for
quickly reloading from the inventory menu in tense situations since you might
want to quickly equip a gun after reloading through combining while you're on
the inventory menu, so simply hold the aiming button while equipping the
desired gun to immediately cancel the inventory menu and aim with the selected
weapon.
---------------------------------------------------
Immediate Lock-On and Fire When Partner is Grappled
---------------------------------------------------
Whenever your partner is grappled by an enemy, immediately press and hold the
lock-on button to face the partner then quickly aim while still holding the
lock-on button and then fire your gun. This will instantly lock-on and allow
you to fire off any enemy that grapples you partner much quicker.
----------------------
Quick Side Turn Aiming
----------------------
(Control types A and C only)
Command: While holding the right thumbstick to the right or left, press the Aim
button when a weapon is equipped.
Your character will quickly turn toward the viewpoint direction and aim when
the aiming button is pressed. This technique can be used to aim to the side
quickly. This is an old technique from Resident Evil 4.
------------------------------------------------
Immediate Melee Attack after Slashing With Knife
------------------------------------------------
(Control types A and C only)
Since Control types A and C share the attack button with the melee prompt
button, whenever your character is slashing an enemy with the knife, that
character will immediately melee attack the enemy if the button prompt appears
on the screen during the middle of the slashing.
This is most useful for knife runs. If you use Type B or D controls then
you'll have to constantly tap the Action button during slashes in order to
quickly perform a melee attack.
-----------------
Taunting an Enemy
-----------------
Command: Push in on the left and right thumbstick
I've already mentioned this in the Basics section under Partner Communication
but I want to stress it a bit more here. Taunting an enemy can be somewhat
useful while setting an enemy up for a trap such as a co-op melee attack.
Whenever a taunt is performed, an enemy will automatically switch its focus
toward the taunting character if the character is near the enemy.
Taunting doesn't always work extremely well. Sometimes an enemy will not turn
during a taunt. If it doesn't turn then get extremely close to the enemy and
it will turn eventually.
-----------------------
Knife Slashing an Enemy
-----------------------
Just like with the handgun or machine gun, the knife can easily set up an enemy
for a melee attack. Slash the enemy in the head, top portion of the body or
legs to possibly stun that enemy and set it up for a melee attack. The
slashing animation can be cancelled just like a gunshot animation if the button
prompt for a melee attack appears during the middle of a slash.
You can also work an enemy into a corner then simply knife slash the enemy to
death as the enemy continues to stagger into the wall after each slash. Try to
stand above an enemy that is getting up and face the enemy so that a wall is to
the enemy's back the start slashing when the enemy rises.
You might also want to knife slash a grounded enemy for a (sometimes) quicker
kill than a ground melee attack. Usually a ground melee attack works just as
well but a knife slash might not take as long to finish off a severely weakened
enemy instead of having to watch the full ground melee attack animation.
---------------------------------------------------------
Knife Slashing or Attacking an Enemy that Climbs a Ladder
---------------------------------------------------------
While an enemy climbs a ladder that is enemy is completely defenseless, so you
can easily shoot them to knock them off and they will take damage from the
fall. You can also position your character directly in front of the top
portion of the ladder and slash enemies with the knife when they attempt to
reach the top. This is another old technique from Resident Evil 4.
---------------------
Leaping into an Enemy
---------------------
Jumping into an enemy that is on the other side of an obstacle, other side of a
gap or below your character will knock the enemy down or stagger the enemy if
your character touches the enemy in any way while leaping. This can be used to
break a grapple that an enemy currently has your partner in or it can be used
to knock down the enemy for a ground melee attack. It can also be used to
stagger a group of enemies that are in a crowd on the other side of an
obstacle. My personal favorite use for this is to leap through a glass window
to knock an enemy down then follow that up with a melee ground attack.
Be careful while attempting this though, since your character will have some
slight recovery animation which allows enemies to move toward your character
and possibly attack before the recovery animation ends. Basically don't leap
toward an approaching enemy that you are not going to hit.
----------------------------
Kicking a Door into an Enemy
----------------------------
Come again? Okay, so this is not really an "Advanced" technique, but your
character can stand on the other side of a door and kick the door into an enemy
on the other side. This will damage the enemy just a bit. The door kick
attack is really more about having fun with enemies than anything else really.
If you're bored then try to kill an enemy with a door. As already mentioned
before, kicking a door will also make your character invincible during the full
door kicking animation as well.
[WT00]
===============================================================================
__ __ _ _ _ _ _
\ \ / /__ _ | || | __| |_ | |__ _ __ ___ _ _ __ _ | |__
\ \ /\ / // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \
\ V V /| (_| || || < | |_ | | | || | | (_) || |_| || (_| || | | |
\_/\_/ \__,_||_||_|\_\ \__||_| |_||_| \___/ \__,_| \__, ||_| |_|
|___/
R E S I D E N T E V I L 5 M A I N G A M E
===============================================================================
Hi, and welcome to the walkthrough section for my Resident Evil 5 guide. This
walkthrough will provide you, the reader, with a full detailed description of
the main game of Resident Evil 5. All item placements and breakable objects
have been described in their own separate sections as well as the main
walkthrough. Areas that may be investigated (examined for more details) are
labeled in the "Investigation" boxes. All treasure locations and BSAA medals
are pointed out in full detail in the actual writing and in lists spread
throughout the walkthrough. If a trophy/achievement can be gained in a certain
area, then it has been labeled for the reader as well.
Keep in mind that this walkthrough is meant for Normal mode and will be updated
for Veteran and a special separate walkthrough may be added for Professional
when I get around to it.
I really had a bunch of fun while writing this and hopefully that will show!
The anticipation for the game and writing for it were both extremely high.
Pure Resident Evil love is in the following text.
Please enjoy the walkthrough section.
-- Berserker
NOTE: Keep in mind that this walkthrough is NOT PROOFREAD yet, so you might run
into some caveman lingo or left out words (<- I have a bad habit with left out
words when I don't proofread). I have proofread up to Chapter 5-3 so far.
= = = = = = = = = = = K I J U J U C A S E F I L E = = = = = = = = = = = = =
==== - Redfield Report (Kijuju Incident) ====
--- "Casualties continue to mount over the long years I have struggled." ---
-- "More and more I find myself wondering if it's all worth fighting for." --
--- "Maybe one day I'll find out" ---
- - - - - -
___ _ _ _ _ [CH11]
/ __\ |__ __ _ _ __ | |_ ___ _ __ / | / |
/ / | '_ \ / _` | '_ \| __/ _ \ '__| | | __ | |
/ /___| | | | (_| | |_) | || __/ | | ||__|| |
\____/|_| |_|\__,_| .__/ \__\___|_| |_| |_|
|_|
-------------------------------------------------------------------------------
--> Chapter 1-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 20+ | 15 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <12'00" | 17'00" | 22'00" | 22'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH111]
Chapter 1-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C I V I L I A N C H E C K P O I N T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Objective: Rendezvous with your contact at the Butcher's Shop
Welcome to Kijuju, fellow Resident Evil fan!
Control of Chris Redfield will be given to the player on the streets of Kijuju
as Kirk contacts Chris. Both Chris and Sheva must meet up with their contact
at the Butcher's shop down the street.
-- "I knew it from the moment I arrived, there's no reason here..." --
Press the R2 (RB) button to bring up your mini-map. This mini-map is so very
important to playing Resident Evil 5 that I'm going to go over the basics here
then bring it back up later. The green pointer represents Chris and the purple
pointer represents Sheva. There is a compass on the upper left corner of the
screen that always points north, which I use to give you directions for this
guide. If you're playing this game co-op then the mini-map should be up at all
times so you can see your partner's current location.
.---------------------------------- EXTRA ------------------------------------.
| If your character happens to be in caution status (orange) health then that |
| character will still be holding his/her chest portion throughout this |
| entire opening segment without an ability to heal. |
'-----------------------------------------------------------------------------'
Press and hold the R1 (RT) to locate your partner in the immediate area. This
can be very important in an intense area when you need to find your partner's
location quickly and have multiple levels of a building or obstacle to worry
about. Sometimes the mini-map doesn't cut it for finding a partner's location
and you'll be forced to use this.
.----------------------------------- EXTRA -----------------------------------.
| If your character walks down the street immediately while Chris talks with |
| Kirk, you'll get to see some townspeople knock down and drag away a fellow |
| townsperson down the first east path. A slight cutscene will play as your |
| character gets closer to them. They seem to disappear into the east alley. |
| If you wait too long at the beginning, then you'll miss out on seeing this. |
'-----------------------------------------------------------------------------'
-- "No humanity." --
There's a lot to see on the streets of Kijuju, but there are no items. All
buildings can be entered so feel free to explore. Walk down the street ahead
to reach the butcher's shop. Neither character can use a weapon or any kind of
attack for the moment. There's plenty of crates and boxes just begging to be
destroyed, but neither character can break them even if this is your second
playthrough.
If your character walks past a townsperson, that person will simply stop and
stare with a most grueling look on his face. It's amazing to stop and look at
the level of detail in each person's face.
-- "Everywhere I look, I find vacant stares... --
The characters will pass a person lying on a crate patting his machete against
his hand. Some residents are grouped in the street nearby him while one of
them smacks something tied up in a burlap sack further ahead. Is that the
townsperson that the characters could see earlier!?
The group of townspeople will stop what they are doing then turn and look at
Chris and Sheva as both characters walk by them.
-- "All I see is death." --
Further ahead and to the west, the characters will come across the one and only
place for fresh and quality meat - the Corner Pyamy Butchery of course. Walk
toward the building to trigger a cutscene.
-- CHECKPOINT
All of the inhabitants are now gone! Well, it's certainly not bingo this time.
The streets are deserted. You can move back toward the radio on the side of
the streets to hear an announcement over the radio. This person must be giving
away free money, or better yet, RE5 promotional goodies!
Continue to the Corner Pyamy Butchery.
.----------------------------------- EXTRA -----------------------------------.
| If Chris steps behind the counter on the outside of the Butcher's shop up |
| ahead, Reynard (the contact inside) will tell Chris to enter the building |
| through the side door. Strangely enough, even if Chris busts through the |
| door and stands in front of Reynard, a player can still trigger this phrase |
| by stepping back outside and walking behind the outside counter. |
'-----------------------------------------------------------------------------'
Step around the right (north) side of the building. Walk over to the door on
the north side. Now, if you're familiar with door opening using the Resident
Evil 4 setup then you will know that a door can be opened gently by tapping the
action button when the button prompt appears while standing next to the door or
your character can kick it open by double tapping the button. Read the tip
below.
.----------------------------------- TIP -------------------------------------.
| When a door is kicked open the kicking animation frames will make your |
| character invincible to enemy attacks. When a door is opened normally, |
| there are no invincibility frames but the sound will not alert unaware |
| enemies like a door kick will. |
'-----------------------------------------------------------------------------'
Upon simply entering or busting into the butcher's shop, approach the man with
the turban (Reynard). Use the button prompt for the action button to speak
with him and a cutscene will trigger.
.---------------------------------- EXTRA ------------------------------------.
| If one player moves too far ahead of the other and meets with Reynard, he |
| will only mention that he heard that there were two of operatives and ask |
| about the character's partner. |
'-----------------------------------------------------------------------------'
Chapter 1-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
B A C K A L L E Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Both characters should open up the metal case in front of them and each
character should pick up the ++M92F (HG)++ from the metal case. Chris will
also slip into his combat gear. If this is a replay and you selected a new
outfit then your character will be wearing it after the next cutscene.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: M92F (HG)
Location: Back Alley - Chapter 1-1
Details: The character's will be placed right in front of the metal case
containing this weapon after the first cutscene with the contact (Reynard) in
the Butcher's Shop. There is one for each character. On the first playthrough,
the characters must pick up one each since it is there only weapon to equip and
they must both equip something to trigger the next cutscene. On a second
playthrough, if the characters already have a gun available then the M92F does
not have to be picked up.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Press the Inventory button to bring up the inventory menu and view your current
inventory. While the inventory screen is open, press the RB button to see your
partner's current inventory. Below is the inventory setup for each character.
C H R I S S H E V A
.-----------------------------------. .-----------------------------------.
| | | | | | | |
| | | | | | | |
| | D-pad | | | | D-pad | |
| | Up | | | | Up | |
| | | | | | | |
|-----------+-----------+-----------| |-----------+-----------+-----------|
| | | | | | | |
| | | | | | | |
| D-pad | | D-pad | | D-pad | | D-pad |
| left | | Right | | Left | | Right |
| | | | | | | |
|-----------+-----------+-----------| |-----------+-----------+-----------|
| | | | | | | |
| | | | | | | |
| | D-pad | | | | D-pad | |
| | Down | | | | Down | |
| | | | | | | |
'-----------------------------------' '-----------------------------------'
R E D F I E L D A L O M A R
As you can see, the inventory is composed of a 3x3 grid. Weapons or items in
the top middle, bottom middle, middle left and middle right slots can be
equipped by tapping the up, down, left and right directions the D-pad. Why
would you want to equip ammo? So you can give it to your partner with the tap
of the assist button while standing near that character. All of the items have
various commands that will appear after equipping them. You can also give an
item by selecting the "Give" command from the inventory menu after pulling up
the command list while highlighting an item.
You'll have to equip the weapon through the inventory menu by pulling up the
inventory (/\ or Y), highlighting it, then selecting the action button to
select and equip it in order to trigger another cutscene.
.---------------------------------- EXTRA ------------------------------------.
| You can walk over to Reynard before grabbing or equipping your weapon and |
| talk with him to hear some extra dialogue Chris is too bulky to get by him |
| and Sheva can't bring herself to leave her partner, so you're going to |
| trigger another cutscene by equipping your weapon to continue. |
'-----------------------------------------------------------------------------'
Now Chris and Sheva are prepared for action! Run over to the --WOODEN CRATE-
- up ahead on the north side of the room. This is one of the many breakable
objects that the characters will find in the game. To break them without
shooting, equip the knife by holding the knife button (L1 or LT) then slash the
crate open to reveal a random item. Not all crates contain random items, but a
good majority of them do. Some crates will always contain the same item.
There are two files on the north side of this room to the left of the crate:
--DYING MEMO-- and --CONTROLS MEMO--.
Dying is a new status in the RE universe. It is basically the new "Danger"
status. When a character is hit while that character has extremely low health,
that character will enter "Dying" status. While your character is dying, a red
glow will encase your screen. Your character can only hobble in his or her
wounded state at that point. A partner must resuscitate or heal your character
by standing in front of your character and pressing the assist button. If a
partner has a green herb then the healing item will automatically be used but
if the partner has no healing item then that character will give the dying
character a quick shot of adrenaline that will take the dying character out of
the current status and heal them just a bit. Adrenaline shots are infinite in
number. Failure to help a dying character will result in death for both
characters after a few seconds; if the dying character is hit with an enemy
attack then the game is over for both players also.
Let's talk about controls. You have four different types of controls - Type A,
Type B, Type C, and Type D. Type D is the default control type. If you're just
now playing this game after having played Dead Space then you will want to
stick with Type D most likely like yours truly. Type A offers the usual
Resident Evil 4 style setup, Type B changes the shoulder button functions while
still maintaining the usual RE4-style camera, Type C changes the right
thumbstick to a character turn and the right or left direction on the left
thumbstick to a sidestep but still keeps the RE4-style buttons in place, Type D
changes the shoulder button functions and changes the right thumbstick to a
character turn while the right or left direction with the left thumbstick is
changed to a sidestep. Got all that? It's best to experiment with them
yourself.
----------------------------------------------------------------- INVESTIGATION
[ ] Counter with Meat Chunks - On the east side of the room across from a door.
[ ] Dying Memo - On the north side of the room to the left of the crate.
[ ] Control Type Memo - On the north side of the room to the left of the crate.
[ ] Long counter with meat chunks - Along the west side of the room, to the
left of where the characters start.
[ ] Counter with Intestine and Cleaver - Across from the files. Light shines
down on this through a hole in the roof.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - Lying on a freezer on the north side of the room.
--> Random Item
-------------------------------------------------------------------------------
The slabs of meat in this room can be slashed with your knife and there are
plenty of other objects such as bottles, gas containers, boxes and cans that
can be knocked around as well. Go ahead, I know you want to! Leave the shop
through the doorway to the west.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Stand - To the right as the character exit the butcher's shop. A character
will need to toss a hand grenade at the stand in order to break it or fire
an explosive round at it with the grenade launcher, so a player can only do
this on a second playthrough.
--> Random Item
[ ] Wooden Barrel - Beside the wheelbarrow to the left after exiting the
butcher's shop.
--> Random Item
-------------------------------------------------------------------------------
Break the nearby --WOODEN BARREL-- by the wheelbarrow outside. Stand at the
top of the stairs that lead west. You see those crows down there? You can
shoot some of them and with your handgun to kill them. The crows will randomly
drop gold once defeated. They will increase your kills for this chapter and
they'll be added under your recorded kills under the main menu (Records). If
this is your second playthrough and you happen to have a flash grenade or hand
grenade then toss it down at them to kill them all.
----------------------------------------------------------------- INVESTIGATION
[ ] Headless dog carcass - The crows surround this gruesome sight.
-------------------------------------------------------------------------------
The crows are surrounding a carcass of a dog. Move into the building with the
"Wood Furniture" sign" along the side of it. Slash the skulls on the shelves
with the candles if you want then open the metal door inside.
Kick open the next door for an incredibly gruesome sight. Break the --WOODEN
BARREL-- and the two --WOODEN CRATES-- behind the goat display then move around
the corner to the west and turn to the left to find the exit door. A ++GREEN
HERB++ is on a shelf to the right of the exit door. Kick open the door then
step outside.
----------------------------------------------------------------- INVESTIGATION
[ ] Goat - Right across from the door that you enter the room from.
[ ] Erratic Memo - On the counter near the metal pot off to the left when
stepping further into the room.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - On the floor near the wooden shelf on the far west wall.
--> Random Item
[ ] Wooden Crate - Along the wooden shelf near the barrel mentioned above.
--> Definite Item: Green Herb
[ ] Wooden Crate - On the desk to the right of the other two objects.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Around the corner on a wooden shelf right before reaching the
exit door.
-------------------------------------------------------------------------------
Some yells can be heard up ahead as Sheva runs to check it out. Don't feel
obligated to follow just yet. Little missy isn't aware of how much a survival
horror fan likes to explore so don't feel the need to follow her immediately.
You can call her back with the assist (O or B) button but she'll move on ahead
again after returning.
Don't worry, I'll help you understand the way she works throughout this guide.
There are no items in the immediate location, so move up the stairs. Press the
assist button in front of the door to confirm that you are ready to move onto
the next area. While online both players must enter ready status in order to
move onto the next area. If you ever find some jackass that continues to play
around for a long time with the environment then continuously press the assist
button while in ready status to annoy them. It works, trust me.
[CH113]
Chapter 1-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
B A C K A L L E Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A cutscene will trigger once both characters enter the room.
A new enemy will attack after the cutscene. These enemies are labeled as a
"Majini" (singular and plural). Majini is the Swahili word for "Evil Spirit".
NEW ENEMY: Majini
A Majini can be shot in the head, upper arm, and leg while they walk or stand
still in order to stun them. While they are in a stunned pose, either
character can rush up to one and get a special command labeled by an on-screen
action button prompt. For the arm stun and leg stun the command will differ
depending on if you're character is in front of or behind the Majini. It is
possible to stun a Majini by shooting it in the arm then bounce it back and
forth with arm stun melees two times with the characters in order to get a
special tag team (or co-op) melee attack. This can be done in single player by
tricking the AI partner but it is most easily done in with a human partner
through online or split-screen co-op play.
The Majini will run toward Chris right after the cutscene. Quickly equip the
knife then slash him as he runs and he will most likely trip. Attack him while
he is on the ground with your special ground melee attack while standing near
him. You can also simply shoot him, but why waste ammo when you don't have to?
You could also use out newfound friend as a convenient start toward a
trophy/achievement since he is by himself.
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: A Cut Above
Description: Defeat 5 enemies with the Knife.
Details: Defeat 5 enemies of any type with only the knife. Equip the knife by
holding the knife button then slash at an enemy. The most important part in
attempting this trophy/achievement is that you make sure that the final hit
that kills the enemy is a knife slash. Only actual knife kills will count
toward this trophy/achievement.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
You can break the nearby TV by slashing it with your knife. There's nothing
special about it but it gives you something to interact with in this room.
Open the door along the northwest side of this room to continue.
Take the ++HANDGUN AMMO (+10)++ in the next room. The glass bottles along the
shelves can be slashed with the knife. Walk toward the window and press the
action button when the "Jump Out" command appears to leap through it.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Along the set of shelves on the cabinet.
-------------------------------------------------------------------------------
You'll be facing the west when your characters land. Behind the fence to the
north is a chicken pen with two chickens running about inside. These chickens
can be almost as vicious as a Majini! I'll show you soon.
Walk to the south. You won't find anything around the south alley, so turn to
the west and continue ahead. A cutscene will trigger eventually.
A whole horde of Majini will start moving toward Chris and Sheva from the east
after the cutscene. Now, keep in mind that the characters have switched
direction since before the cutscene, so they're actually facing the way that
they came from. You don't want to go back that way. Turn around with the
quick turn (Back + Run) and face the west again then run to the open blue door
to the east.
.------------------------------- EXTRA AND BONUS -----------------------------.
| It is possible to hold your ground and fight off all the Majini that attack |
| in the alley. You'll be fighting several at one time, so you really need a |
| human partner to do this. If this is your second playthrough then I hope |
| you brought some grenades. |
| |
| Both Chris and Sheva can set up some of the most devastating co-op melee |
| attacks right here. Simply surround the Majini horde then shoot one of |
| them in the arm and knock it toward the other character. One hit will |
| usually hit several and then the next hit in the sequence will hit several |
| more. A special command such as Chris' Back Hand and Sheva's Spinning Back |
| Kick can easily take out multiple Majini in the alley. Experiment and have |
| fun! |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Back Alley - Chapter 1-1
| [ ] | TREASURE: Topaz (Marquise) [3,000 gold]
|_________________| DETAILS: Defeat a good majority of the Majini in the back
alley area when they attack and one of the final few will
drop this treasure. There will be a Majini equipped with
dynamite that will appear near the end of Majini wave and
he will drop this treasure once defeated. It's best to
attempt this on a second playthrough and bring about 10
hand grenades, especially if you're playing in single
player mode. Chris could also simply bring along his
gatling gun weapon if has been unlocked.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
As the for the chickens that I mentioned earlier, if you can defeat all the
Majini in the area then step inside the chicken pen (hop over the railing), the
chickens will actually attack the characters very aggressively. They're pretty
hard to hit also if the characters try to kill them.
A cutscene will trigger once both characters enter the building if the
characters choose to run from the Majini.
Chris will contact Kirk once again and tell him about the hostile locales.
Chris will contact Kick with the same phrase no matter if you defeat the Majini
or not. If you defeat them then he will contact Kirk directly after the last
one falls.
Pick up the ++RED HERB++ on the shelf inside and the ++HAND GRENADE++ on the
cabinet. Combine the green herb from earlier with the red herb for a full
healing spray. The hand grenade will really come in handy in a few moments.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On the southeast shelf.
[ ] Hand Grenade - On the south cabinet.
-------------------------------------------------------------------------------
Approach the iron door to the side. This particular door type requires that
both players approach it and press the assist button in order to knock it down.
You'll have to examine it first with the action button. Your character will be
in ready status while kicking it, so keep tap the assist button if the other
player doesn't respond as a warning to get their ass in gear.
Maneuver through the gruesome sights in the room and pick up the ++HANDGUN
AMMO++ on the shelf then break the three ++WOODEN BARRELS++ around the corner
on the east side of the room. Find the opening in the floor along the east
side of this room and drop down below via the on-screen action button prompt.
----------------------------------------------------------------- INVESTIGATION
[ ] Meat w/Cleaver - To the left of the door as you move into the room.
[ ] Giant Axe - Right near the meat with meat cleaver.
[ ] Intestines - Move around the counter with the intestines and examine them
from the east side.
------------------------------------------------------------- BREAKABLE OBJECTS
[ ] Wooden Barrel - Across from the opening in the floor.
--> Random Item
[ ] Wooden Barrel - Across from the opening in the floor.
--> Random Item
[ ] Wooden Barrel - Across from the opening in the floor.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo - On the east shelf by the boxes.
-------------------------------------------------------------------------------
Move down the cave tunnel to the north. Some bodies are in the middle of the
tunnel. You can slash them both with your knife to keep you busy while I tell
you about this next part.
The rats in this area can be shot for extra gold, though they only drop 50 or
100 gold per pickup. Time to start building that Fort Knox early, my friend!
You'll have weapons to buy and upgrade in between stages so all the gold that
you pick up along the way will help out a bit. If you're running out of ammo
though, then don't worry about them. Continue further down the tunnel then
climb the ladder at the end.
Pick up the two ++HANGUN AMMO (+10)++ pickups along with the ++GREEN HERB++
pickup. Enter ready status at the door by pressing the assist button near it
to continue.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the shelf at the top of the stairs.
[ ] Handgun Ammo (+10) - On the shelf at the top of the stairs.
[ ] Green Herb - On the table beside the shelf.
-------------------------------------------------------------------------------
[CH114]
Chapter 1-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
P U B L I C A S S E M B L Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
After exiting from the building, the characters start out on a hill with a
curved path in front of them that leads down to a small building.
.---------------------------------- EXTRA/TIP --------------------------------.
| If you look off to the north while standing at the very edge of the cliff |
| that can be dropped down, you can make out both power boxes (transformers) |
| in the town area. You can shoot from the top of the cliff and they will |
| still be on the ground once the two character enter the town much later. |
| It's best to use the rifle, but with good aiming, it can be done with the |
| handgun. This will keep you from having to aim upwards during the tense |
| battle ahead in order to shoot the power boxes. |
'-----------------------------------------------------------------------------'
Run down the path ahead and tap the action button to drop from the ledge at the
end. Collect the ++GREEN HERB++ and ++HANDGUN AMMO (+10)++ from the table.
Enter the building to trigger a cutscene.
.-------------------------------- EXTRA INFO ---------------------------------.
| Before entering the building, your characters can shoot at a few of the |
| breakable objects inside to destroy them and prevent you from having to |
| break them while the Majini raid the building after the cutscene. This is |
| not all that helpful, but still slightly interesting. |
'-----------------------------------------------------------------------------'
-- CHECKPOINT
There are no bells for elusive "women in red" to ring this time, my friend, and
I don't think these townspeople believe in games of bingo, so this sequence in
Kijuju is going to be a bit different than Meester Scott Kennedy's Pueblo
village romp.
.---------------------------------- EXTRA ------------------------------------.
| If either character is killed during this Public Assembly area then you'll |
| receive a death cutscene with a viewpoint while your character stares up at |
| Majini that are beating your fallen character. |
'-----------------------------------------------------------------------------'
Directly following the cutscene, you need to scrounge up some ammo and items
from the current items and breakable objects lying around the room. Break the
--WOODEN BARREL-- and stack of --MELONS-- along the immediate left side and
then turn around and run toward the desk then open the drawer to collect some
++HANDGUN AMMO (+10)++ and then break the nearby --WOODEN BARREL--. On the
other side of the room, destroy the --WOODEN CRATE-- and the stack of
--TOMATOES-- to get some more ammo.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Melons - On the table beside the first window to the left.
--> Definite Item: Hand Grenade
[ ] Wooden Barrel - Inside the building beside the first window to the left.
--> Random Item
[ ] Tomatoes - On the table to the right of the door on the far side of the
building.
--> Definite Item: Handgun Ammo (+10)
[ ] Wooden Crate - On the table to the right of the door on the far side of the
building.
--> Definite Item: Handgun Ammo (+10%)
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Lying on the table beside the TV.
[ ] Handgun Ammo (+10) - Open the drawer below the TV.
-------------------------------------------------------------------------------
There are a few ways that you can approach this part. It all depends on the
individual and how you really want to play.
.-------------------------------- EXTRA INFO ---------------------------------.
| Like the Ganados in the beginning area of Resident Evil 4, the Majini in |
| this area are rather weak and die pretty quickly to just about any attack. |
| Melee attacks after a stun do some extreme damage to these weak Majini, so |
| be sure to use these special attacks to your advantage. |
'-----------------------------------------------------------------------------'
OPTION 1 --> BARRICADE THE ROOM!
Push the bookcases in front of the window on the left side of the room and push
the other bookcase in front of the door on the right side of the room. Stand
on the side of the bookcase that you want to push then hold the interact button
(X) to push the bookcase. In single player mode, you can have your partner
assist your primary character by tapping the partner assist button (O or B)
when the button icon appears while standing next to either bookcase. This will
save you time since the partner will push the bookcase and allow your character
time to push the other.
NOTE: Keep in mind that the partner assist option for interacting or picking up
an item will only appear in single player mode.
-- Tips for fighting off the Majini while in the building:
- Push each of the bookcases exactly twice with each character and this will
leave enough room to shoot the outside Majini when they break down the door
and window and the bookcase will be pushed just enough to where they can't
get through and will have to continue to pound on the obstacle. Feel free to
blast them with your handgun - shoot through the door, who cares if the door
breaks. It's really best to break the door before pushing the bookcase
against it since the bookcase is sometimes the first blockade to fall. One
neat aspect of the door trick is that you can most likely grab the items as
the Majini fall outside the doorway by moving up against the bookcase until
you receive the item pick up prompt!
- Your character can stand right near the window and equip the knife then
simply slash at the Majini instead of shooting them. It's better for Chris
to do this since he has a Machete with greater power and reach but Sheva can
hold off the Majini just as well.
- After barricading the door on the right side of the building, stand near the
far side of the grated window on the wall to the left of the door (far left)
and aim at the outside Majini then shoot at them through the window to stall
them and keep them from damaging the door and the bookcase that blocks it.
If you follow the tips above then you can easily fight off the Majini until
Chris contacts Kirk over his radio. This is much easier to do while playing
cooperatively with a person over Xbox LIVE. Stand at one of the entryways and
guard it by shooting the Majini as they try to enter the building. No matter
which entryway you choose to secure, be sure to look over at your partner to
see how that character is holding up and offer help when necessary.
It's really best to leave the building early, shortly before Chris contacts
Kirk so both players can grab the items from the fallen Majini outside.
Literally run into the middle of a Majini group that has an item near them and
pick up the item. The invincibility animation from picking up the item will
keep you safe and the Majini will likely be recovering from their attacks once
your finished. Time our item pickups to avoid attacks.
OPTION 2 --> RUSH OUTSIDE THE BUILDING AND TAKE THEM ALL ON!
Only do this if you have previously played through this stage. Don't do this
on your first time through. I would advise grabbing all the ammo in the room
like normal before trying this. Jump through the window or kick down the door
and rush outside then fight off the Majini as they hop over the gate, hop off
the building rooftop, or hop off the side of the nearby wooden fence.
.----------------------------------- TIP -------------------------------------.
| The first wave of Majini pile up the most since they will most likely be |
| hopping over the gate already if you choose to grab the items inside of the |
| building, so Chris players might want to take out the Shotgun and clear |
| some of the grouped Majini. Really melee attacks work just as well also |
| for either character. You can also toss a hand grenade at them once they |
| have all landed. |
'-----------------------------------------------------------------------------'
You'll want to use melee attacks for sure if you choose to take on the Majini
outside. Aim for either the head, leg, or upper part of the shoulder on the
arm that is not carrying a weapon and fire then run up to them and hit them
with a melee attack. All of Chris' melee attacks, especially his Straight
Punch work extremely well for crowds and Sheva's roundhouse from a head stun
works well for crowds as well. It is best to stand on the far left side of the
outside area (to the left after jumping out the window since the Majini can't
get behind your character as easily - get in a corner if needed.
Tips for taking on the Majini while outside:
- Before exiting the building, push a bookcase in front of the window and this
will prevent the Majini from moving through the window after the dialogue
where Chris contacts Kirk. This is extremely useful for keeping the Majini
to one side right when the Executioner is about to break the gate.
- The first wave of Majini that climb over the gate are always the most
numerous, so you might want to toss a hand grenade at them as they first
start to land on the your side. Try to make sure that most of them are on
your side before the explosion, so you can collect the items they leave
behind. This is mainly useful for online play where the Majini are much more
numerous.
- Stand at the window on the left side and wait for Majini to step in front of
it then dive out the window to knock the Majini down.
- Stand near the door on the right side of the room and wait for a Majini to
step in front of the door then kick it open to damage the Majini.
- Shoot the Majini as they climb any portion of the gate to knock them back
down the other side. See the tip below for an even better method.
- Shoot the Majini while they are on the wooden fence or while they are on the
car to make them fall and they most likely won't survive the damage of the
fall. You can also stand near the car and slash at them.
- Wait for a Majini to hop over the gate then pin it against the gate with
knife slashes. It's better if you're partner helps you out with this, like a
fellow buddy of mine. You can also slash the Majini that fall down to the
car in the east to knock them off.
- Take shelter in melee attacks since you are invincible during them. Aim at a
weak point on a Majini then simply run into an entire crowd near that one
Majini and perform a melee attack to knock down all of them and sustain
invincibility throughout the entire melee sequence.
- Like melee attacks, you are invincible during an item grab, so quickly grab
any type of item that may be in the area if a Majini is about to hit your
character.
.----------------------------------- TIP -------------------------------------.
| For this gate and any climbable fence, wait until a Majini has climbed to |
| the very top then shoot it with a handgun shot to make it fly off the fence |
| and fall to its death. |
| |
'----------------------------------- EXTRA -----------------------------------'
| The Majini with the megaphone yells out phrases from atop the wooden |
| execution walkway past the gate. Aim at him and shoot him to make him stop |
| yelling and climb down. He will actually leap off of the wooden execution |
| walkway behind the gate and climb over the fence. He will try to smack |
| Chris and Sheva with his megaphone! He will automatically come down and |
| attack once the characters step further into the town after the gate's |
| destruction. |
'-----------------------------------------------------------------------------'
--> CHRIS CONTACTS KIRK AS ALL HELL PREPARES TO BREAK LOOSE
Chris will contact Kirk (the helicopter pilot) eventually. This dialogue
signifies a change of plans as a new enemy prepares to step into view. As the
following dialogue plays out, Majini will begin to walk into the building from
the entrance where Chris and Sheva first entered the building from.
_________ __________
Chris: Kirk! Come in! The locals are hostile! The gate is sealed, and we're
trapped. We need backup, and we need it right now!
Kirk: Roger that. Just sit tight. I'm on my way!
Chris: Did you hear that, Sheva? Helps on the way!
Sheva: Got it! I just hope he gets here quick.
---------- ----------
Shortly after the above dialogue, a cutscene will player where Majini will
break the rooftop of the building that Chris and Sheva stepped into. If you're
still in the building then get the hell out of there! Majini will flood the
building at this point. Don't ever go back to the area where Chris and Sheva
fell down the ledge at the end of the path. If you do, then you might need to
toss a grenade into the building to clear out the Majini that will pursue your
characters before stepping back inside. Also, a new, much bigger threat is
approaching from behind the outside gate.
NOTE: If you toss a grenade shortly before the cutscene where the Majini break
through the roof then the grenade will disappear as the gameplay resumes.
.------------------------------- EXTRA INFO ----------------------------------.
| After the Majini break through the roof of the building, you will enter the |
| most dangerous portion of this stage since the Majini will come at your |
| characters nonstop from now on with much greater number than before. You |
| need to avoid getting surrounded and have an idea of what is around you. |
'-----------------------------------------------------------------------------'
Once the cutscene where the Majini break through the rooftop of the building is
finished, the Executioner from the cutscene will appear in the town outside of
the gate. He will always start out in the far right corner of the alley past
the gate (near the red explosive barrel in that corner). He will slowly walk
toward the gate then swing his axe at the entranceway to knock the gate down.
You can blast the Executioner as much as you want while he walks toward the
gate - you can actually shoot the red explosive barrel along the far right side
of the alleyway that he moves down directly after the cutscene with Majini
breaking the roof if you are quick enough.
Toss a grenade toward the gate as the Executioner steps in front of it to
damage him badly. Your character can also stand near the gate and shoot the
Execution in the head to stun him. Always shoot him in the head with whatever
weapon you use and he will stun quickly. The only bad part about hurting him
before he breaks the gate is that you can't get your free melee attack on him
when he stuns because of the gate. Yes, he can be killed but you're going to
have to work to destroy him. It's kind of like defeating both Dr. Salvadors
during the Ganado raid in Pueblo village in Resident Evil 4 except you're
fighting a walking tank this time. Check the very end of this level if you
want to see how to bring him down with extreme aggression.
.--------------------------- INFINITE TIME GLITCH ----------------------------.
| If neither character passes through the destroyed gate after the |
| Executioner breaks it down, then the dialogue that normally takes place in |
| the town will not play. The stage will basically never end as long as your |
| characters do not cross the area where the gate was. You'll have to deal |
| with the Executioner and plenty of Majini while holding your ground on the |
| other side of the gate. The Majini will eventually stop appearing after |
| enough of them have been killed. As long as your characters do not step |
| past the gate then the following dialogue will not play: |
| |
| Sheva: "There's just no end to them! |
| Chris: "We've gotta' hold out till Kirk gets here!" |
| |
| As long as your characters do not cross the gate, the above dialogue will |
| never play and the stage will never end. The moment your characters step |
| through the gate area, into the town, Majini will appear once again and the |
| dialogue will begin to play then the stage will continue like normal. |
'-----------------------------------------------------------------------------'
Right after the Executioner breaks down the .----------- TIP ------------.
gate, both Chris and Sheva are free to explore | The Executioner's swing |
any part of the town outside of the immediate | that knocks down the gate |
building area. Don't ever stand back and wait | cannot hit your character. |
for him to enter the area since this is such a '----------------------------'
small area and he has too great of a range for your character to stand near him
and avoid getting hit most of the time. If you noticed the brick wall without
paint inside of the building that Chris and Sheva just exited from then these
are the types of walls that the Executioner can break with his axe in order to
enter a building. These type of walls are also found in the buildings up ahead
inside of the town.
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
EXECUTIONER MAJINI
------------------
HP: 12,000
--> THE ENTRANCE GATE HAS BEEN KNOCKED DOWN
The Executioner is now a major threat to both of your characters, so let's go
over his attack arsenal.
Executioner Attacks:
1) Horizontal Swing - The Executioner holds his axe to his side then steps
forward with a swing of his axe then he steps forward with another swing
following the first. This is a very dangerous attack and the Executioner's
startup animation for it is sometimes hard to notice.
2) Overhead Swing - The Executioner holds his axe behind him then steps forward
as he performs an overhead swing. Sidestepping it can easily dodge this.
3) Turning Swing - The Executioner turns around to face your character and
swings his axe one time while turning. He doesn't perform this move that
often, but he might just surprise you with it sometimes.
4) Grab - The Executioner reaches out to grab your character from close range.
He will hold your character into the air and choke the character then throw
the character to the ground. While on the ground, press the X button when
the button prompt appears to avoid the Executioner's overhead axe chop.
Failure to dodge will result in an instant kill! This grab can be broken if
you're partner interrupts the grab with a melee attack. On single player
mode, be sure to mash the B button in order to have Sheva break the grab.
One thing that should be highly noted about this attack is if AI Sheva is
grabbed then Mr. Redfield better damn well save her with an assist melee
attack while close to the Executioner or perform some type of shot that
disrupts the grab or else Sheva will sometimes not escape the grab and she
will die!
5) Berserker Rage - When the Executioner is very low in health, he will begin
to swing his axe horizontally over and over as if in a raging state, so be
prepared to run away from him or at least back up. He will usually swing
one way then keep moving that save way, so step to the side and around him
when he starts this. He will perform both horizontal and vertical swings.
Just because he performs a vertical swing does not mean that he is finished.
As he gets lower in life, he may take quite a while to stop this combination
attack.
6) Recovery Swing - If both characters hit the Executioner with a melee attack
when the Executioner is stunned then the Executioner will crouch downward
and eventually recover while performing a set of horizontal swings
resembling the Horizontal Swing mentioned above. The only real difference
is that he has a crouching pose for the startup and will only do this after
both characters have hit him with a melee command after a stun.
(NOTE: The Executioner has a certain frame of animation during some of his
attacks that will keep him safe from attacks that would normally stun him, so
if you toss a grenade or hit him during these times, then he will not crouch
down. This usually occurs at the very end of each attack.)
.-------------------------------- EXTRA INFO ---------------------------------.
| Make sure that you have an idea of where your partner is from now on since |
| this is a rather big area. In single player mode, keep Sheva on "Cover" |
| command and she will keep up with Chris and heal him when needed and Chris |
| can do the same for Sheva. |
| |
|--------------------------------- WARNING -----------------------------------|
| DO NOT heal your partner if he/she is struck down in front of the |
| the Executioner unless the heal is near instant while the character is |
| getting up from being knocked down. The Executioner's horizontal swing is |
| capable of hitting both characters during the healing animation and sending |
| both into dying status. Work on stunning the Executioner with a shotgun |
| blast directly to the head, two handgun shots to the head or a grenade |
| tossed near him then heal your partner. A Resuscitation near the |
| Executioner is a fine choice since both characters are invincible during |
| the entire animation, but healing with a green herb can be a death sentence |
| for both characters. Remember that a green herb is automatically used |
| in place of a Resuscitation when one is your character's inventory and this |
| animation is NOT an invincibility animation. |
'-----------------------------------------------------------------------------'
For the remainder of the town, allow me to take you on a guided tour, my fellow
RE fan! You don't have to follow me, since I don't move along a convenient
path, but feel free to read on:
OPTION 1 --> GO LEFT (FROM BEGINNING OF THE TOWN)
- MAKE ANOTHER LEFT
When the two characters step through the gate, the blue stand to the left can
be destroyed (with a grenade/knock a Majini into it/have the Executioner take a
swing at it)) to receive a --RANDOM ITEM--.
--------------------------------------------------------------------- ITEM LIST
[ ] Random Item - Use a grenade to destroy the blue stand to the immediate left
after stepping through the destroyed gate. You can also knock a Majini
into it with melee or have the Executioner attack it.)
-------------------------------------------------------------------------------
There is a ladder that can be climbed if you move left then walk beside or hop
over the small wooden fence to the left. This actually leads up to the top
portion of the building that Chris and Sheva just exited from. Climb the
ladder and run along the top walkway. Majini will climb on top of this high
walkway area from below.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - In a corner behind a fence railing.
--> Random Item
[ ] Wooden Crate - On the table with the Green Herb.
--> Definite Item: Handgun Ammo (+10)
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the middle table.
[ ] Green Herb - On the table with the crate.
-------------------------------------------------------------------------------
You'll need to step around the hole in the floor and get to the other side of
this floor in order to move up to the high rooftop. The hole mentioned is
actually the hole from earlier that the Majini made to enter the building.
Climb the ladder on the other side of the hole.
.------------------------------------ TIP ------------------------------------.
| While both characters are on the top walkway and while they are in any |
| other area where the Executioner can't reach, the Executioner will walk |
| back and forth between the many hazards below. While looking off the side |
| across from the ladder that the characters use to get up to this high area, |
| notice how the Executioner walks up and down the main path and moves by the |
| set of red barrels and walks up under the power box hanging on the wooden |
| pole beside the broken down bus. He heads toward the far gate to the north |
| (by the red barrels near the gate) and then steps into the market area in |
| the northeast. |
| |
| He will step over the small railing in the east and then walk to the south |
| (by the set of red barrels again) and then head toward the single red |
| barrel by the execution walkway. He will walk back toward the gate in the |
| north from here. The Executioner will keep up this pattern whenever both of |
| your characters are on a high area that he cannot reach or inside the bus |
| in the midportion of town! |
'-----------------------------------------------------------------------------'
On the very top of the building (third floor), three ++HAND GRENADES++ lie near
a water tower on the opposite side of the rooftop. Majini will climb the
ladder that Chris and Sheva came up and they will also climb up the side of the
sign railing of the building. This is an excellent place to steak out when
you're running low on ammo, since the Majini will begin to come in much fewer
number here than they will on the ground level of the town below. They won't
attack as much on the lower walkway either.
--------------------------------------------------------------------- ITEM LIST
[ ] Hand Grenade - On the west corner of the rooftop.
[ ] Hand Grenade - On the west corner of the rooftop.
[ ] Hand Grenade - On the west corner of the rooftop.
-------------------------------------------------------------------------------
OPTION 2 --> TAKE THE PATH STRAIGHT AHEAD (FROM BEGINNING OF THE TOWN)
There is a set of !!OIL CANISTERS!! along the middle path that can be shot.
Run past the canisters then turn around and shoot them whenever the Executioner
moves by them and they will cause a burst of flames to stretch out along the
ground beside them and burn any Majini that happen to cross it. Your character
can stand on the opposite side and shoot at the Executioner while the wall of
flames separates him from your team. The Executioner has a bad habit of simply
walking into the flames. Keep in mind that your character can knock a Majini
into the flames by melee attacking or staggering a Majini into the fire through
gunfire.
Notice the bus in the middle of the town by across from the building by the
execution platform.
- INSIDE THE BUS
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - In the back of the bus (left).
--> Random Item
[ ] Wooden Barrel - In the back of the bus (right).
--> Random Item
-------------------------------------------------------------------------------
- CONTINUE DOWN LEFT PATH
You'll come upon a small shack with a --WOODEN BARREL-- inside. Right up above
this shack is a !!TRANSFORMER!! (power box) that can be shot down in order to
damage enemies. The unique aspect of these power boxes is that, once the
electrical surge dies down, they can be shot again and again in to restart the
electricity in them and shock any nearby enemies that happen to step near them.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - In the back left corner of the small shack.
--> Random Item
-------------------------------------------------------------------------------
- ENTER THE MIDDLE BUILDING
After opening the door, --HANDGUN AMMO (+10)-- is lying on a table to your
immediate left. The Executioner can break through the wall on the right side
of this building and the wall on the left side. Open the drawer of the cabinet
right across from the handgun ammo and take the --MACHINE GUN AMMO (+30)-- from
inside. If you need to make a quick escape from the building then jump through
window next to the left corner to the side.
.--------------------------------- EXTRA INFO --------------------------------.
| The Executioner can destroy the weak walls in these buildings and hit your |
| character with that particular swing, so stay away from the weak brick |
| walls. Your character can destroy them by throwing a grenade at them. |
'-----------------------------------------------------------------------------'
Further around the left corner a --GREEN HERB-- and some ++HANDGUN AMMO (+10)++
are on a table and another ++HANDGUN AMMO (+10)++ pickup is lying on some bags.
There are two --WOODEN BARRELS-- beside the bags. Watch out for the wall to
the left since the Executioner can break through it.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Lying near the sandbags (right).
--> Random Item
[ ] Wooden Barrel - Lying across from the sandbags (left).
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Lying on the table to the immediate left after opening
the door.
[ ] Green Herb - Lying on the nearby table after turning the left corner.
[ ] Handgun Ammo (+10) Lying on the nearby table after turning the left corner.
[ ] Handgun Ammo (+10) - Lying on the sandbags in the right corner near the
barrels across from the window.
-------------------------------------------------------------------------------
OPTION 3 --> CONTINUE DOWN THE RIGHT PATH (FROM BEGINNING OF THE TOWN)
To the immediate right is an alley behind the execution platform that has an
!!RED EXPLOSIVE BARREL!! in the corner of it. The Executioner can be lured
here or you can lure him further ahead down the middle path and shoot the !!OIL
CANISTERS!! to the side in order to ignite the ground and burn the Executioner
and any Majini that move along the path. The ladder of the execution platform
across from the group of red barrels can be climbed; the platform makes a good
sniping spot for shooting the Executioner below. Beware that the Executioner
can get on this platform, it just takes him time. He will enter the building
below, next to the execution platform, then walk up the stairs inside and come
after your character.
- ENTER THE BUILDING NEAR THE EXECUTION PLATFORM
Speaking of the building that the Executioner goes to, you can enter that
building and pick up the ++INCENDIARY GRENADE++ and the ++HAND GRENADE++ on the
group of shelves to your left after opening the door. Look to the right and
open the drawer of the blue cabinet to find some ++HANDGUN AMMO (+10)++ inside.
There is some ++MACHINE GUN AMMO++ on a shelf with a --WOODEN CRATE-- lying
beside it in the far right corner (while entering via the door) of this floor
also.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - On the shelf near the Machine Gun Ammo.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Incendiary Grenade - On the shelf with the hand grenade.
[ ] Hand Grenade - On the shelf with the incendiary grenade.
[ ] Handgun Ammo (+10) - Inside the cabinet drawer across from the shelf with
the grenades.
[ ] Machine Gun Ammo (+30) - On the shelf to the far left of the door.
-------------------------------------------------------------------------------
You can choose to go up the stairs from here and move out onto the execution
platform or jump out the nearby window and enter the area with stands up ahead.
For this walkthrough, I'm going to hightail it out the window.
The Executioner can break all the wooden stands in this area, but he needs to
step over the nearby fence in order to get to your character, so keep that in
mind if he is nearby.
- DEEPER INTO THE TOWN
There is a !!TRANSFORMER!! on a pole in the very middle of the main path that
stretches across the town that can be shot down like the power box from
earlier. Aim up and shoot it when the Executioner steps by it. Remember that
you can shoot it again (while it is grounded) whenever the electricity stops
for another burst of electricity.
Look up ahead and spot the white and red umbrella to the right of the back
gate. This nostalgic scenery actually stands as a marker for an important
weapon. Open the --METAL CASE-- below the umbrella and take the ++VZ61 (MG)++
machine gun from inside.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: VZ61 (MG)
Location: Public Assembly - Chapter 1-1
Details: Open the metal case on the stand under the red and white umbrella to
the right of the locked north door during the Public Assembly timed portion.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
There is a group of --TOMATOES-- near the case, but they don't ever hold any
type of item. You can shoot the !!OIL CANISTERS!! near the stands to trigger a
fire just like near the entrance to the town. Once the closest stand is
destroyed near the barrels (through enemy hits or the fire) a
--RANDOM ITEM-- will appear where the closest stand to the barrels was at.
There is another --RANDOM ITEM-- in the stand further to the side, but you'll
need to throw a grenade at it or allow the Executioner to break it in order to
get the item.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tomatoes - On the stand with the metal case.
--> Definite Item: Nothing
--------------------------------------------------------------------- ITEM LIST
[ ] VZ61 (MG) - Open the metal case on the stand with the red and white
umbrella hanging overhead.
[ ] Random Item - Destroy the stand closet to the group of red barrels [shoot
the red barrels to destroy it].
[ ] Random Item - Destroy the other stand by the one mentioned above - use a
grenade/knock a Majini into it with melee/allow the Executioner to attack
it.
-------------------------------------------------------------------------------
The gate in the back of the town is locked. Move across to the opposite side
of the section above (left side) and hit the group of --MELONS-- for an item
then turn your attention to the stands further ahead and pick up the ++HANDGUN
AMMO (+10)++ then destroy the nearby --WOODEN BARREL-- for an extra item. If
you have a grenade, you can toss it at the stand closest to the stairs that
lead up to the middle building and the stand behind the stand with the melons
and a --RANDOM ITEM-- will appear in the debris of both of them.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Melons - On the stand across from the stand near the wooden barrel.
--> Definite Item: Hand Grenade
[ ] Wooden Barrel - Near the stand with the Handgun Ammo.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the stand near the wooden barrel.
[ ] Random Item - Destroy the stand closest to the wooden barrel [use a
grenade/knock a Majini into it with melee/allow the Executioner to attack
it]).
[ ] Random Item - Destroy the stand closest to the set of stairs leading up to
the middle building rooftop [use a grenade/knock a Majini into it with
melee/allow the Executioner to attack it]).
-------------------------------------------------------------------------------
- THE TOP OF THE MIDDLE BUILDING
Find the stairs that lead up to the rooftop of .----------- TIP ------------.
the building in the back of it. Move up the | Your character can leap |
stairs and run to the left. A !!RED EXPLOSIVE | over to the top of the bus |
BARREL!! will be sitting right near a ledge. | early by jumping from the |
Run toward the explosive barrel and hop over to | far left end of the middle |
the top of the shack up ahead. You can actually | building rooftop (right |
lead the Executioner up to the top of the middle | side). |
building and stand near the explosive barrel '----------------------------'
then quickly leap to the shack rooftop and shoot the explosive barrel. The
Executioner cannot reach your character while on either of the nearby rooftops
(shack or bus). Grab the ++GREEN HERB++ in the corner near the fence while on
the shack rooftop. You have to be careful while up on this rooftop since
Majini will begin to climb and hop over the nearby fence as well as hop to the
rooftop from the nearby middle building and the bus roof.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the corner of the rooftop of the shack near the fence.
-------------------------------------------------------------------------------
While on top of the shack rooftop, turn to the bus and hop on top of it. Rush
to the opposite side of the bus then destroy the --WOODEN CRATE-- on top of the
stack of tires at the end. While on the bus roof, be on the lookout for Majini
that will climb the bus from the below and also keep an eye out on the Majini
that are leaping onto the bus from the top of the shack. You can leap back to
the middle building by stepping toward the side closest to it for a jump
command that will make your character hop back over to it.
--------------------------------------------------------------------- ITEM LIST
[ ] Wooden Crate - At the far end of the top of the bus.
--> Random Item
-------------------------------------------------------------------------------
Here is a list of the character phrases that can be heard throughout this
stage. Each one signifies how much time you have left.
__________ __________
Sheva: There's just no end to them!
Chris: We've gotta hold out until Kirk gets here!
---------- ----------
__________ __________
Kirk: (over radio) Chris. Sheva. How you holding up? I'll be there shortly.
Just hang in there.
---------- ----------
__________ __________
Kirk: (over radio) Sorry to keep you waiting! I'm going to take out the door!
Find some cover!
---------- ----------
If you can manage to defeat the Executioner, then he will drop a ++GOLD RING++.
This item can be sold for 5,000 gold at the shop at the end of the chapter.
Once Kirk mentions the last phrase shown above then the entire stage will be
finished.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Public Assembly - Chapter 1-1
| [ ] | TREASURE: Gold Ring [5,000 gold]
|_________________| DETAILS: Defeat the Executioner Majini before the timer
of the Pubic Assembly raid ends.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> TEARING THROUGH THE EXECUTIONER
Tips:
- Right after the Majini break through the roof of the building, stand near the
left side of the gate and look to the right (behind the gate) then immediately
shoot the red explosive barrel. The Executioner will always start near it
after the cutscene before he walks toward the gate. You have to be fast to
take advantage of the red barrel.
- Before the Executioner breaks down the gate, toss a grenade toward the gate
and this will hit him most likely as he breaks it allowing your character to
fire at him from close range then perform a melee attack right after he breaks
the gate.
- Keep in mind that the Executioner's axe swing that breaks the gate cannot hit
your character, so you can literally stand right next to the gate and hit him
with gunfire while he breaks it. This axe swing will knock away any Majini
that happen to be in the way, but it will pass right through your character.
You could actually keep shooting at his head and restunning him before he has a
chance to break it.
- When the Executioner is stunned from taking too much damage, shoot him in the
head with the handgun (or other weapon) a few times from close range then
quickly cancel the final shot before he recovers into a melee attack - wait
until he starts to rise. Once he is FULLY standing, he cannot be hit with a
melee attack.
- The Executioner can be double teamed. Directly after a partner's melee
attack, run up to the Executioner yourself for a melee attack prompt. Only two
melee attacks may be performed per stun. If your partner hits the Executioner
while the Executioner is grappling your character, run up to the Executioner
yourself and perform a melee attack as he staggers. Learn to take advantage of
this "buddy system" we have here to avoid being "sandwiched". The Executioner
will always perform a recovery swing after being hit with two melee attacks in
a row, so back away from him after the second melee attack - it IS possible to
restun him by shooting him in the head before he performs the recovery swing,
but it is extremely risky.
- If you're playing single player, then run up to the Executioner while he is
stunned and hit him with a melee attack with Chris then run toward the
Executioner and move behind him; if she is in "Cover" assist mode, Sheva will
follow Chris and melee attack the Executioner as she runs by.
- The Executioner's overhead swing can be dodge by simply sidestepping to the
right or left. You can actually use this sidestepping technique to remain
close to him and blast him. His horizontal swing can be avoided by constantly
backing up, but don't rely on this all the time, especially when he starts to
go berserk!
- Regarding the above tip, remember these move startup animations:
holding axe behind him = vertical (overhead) swing
holding axe to the side of him = horizontal swing
- The Executioner will kill any Majini that he hits with his big axe, so he can
clear a whole crowd for your characters. All the Majini that stand in front of
the gate as he breaks it will be damaged by his axe.
- Gunfire aimed directly at the Executioner's head will stun him extremely
quick. Just two handgun shots directly in the head should be enough to stun
him in single player and co-op modes. Firing rapidly at his head with the
machine gun will stun him quickly also. If this is your second playthrough,
one close range shotgun blast to the head will usually stun him, one rifle shot
directly to the head will stun him. Keep in mind that the Executioner must be
standing and moving in order to stun him - gunfire while he is getting up will
not count towards a stun.
- Time your reloads so that you reload in front of the Executioner while he is
stunned so that the action command for hitting him appears while your character
is reloading. Right when your character starts to reload, press the button for
the action command to make your character end the reload animation and
automatically start the melee command. This will reload your weapon without
having to watch the entire animation. One neat aspect about this technique is
that you can shoot off a few rounds while close to the Executioner then be able
to reload before finishing off the close encounter with a melee attack.
- Much like the reload technique mentioned above, if you stand in front of the
Executioner when he is stunned then fire off a shot, the animation for the shot
can be interrupted by inputting the command for a melee attack. This mainly
useful for the shotgun and rifle (if this is your second playthrough) since the
handgun already has a fast rate of fire and so does the machine gun, but at
least you can cancel the animation of your character lowering the weapon.
- Run inside the broken down bus and blast the Executioner through the windows.
You'll obviously have to watch for the Majini that enter the bus from the door.
Keep in mind that if the Executioner swings, you are NOT safe from his hits
while in the bus - he can hit both characters through the walls of the bus!
Using the bus, it is possible to step in and out of the bus to lure him toward
it then shoot him from inside. He will almost always walk away after the
characters enter the bus. If he swings however, the walls of the bus will not
protect the characters.
- Set up traps for the Executioner - have him follow you into a building then
jump out the window of the building and toss a grenade inside the building.
Lead him under a power box and shoot it or lead him near a fallen power box
then shoot it to set off an electric current once again. Lead him near
explosive barrels and shoot them also, just be far enough away to where your
character is not caught in the blast.
- Shoot the Executioner from far or long range with the Handgun. If you want
to take him down quickly then you're going to have to pump every SINGLE PIECE
OF AMMO INTO HIM WITHOUT THE SLIGHTEST THOUGHT OF CONSERVING. Toss grenades at
him once they are collected and this will speed up the process dramatically.
Incendiary grenades really work best against the Majini rather than the
Execution but they work well to stagger the Executioner from close range - aim
toward the ground in front of your character then toss the grenade if you have
to - just don't toss it directly at your feet or you'll get burned!
- Run up the steps behind the middle building then stand near the railing
overlooking the staircase while on the rooftop and shoot the Executioner in the
head as he moves up the stairs.
- The swarming Majini are really the worst part about fighting the Executioner,
so you can't stay in one place for too long without surveying your immediate
area. Always look around a bit while fighting the Executioner and, when
available, take melee attack prompts immediately to keep your character from
getting surrounded and to keep your character from getting hit. Picking up
items while in the midst of a mob can really help out for immediate
invincibility against any type of attack as well.
- Setting Sheva to the Attack (Go) command from the moment that the gate is
knocked down will make her more aggressive and she will shoot the Executioner
more often with her rifle. The downside to this is that she may not always be
there to help your character when Chris enters dying status.
--> SPOTS WHERE THE EXECUTIONER CANNOT FOLLOW
- The top walkway above the building that Chris and Sheva enter at the
beginning. This is accessible by climbing the ladder behind the small fence
to the left after entering the town once the Executioner has broken the gate
down.
- The inside of the bus in the middle of the town. He can hit the characters
through the side of the bus if he swings, so watch for his attacks if he is
berserking!
- Jump across to the top of the shack or the top of the broken down bus while
on top of the middle building.
NOTE: He can reach the top of the execution platform, but he must go up the
stairs in the building next to the platform, so your character can seek
temporary relief while on the platform then leap off of it when the Executioner
climbs up to the platform. It's possible to take advantage of constantly
leaping off and climbing back onto the top of the executioner platform. The
Executioner will simply keep turning and walking up and down the ramp.
--> THE GAME PLAN (SUMMARY OF OWNING HIM) [SINGLE PLAYER METHOD]
So basically, from the beginning, (a) look through the gate and shoot the red
explosive barrel behind the gate down the alley to the right after the Majini
break through the roof, 9b) shoot the Executioner with the handgun as he walks
toward the gate, (c) toss a grenade at the gate while the Executioner breaks
it, (d) equip a weapon (the handgun will do) then run up to the Execution and
hit him with continuous blasts to the head (e) melee attack him right before he
fully stands to end the final blast (if you're on single player then run by him
and allow Sheva to hit him with a melee attack), (f) run down the middle path
(towards the first building) and shoot the Executioner with the handgun when
you turn then wait for him to step next to the group of red barrels then shoot
them to burn him (g) stand on the other side of the flames and keep shooting
the Executioner with the handgun even while he burns.
(h) Enter the building to the east and grab the hand grenade and incendiary
grenade, (i) jump out the north window of the current building then run to the
north. Pick up the machine gun from the metal case for some extra firepower.
Run to the stack of melons on the cart to the northwest and slash them then
grab the hand grenade, (j) run into the middle of town and allow the
Executioner to step near the middle portion of the path with the overhead
transformer then toss a hand grenade below him, (k) the resulting explosion
will stun him and knock the transformer down, which will electrocute him. Run
up to him and perform shots with a gun then cancel into a melee. Try to
approach a side where your character is facing the electrified transformer so
that your character knocks him into it. (l) quick turn and run then toss
another hand grenade. The Executioner will be hit by the grenade explosion and
the transformer shock once again, so run up to him again and blast him some
more then cancel into a melee.
Still alive?
(m) Quick turn and run away then toss an incendiary grenade then blast him with
the handgun from a safe distance. (n) he will now be so weak that he will
perform his Berserker Rage swings, so allow him to charge directly toward the
north gate then shoot the oil canisters near the gate to burn him.
NOTE 1: Remember that you can also stand right near the gate as the Executioner
walks up to it and blast him in head continuously with a gun.
NOTE 2: The surrounding Majini (especially while in co-op play) can easily
screw up your game plan when tossing grenades, so the above method might not
always go so well. The main problem I have is with random Majini grabs and a
Majini stepping in front of my character before I toss a hand grenade. You
just have to improvise with another hand grenade or allow the Executioner to
perform his overhead hit then sidestep to the side and blast him with the
shotgun to stun him.
NOTE 3: Cancel into a melee early if the surrounding Majini are about to hit
your character while you blast the Executioner from close range.
--> IF YOUR PARTNER HITS THE EXECUTIONER WITH A MELEE ATTACK EARLY
If you want to fire off some extra shots and your partner rushes in and
performs a melee, you can still get off a few shots along with a melee cancel.
Run up to the Executioner as he staggers then perform a few quick blasts with
your weapon then cancel that blast into a melee immediately. Both characters
can do this no problem. Even if the melee is delayed enough to where the
Executioner is actually moving after the command is entered, it will still hit
him and knock him back.
--> CO-OP STRATEGY FOR THE EXECUTIONER
While playing cooperatively, you're going to be swarmed with extra Majini, so
you really can't stand near him and restun him. You're most likely going to
have cancel your gun blasts early because of the surrounding Majini.
From the start, make sure that you grab the hand grenade in the melon stack by
the window. Toss this grenade toward the fence as the Executioner breaks it
with his axe and this will both stun him and clear out any nearby Majini
allowing you to shoot him a few times then melee him with both characters. Run
down the middle path then wait for him to step near the oil canisters and then
shoot them to halt him and the Majini that follow around him.
- Character 1 (most likely Chris)
At this point, one character should immediately run toward the middle building
on the east side and go inside after the oil canisters are shot. Grab the
grenades and maybe the machine gun ammo inside then quickly jump out the window
on the north side. Open the inventory and equip a hand grenade while jumping
through the window.
Run to the northwest and find the stack of melons then slash at them and pick
up the grenades form that pile. Now you have two hand grenades and an
incendiary grenade. Toss the incendiary grenade at a nearby group of Majini if
they start to swarm your character.
- Character 2 (Sheva)
The other character could enter the building on the west side and grab the
green herb inside and maybe the machine gun ammo then jump out the window on
the northwest side. You need some sort of extra healing item in case something
goes wrong with Character 1, because it can very easily.
Really, Sheva could stay outside of the buildings and simply back up and fire
her rifle at the Executioner. Watch out for Majini that come from the north
however.
- Both Characters Meet
Wait until the Executioner reaches the middle portion of the town, in between
the two buildings then toss a hand grenade at him. The hand grenade should
stun him and make the electric transformer fall right next to him, which will
electrify him for some extra damage. Run up and get the usual hits in on him
depending on the character that you are currently using. If the Executioner
gets stuck with his back to the transformer while it is electrified, then a
melee attack can actually make him stagger into the electrified transformer for
extra damage. Both characters should run up and melee attack him, but the
first melee attack should be delayed until right before he recovers so you can
blast him a bit while he is stunned. The second melee attack can be delayed as
well so both character can pump more gunfire into him shortly before the melee
attack is executed.
Remember to back up to avoid his recovery swing after the second melee attack -
a grenade can actually stun him during the recovery swing. After the second
melee attack toss another hand grenade when he begins to move toward your
character (make sure that he is moving or it won't stun him). The hand grenade
will once again stun him and electrify him because of the nearby transformer.
Run up to him again then blast him and cancel into a melee attack. This should
damage him greatly.
The most important part for this advice is to grab the hand grenades - that's
literally all I get since they are basically enough to take him down if Chris
uses the handgun on the Executioner while in close range during a stun.
- An Alternate Route
Instead of having one character enter the west house, that character could also
climb up the ladder in the southeast section just past the gate then grab the 3
hand grenades at the very top of the roof after climbing the second ladder.
This takes quite a bit of time and leaves your partner open to attack all that
time without your help. The good part about this is that many of the Majini
will focus on the character that climbs the ladder however. The character that
moves up the ladder can also toss the grenades from the rooftop if the
Executioner is below or that character can move back down the platforms and
join up with the partner. If you do this while playing alongside me online,
then the Executioner will probably be falling when you arrive, I'm afraid, so
you could use the grenades on the surrounding Majini at least!
- Confusing the Executioner
Both characters can get on opposite sides of the Executioner and basically
confuse him. He can only come after one at time, so one character can blast
him with the handgun while the other lures him away and sets him up for a melee
attack with a tossed hand grenade.
--> EXECUTIONER EXPLOITS
- The Executioner must stop everything that he is doing and step over the small
wooden fences in the west area right outside the gate to the town and in the
northeast area beside the nearby building. You can hop over the small wooden
fence in each of these areas and wait for the Executioner to approach then
blast him as he steps over the wooden fence. Once he steps to your side,
simply hop back over to the opposite side and make him step over again. The
best fence to do this with is the one in the west right outside the town gate.
The fence near the locked gate in the north has a window near it that you can
hop through to get away from any Majini that pile up - hop through the window
then clear out the Majini then hop back over and take on the Executioner. The
Executioner will most likely walk to the front door, so he will leave the
immediate area but quickly come back and have to step over the fence once again
when you hop back outside!
- It's also possible to lure the Executioner into the first building and vault
back and forth over the railing inside to make him step over it much like the
small wooden fences. It's a little funny to watch him step over such a high
railing.
- The Executioner's swing that knocks down the gate after the cutscene where
the Majini break through the roof CANNOT hit your character, so you take
advantage of this by getting right next to the gate as he breaks it then blast
him or stand right near the gate and continually blast him while he walks up to
it, knowing that you will not get hit when he breaks it.
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
- - - - - -
___ _ _ _ ____ [CH12]
/ __\ |__ __ _ _ __ | |_ ___ _ __ / | |___ \
/ / | '_ \ / _` | '_ \| __/ _ \ '__| | | __ __) |
/ /___| | | | (_| | |_) | || __/ | | ||__|/ __/
\____/|_| |_|\__,_| .__/ \__\___|_| |_| |_____|
|_|
-------------------------------------------------------------------------------
--> Chapter 1-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 15+ | 10 | 7 | <6 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <13'00" | 18'00" | 23'00" | 23'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH121]
Chapter 1-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
P U B L I C A S S E M B L Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chris and Sheva will start out in the aftermath of the Public Assembly battle.
All Majini are now gone, all destructible objects in the town area are now
destroyed and all items in the town area have disappeared. There are two
++GRENADES++ on the roof of the building that Chris and Sheva first entered the
Public Assembly from however. Rush back to the southwest portion and move up
the ladder behind the small fence. Move up the next ladder to step onto the
rooftop where the two grenades are.
--------------------------------------------------------------------- ITEM LIST
[ ] Grenade - On the top floor roof of the south building.
[ ] Grenade - On the top floor roof of the south building.
-------------------------------------------------------------------------------
Run past the gate that Kirk destroyed with the helicopter. There is a --WOODEN
BARREL-- inside of the small shack to the right as the characters step past the
newly opened gate. You can jump out the window of the building then land in
the drainage area below to be able to see a wooden barrel behind a fence up
ahead.
.----------------------------------- TIP -------------------------------------.
| You see that --WOODEN BARREL-- behind the fence in the drainage area to the |
| west? Run up to the fence and slash the barrel through the fence and |
| you'll be able to pick up the ++400 GOLD++ inside without having to get it |
| from the other end of the area. Climb the ladder in the drainage area. |
'-----------------------------------------------------------------------------'
Move around the side of the building above the drainage ditch in the west.
Find the set of double doors in the northwest. There is a dropoff with a
ladder in front of the door. You can fall into the drainage area below and
slash the --WOODEN BARREL-- inside to gain ++400 GOLD++ if you already haven't.
Return to the double doors and activate the ready command while beside them to
move on.
[CH122]
Chapter 1-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
U R B A N D I S T R I C T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Both characters will be able to hear Captain Dechant over radio upon first
stepping into this area. Kick open the door to the building up ahead then step
inside. Slash open the --WOODEN BARREL-- then take the ++HANDGUN AMMO (+10)++
from the table near the barrel.
----------------------------------------------------------------- INVESTIGATION
[ ] Drawers - The Drawers on the south side of the room near the barrels can be
examines.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - In the southwest corner of the room.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the table beside the barrel.
-------------------------------------------------------------------------------
Hop through the window or step around the north corner then open the door to
the west. Some Majini can be heard up ahead.
When the characters walk toward the broken ladder a slight cutscene will play.
Both characters can press the assist button near the ladder for a partner
assist action (assist jump). This makes Chris hoist Sheva up to the floor
above. There is really no reason to do this other than to see a key item that
neither character can reach just yet. The Sheva player should fall back down
after the cutscene. On any playthrough, you can simply skip this partner
assist action.
----------------------------------------------------------------- INVESTIGATION
[ ] Barred Window - The Sheva player can examine the barred window on the
second floor after the partner assist action in order to see a key item.
-------------------------------------------------------------------------------
Find the alley to the west. A female Majini is hunched over a dead body at the
end of the alley. She will be alerted to the characters presence soon, so
prepare to blast her. She actually won't attack from a distance until a
character aims a her. She feels that hot laser on her back ready to blast
through her skull!
When you step into the next area, a Majini will be beating a dead body behind
the fence to the north. If you step near the fence then he will notice the
characters and climb the gate to attack them. You can simply shoot him while
he is at the top of the fence and make him suffer damage from the fall. It's
really best to let Majini such as this come to your side; this way, you'll reap
the reward of the item drop that they might possibly leave behind instead of
having it closed off to you. Slash the nearby --WOODEN BARREL-- in front of
the fence and other --WOODEN BARREL-- in the alcove to the east.
-------------------------------------------------------- BREAKABLE OBJECTS LIST
[ ] Wooden Barrel - In front of the fence to the north.
--> Random Item
-------------------------------------------------------------------------------
.----------------------------------- EXTRA -----------------------------------.
| If the characters run up to the fence on the far south side then a blonde |
| haired woman will fall from the side of the wall behind the fence and a |
| Majini will quickly reach down and grab her then drag her away. Neither of |
| them can be hit. They are immune to damage and will not stagger when shot. |
'-----------------------------------------------------------------------------'
.----------------------------------- EXTRA -----------------------------------.
| A character can stand near the south fence and shoot all the boxes inside |
| the stand on the other side so that the pile falls over. A Majini hides |
| behind them and will knock them down once a player approaches the stand |
| after moving around the corners to the west. If enough of them are shot |
| out of the way, the Majini will be huddled in the stand and only be able to |
| knock aside a few boxes instead of a whole pile. It's quite hilarious to |
| watch his attempt at a scare fail from a FAQ author's thought ahead of |
| time. |
'-----------------------------------------------------------------------------'
Two more Majini will approach your characters from the south. Slash the stack
of --TOMATOES-- in front of the west building. A Majini will attack when your
characters step into the building (he drops through the roof). Slash the
--WOODEN CRATE-- inside the building. You'll find a broken ladder outside the
building to the south. A Majini will step out from the area behind the ladder.
Finish him off then ignore the ladder for now and enter the path behind it then
slash the --WOODEN CRATE-- on the table at the end.
-------------------------------------------------------- BREAKABLE OBJECTS LIST
[ ] Tomatoes - On table by some sandbags to the southwest.
--> Random Item
[ ] Wooden Crate - On the right freezer, inside the west building.
--> Random Item
[ ] Wooden Crate - On the table in the area behind the second broken ladder.
--> Random Item
-------------------------------------------------------------------------------
Return to the nearby broken ladder. You can perform a partner assist action
(assist jump) with this ladder as well, but this one has purpose!
> > > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < < <
Move along the rooftops and head to the north. Use the command to jump to the
room in the far north. The moment Sheva steps into this room, Chris is going
to have to deal with some Majini below. The Chris player will not be
completely overwhelmed though, so don't worry about getting back to him.
Collect the ++HAND GRENADE++ from the top of the freezer and break the --WOODEN
CRATE-- on the table to the right then grab the ++MACHINE GUN AMMO (+30)++ from
the middle table.
Collect the **OLD BUILDING KEY** on the cabinet on the far northwest side of
the room. Run back along the rooftops and get back to your pahrtna' now.
--------------------------------------------------------------------- ITEM LIST
[ ] Hand Grenade - On the freezer to the left as Sheva enters the room.
[ ] Machine Gun Ammo (+30) - On the middle table.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - On the table to the right after entering the room.
--> Random Item
----------------------------------------------------------------- KEY ITEM LIST
[ ] Old Building Key - On the cabinet in the southwest portion of the room that
only Sheva can get to.
-------------------------------------------------------------------------------
> > > > > > > > > > > E N D S H E V A G A M E P L A Y < < < < < < < < < < <
> > > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < < <
Chris doesn't really have that much to do here. As soon as Sheva enters the
building then three Majini will attack him. Simply shoot them in an area that
will stun them for a melee attack then give them an uber Redfield knockdown.
> > > > > > > > > > > E N D C H R I S G A M E P L A Y < < < < < < < < < < <
Once both characters regroup, step into the small room to the east then open
the door at the end. Hop through the window directly ahead then break the
--WOODEN CRATE-- inside.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - Lying on the right freezer in the room in front of the red
door.
--> Random Item
-------------------------------------------------------------------------------
Hop back outside the room then move along the nearby alley to the south. A
Majini will try to climb over the fenced portion of the wall to the east, so
shoot him at the peak of his climb as he tries to climb or allow him to come to
your side then blast him for a possible item.
You'll run across a --WOODEN BARREL-- along the alley as both characters work
their way to the southeast. A Majini will knock over the cardboard boxes that
cover a stand as the two characters walk by it. Slash the stack of
--TOMATOES-- on the table under the umbrella further ahead. You can toss a
grenade or knock a Majini into the stand to the right of the tomatoes to break
it for a random item.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - This is lying along the alley.
--> Random Item
[ ] Tomatoes - Lying on a table under an umbrella to the south.
--> Definite Item: Incendiary Grenade
[ ] Stand - Toss a grenade or knock a Majini into the stand near the tomatoes
to break it.
--> Random Item
[ ] Wooden Barrel - To the west of the building by a fence.
--> Random Item
----------------------------------------------------------------- INVESTIGATION
[ ] Red Door - Red door of the nearby building
[ ] Blue Door - Blue door up the stairs of the nearby building
-------------------------------------------------------------------------------
The red door near the characters and the blue door up the stairs of the nearby
building are locked. You might as well collect the random item from the nearby
--WOODEN BARREL-- to the west before doing anything else. Approach the blue
door below the stairs of the nearby building then open it and step inside.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - By a fence to the west.
--> Random Item
-------------------------------------------------------------------------------
Collect the ++SHOTGUN SHELLS (+5)++ from the cabinet off to the right then
enter the room around the corner to the east and collect the ++400 GOLD++ and
++100 GOLD++ from the long desk. Unlock the door if you want.
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+10) - Lying on a cabinet to the right as the characters
enter the first floor of the building
[ ] 400 gold - Step into the room off to the right before going upstairs to
find this on a desk.
[ ] 100 gold - Lying on the desk beside the 400 gold pickup.
-------------------------------------------------------------------------------
Move up the stairs and step onto the second floor. Take the ++FIRST AID
SPRAY++ from the top of the metal container to the south. Step out onto the
east walkway and break the --WOODEN BARREL-- to the left. Be sure to shoot the
--BSAA EMBLEM (1/30)-- on the south side of this rooftop as referenced below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #01
/ BSAA \
(------------) LOCATION: Urban District - Chapter 1-2
\ EMBLEM / DETAILS: Look off the south side of the east walkway after
\________/ after climbing up the stairs in the building with the two locked
doors to find this BSAA emblem on the outside wall of the
building to the south behind a fence. Aim and look downward.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
----------------------------------------------------------------- INVESTIGATION
[ ] Drawers - Check the drawers to the side of the first aid spray pickup.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - To the left on the east outside walkway.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - On the south metal container after moving up the stairs.
-------------------------------------------------------------------------------
Step back into the building then walk to the west walkway. You can unlock the
blue door to the south if you want. This is the one that was above the stairs.
Two Majini will attack from the outside walkway. One of them knocks over some
cardboard boxes from the right side of the walkway. They probably stack them
up themselves to provide a cheap fright for locals as they knock them over.
Find the chest to the left along the outside walkway and open it to collect the
++ANTIQUE CLOCK++ treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Urban District - Chapter 1-2
| [ ] | TREASURE: Antique Clock [2,000 gold]
|_________________| DETAILS: After climbing the stairs in the building with the
two locked doors, fight off the two Majini that attack near
the west walkway then step out onto it and turn left to
find a chest containing this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Instead of going all the way back down the stairs and exiting the building,
simply drop down off the side of the west walkway to get back to where the
characters were previously at below. Walk toward the door to the north and use
the assist button near it to kick it open and trigger a cutscene.
-- CHECKPOINT
Hey, wasn't that Allyson? Adam's girl? You know from the Kijuju blog. Go and
visit the blog right now and read up on the story of Adam and Allyson if you
don't know about them. It provides some good backstory for her character.
www.kijujublog.blogspot.com
Seriously, go now and read it before walking up the steps ahead and you'll feel
more content in a few seconds. It doesn't provide a major plot device, but
still...
If you collected the Old Building Key then use it to unlock the door of the
building to the west. Break open the --WOODEN CRATE-- then take the ++ITHACA
M37 (SG)++ from the plaque inside the building.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: Ithaca M37 (SG)
Location: Urban District - Chapter 1-2
Details: Have Sheva collect the old building key by moving along the rooftops
after using the partner assist action near the second broken ladder then, after
the cutscene with Allyson, unlock the blue door to the nearby building then
collect this weapon from the plaque inside.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - Inside the building that must be unlocked with the Old
Building Key.
-------------------------------------------------------------------------------
Moving up the ladder to reach the rooftop of the building and climbing up to
the top of the crate in the northwest have little significance unless you're
chasing after the chicken in this area and it happens to fly on top of either
area.
.----------------------------------- TIP -------------------------------------.
| The chicken in this area can lay a variety of random eggs. There are four |
| types of chicken eggs altogether: White (Common), Brown (Uncommon), Gold |
| (Rare), and Rotten (dropped by an enemy). The chicken might lay one of the |
| first three eggs if the characters leave it alone in a certain place for a |
| while. |
| |
| An egg can be equipped and thrown at an enemy much like tossing a grenade |
| or you can "Use" or press the assist button to eat the egg for a health |
| restore depending on the egg type: |
| |
| White (minor), Brown (moderate), Gold (full), Rotten (-50% health) |
| |
| Rotten Eggs will take enough damage to kill most Majini in one hit when |
| thrown. |
'-----------------------------------------------------------------------------'
Break the --WOODEN BARREL-- below the stairs of the north building then climb
the stairs of the building and move toward the door to trigger a cutscene.
-------------------------------------------------------- BREAKABLE OBJECTS LIST
[ ] Wooden Barrel - Below the staircase of the north building.
--> Random Item
-------------------------------------------------------------------------------
Sub-Boss --> Allyson (blonde woman)
My dear Allyson, Adam wouldn't even recognize you anymore... and he sure won't
in a few minutes, now that you've dared to raise those pretty little mouth
appendages to a Redfield. You get a Haymaker to that pretty little face for
that fright earlier, my dear... an uber Redfield Haymaker.
.---------------------------------- TIP --------------------------------------.
| Right at the starting of the battle, if you want to tag team melee Allyson |
| in single player then shoot her in the arm, issue the "Go" command to Sheva,|
| perform a hook on Allyson then Sheva should be behind her to knee her back |
| to Chris. Perform the Haymaker from the front side or step around her |
| backside as she staggers to get the Back Hand command. |
| |
| It's so wrong and disrespectful, but it leaves me feeling so good when I |
| I think about it. |
'-----------------------------------------------------------------------------'
Directly after the cutscene, Allyson will attack both character. She is just
like an ordinary Majini except for the fact that she has a bit more health.
She has about the same amount of health as the Majini with the megaphone back
at the Public Assembly in Chapter 1-1.
Weaken Allyson and defeat her like you would a normal Majini then her head will
bust open to reveal a parasite called a Cephalo. These centipede-like head
appendages strike from medium to close range with their necks. In order to
defeat it, aim for the centipede head and fire at it with any weapon. The
handgun and machine gun really work the best since you can spam it with rapid
fire without knocking it down but if it gets too close then fire a shotgun
blast at it then empty handgun or machine gun bullets into its head while it's
down.
There is a way to avoid the Cephalo spawning however. Simply shoot Allyson in
the leg then run behind her and perform an instant kill melee attack with
either character. Problem solved. This works for any type of parasite
spawning while fighting a Majini. If you want to finish off Allyson in style
however, simply shoot her in an arm and bounce her back and forth then perform
a co-op melee attack against her to finish her off for good also. Go ahead and
perform that Skull Crusher that you're no doubt brainstorming.
Besides Allyson, other Majini will enter the building after a short while.
Simply stun the extra Majini with gunfire then knock them down with a melee
attack. About six extra Majini will attack altogether (not all at once,
usually in groups of two). Allyson will leave behind the --IVORY RELIEF--
treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Urban District - Chapter 1-2
| [ ] | TREASURE: Ivory Relief [2,000 gold]
|_________________| DETAILS: Allyson (blonde woman) will drop this treasure
after she is defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: The Works
Description: Chain the maximum number of combos together in one go.
Details: In single player mode, right when the battle begins, shoot Allyson in
the arm for an arm stun, issue the "Go" command so that you're AI partner runs
behind her. Quickly hit Allyson with a melee attack from up close before she
recovers from the arm stun and your AI partner should be right behind her, so
that character can bounce her back. Let loose the tag team melee button input
command when it appears and you'll bag yourself a trophy/achievement.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
There is nothing outside the door that leads to the second floor walkway where
Allyson was standing in the cutscene. Break the --WOODEN CRATE-- on the table
in the west room.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - In the west room of the building, the opposite room from the
room where Allyson is fought.
--> Random Item
-------------------------------------------------------------------------------
Leave the building by opening the door and stepping down the staircase to the
west. Kirk will come in over radio and mention that Alpha Team is under
attack. Four Majini will step into view from the south and move toward the
characters. I feel a tag team melee coming on.
The double door gate to the west is locked. You can step over to the large
crate up the steps then climb on top and drop behind the west wall or simply
move around the back side of the crate and go through the hole in the wall on
other side. Run to the far north end of the path to the side and break the two
--WOODEN BARRELS--. The lock for the double door iron gate can be broken by
kicking it or shooting off the lock, but there is really no need to do this.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - On the far north end of the area behind the locked gate.
--> Random Item
[ ] Wooden Crate - On the far north end of the area behind the locked gate.
--> Random Item
-------------------------------------------------------------------------------
Open the door on the southwest side of the next building with the assist
"ready" command to continue.
[CH123]
Chapter 1-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A B A N D O N E D B U I L D I N G
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Step around the corner of the dimly lit hall up ahead. A cutscene will play
eventually to showcase the area. Open the door to the nearby room then step
inside.
----------------------------------------------------------------- INVESTIGATION
[ ] Sink - The sink off to the left upon stepping into the room.
[ ] Bags - The pile of bags around the corner to the east. They are to the
left around the first east corner.
-------------------------------------------------------------------------------
Navigate around the corridor up ahead. There are a few rats running about.
They've likely heard that Exterminator Redfield and Alomar are treasure
hunting. Move to the corridor and walk up the stairs.
Notice the black oozing liquid moving out of the ceiling. Both Chris and Sheva
can stand under it and allow it to drip on them. Thankfully neither of them
get dirty. It slides right off Sheva's smooth skin and Chris's granite
composition.
----------------------------------------------------------------- INVESTIGATION
[ ] Black Liquid - The black liquid that drips from the ceiling of the stairs
can be examined.
-------------------------------------------------------------------------------
Follow the corridor to the east at the top of the stairs. A body will step
into view ahead. You can slash it with your knife. Slash open the --WOODEN
CRATE-- on the cabinet. Sheva will speak a little about the corpse as both
character move past it. Break open the next --WOODEN BARREL-- in the southwest
corner of the room ahead.
----------------------------------------------------------------- INVESTIGATION
[ ] Dead corpse - The dead corpse that steps into view can be interacted with
once it falls.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - On the cabinet, to the east after getting off the stairs.
--> Random Item
-------------------------------------------------------------------------------
Climb the ladder up ahead. Just like RE4, these ladder can be knocked over
with the "Knock Down" command that appears while standing above one.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #02
/ BSAA \
(------------) LOCATION: Abandoned Building - Chapter 1-2
\ EMBLEM / DETAILS: After climbing the ladder, move to the center of the
\________/ walkway to the side. Look up and to the northwest to spot a
dead Alpha Team soldier hanging on a wooden pole then look
toward the water tower further upward to see this BSAA emblem on
the framework below it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You see that dead Alpha Team soldiers that hangs on the wooden pole up above
while looking off the side railing? You can be an evil bastard and shoot the
corpse then watch it slowly fall off the pole. I once had him hanging off the
pole with one arm. Anyway... be sure to look up toward the water tower off to
the northwest rooftop and shoot the --BSAA EMBLEM (2/30)-- on the framework
below it.
.------------------------------------ EXTRA ----------------------------------.
| The crows that fly overhead in this area can be shot. They will help to |
| boost your kills for this chapter and might carry random items. |
'-----------------------------------------------------------------------------'
Move directly to the north and slash open the two --WOODEN BARRELS--. Step
past the next Alpha Team corpse along the west walkway. Turn to the left once
you reach the door then hop over the gap in the walkway using the command that
appears while standing next to the hole in the walkway. Open the chest on the
other side and collect the ++300 GOLD++, ++300 GOLD++ and ++400 GOLD++. Leap
back across the gap then use the partner action command to kick down the next
door and trigger a cutscene.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Against the wall to the north along the walkway above the
ladder.
--> Random Item
[ ] Wooden Barrel - Against the wall to the north along the walkway above the
ladder.
--> Random Item
-------------------------------------------------------------------------------
Collect the ++HANDGUN AMMO++ at Captain DeChant's feet then break open the
--WOODEN CRATE-- on the north cabinet and the --WOODEN CRATE-- on the east
cabinet.
------------------------------------------------------------------INVESTIGATION
[ ] Captain DeChant's corpse - Lying at the character's feet after the
cutscene.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - On a cabinet on the north side of the room.
--> Random Item
[ ] Wooden Crate - On a cabinet on the east side of the room.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo - Lying at Captain DeChant's feet.
-------------------------------------------------------------------------------
Open the blue door to the south and follow the corridor ahead as it moves to
the north. Use the command in front of the controls to open the elevator door
then step inside and use the partner assist command to go down.
[CH124]
Chapter 1-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
F U R N A C E F A C I L I T Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Slash the nearby --WOODEN BARREL-- in front of the elevator doors then move
down the hall to the south up ahead.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Across from the elevator.
--> Random Item
-------------------------------------------------------------------------------
Follow the hall ahead as it curves to the east then move up the stairs and open
the door at the top. Slash open the two --WOODEN BARRELS-- to the right of the
dead Alpha Team soldier then slash open the --WOODEN BARREL-- near the door up
ahead.
----------------------------------------------------------------- INVESTIGATION
[ ] Black Slime - On the left corner of the wall at the right turn.
[ ] Alpha Team Soldier - The dead Alpha Team soldier on the floor.
[ ] Door - The locked door to the west.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - To the right of the corpse, next to another barrel.
--> Random Item
[ ] Wooden Barrel - To the right of the corpse, next to another barrel.
--> Random Item
[ ] Wooden Barrel - Near the west door.
--> Random Item
-------------------------------------------------------------------------------
The door to the west is locked and requires a key. Go figure. I know, let's
go down the dimly lit tunnel with black oozing liquid all over the walls... and
a the dead Alpha Team member slumped against the far wall! That's gotta' be
the right way. Follow the south tunnel to the end and move to the west at the
far end and enter the room with the incinerator.
Break open the three --WOODEN BARRELS-- on the south side of the room and the
two --WOODEN BARRELS-- next to the corpse on the other side. Notice the two
gas cylinders that are against the east wall and north wall. The incinerator
in the west can be turned on by interacting with the switch in front of it.
Collect the **FURNACE KEY** from the right hand of the corpse in front of the
incinerator.
----------------------------------------------------------------- INVESTIGATION
[ ] Gas Cylinder - On the east side of the room.
[ ] Gas Cylinder - On the north side of the room.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - On the south side of the room next to two other barrels.
[ ] Wooden Barrel - On the south side of the room next to two other barrels.
[ ] Wooden Barrel - On the south side of the room next to two other barrels.
[ ] Wooden Barrel - Near the dead corpse.
[ ] Wooden Barrel - Near the dead corpse.
---------------------------------------------------------------------- KEY ITEM
[ ] Furnace Key - The dead corpse in the room has this in his right hand.
-------------------------------------------------------------------------------
-- CHECKPOINT
Now, let us go back to the door at the end of the hall with oozing black liquid
that wreaks of death and unlock the door at the end then leave this area. A
cutscene will play once the characters step close to the end of the hall.
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
UROBOROS
--------
HP: 28,000
Weak Points: - Orange glowing portion of arms
- Brownish bubbling portion of collapsed body
- Weak against fire (incendiary grenade, incinerator)
Recommended - Gas Cylinder (shoot them with any weapon after absorption)
Weapon(s): - Incinerator
- Incendiary Grenades
- Any weapon to hit the glowing portion of arms (shotgun)
- Shotgun for showcased body weak point when collapsed
Attacks:
1) Right Arm Swing - Uroboros swings his right arm across the area in front of
him. This attack is mid and close range.
2) Turning Swing - While a character is behind him, Uroboros will swing at the
character with his arm while turning. This attack is very rare, much like
the Executioner Majini's turning swing.
3) Grab and Absorb - Uroboros reaches forward and grabs with both arms. The
partner must save the grabbed character with a partner assist melee or
the grabbed player must shake the left thumbstick to escape. The boss will
eventually let go after a while. He stretches his arms out almost as far as
he swings his arm for the other attack.
4) Lunging Grab - Uroboros ducks down then lunges forward to grab a
character. This grab looks much like the other grab but it is more sudden.
A button prompt that appears shortly before the grab will allow your
character to dodge out of the way of the grab.
5) Dash - Uroboros crouches down then scurries toward your characters. This
move can knock down a character that is in his way but it rarely does so.
6) Arm Extend Grab - From long range, Uroboros will lash out one or both
arms directly forward to grab. This attack can be performed when the boss
has one or both arms and it can be escaped by shaking the thumbstick or
through a partner assist melee.
7) Direct Contact - Any type of direct contact with this boss for a slightly
extended period of about 5 seconds will result in your character getting hit
and covered in a black leech-like substance. The character will hold
his/her body as if in caution status until the substance eventually
disappears. The substance drains your character's health much like a poison
for the first few seconds that it remains on the character. It will not
force a weak character into Dying status.
8) Dissolve - Uroboros can teleport from one area to another by simply
dissolving into the floor and reforming at some other part of the room.
It's a Super Marcus! Dr. Marcus must have somehow survived and taken all of
that mutating green ooze like Shredder in the second Ninja Turtles movie!
No, actually this creature is named Uroboros. Knowing too much about this
creature at this point is actually a spoiler. If you watched the opening movie
then you should realize that this is the man that was overtaken by the black
leech-like substance after the Bird Lady injected him.
You don't want to fight this boss in the current hallway, so turn and run all
the way back to the room with the incinerator. Fighting him in this hallway
with a normal weapon setup is meaningless since all he will do is push both
characters down the hall and into the room with the incinerator while he
damages them with direct contact to his leech-like body.
--> EXPOSING HIS WEAK POINTS
Allow the boss to enter the room and it will trigger a slight cutscene upon
stepping inside. This boss has two visible orange weak points on its arms and
both characters can shoot at the orange glowing weak points to knock off his
arms and stun him. The arms will constantly grow back at a quick rate, so both
characters have to destroy them quickly.
.---------------------------- SINGLE PLAYER TIPS -----------------------------.
| 1) In single player mode, set Sheva to attack mode and she will help out |
| greatly at damaging his arm weak points with her pinpoint accuracy with any |
| weapon. |
| |
| 2) If Uroboros grabs your character then tap the assist button while |
| struggling to have your partner save your character quicker. |
'-----------------------------------------------------------------------------'
--> THE GAS CYLINDERS
You really want to use his arm weak points as a last resort however. Remember
the red gas cylinders along the sidewalls? Run toward one of them with either
character and use the command that appears while standing next to it to make
the character knock it down. Your character is not completely invincible to
attack while performing the knock down animation for the gas cylinder, so you
don't want to knock one over while the Uroboros is nearby. A lot of times, he
will not hit your character, but he can!
The boss will get the gas cylinder stuck in his leech-like body. Back away and
shoot the gas cylinder with any type of weapon to immediately stun the boss and
cause it to collapse. Its weak point will be showcased as the body beneath the
leech-like substance is showcased under the brownish bubbling liquid. Any
weapon fire from any weapon will damage it but close range shotgun blasts are
preferred.
--> THE INCINERATOR
The easiest way to dispose of this boss is to get him caught in the
incinerator. Allow him to pick up a fallen gas cylinder then lead him into the
incinerator. While he is in the incinerator, shoot the gas cylinder to stun
the boss then rush back outside the incinerator and use the controls to seal
the chamber and burn him. One burn will be enough to finish him off on normal
mode, but multiple burns in the incinerator are needed to finish him off on
Veteran mode. This method will help to save a bunch of ammo, but you might
forfeit a certain treasure in doing so.
In order to lead him into the incinerator, it is best for one character to lure
him inside while the other character waits outside the incinerator and stands
by the controls ready to flip the switch after the gas cylinder inside of him
is shot. On single player, walk over to the control and use the assist command
when Sheva is nearby to make her stand near the controls. She will not flip
the lever until the Uroboros is inside of the incinerator, so simply lead the
creature into the incinerator while it carries the gas cylinder then shoot the
cylinder and run out. Sheva will announce that she is flipping the switch and
your character will have a few seconds to get out before the incinerator
closes.
--> STANDING UP TO UROBOROS
The arm swipe and the two mid-range grabs can be avoided by simply backing up;
well, as long as you have room to back up. The arm extend grab can be avoided
with a sidestep to the left or right, but this move will be easier to avoid if
he only has one arm, obviously; it can also be avoided by backing up, really
far!
If the boss is beaten normally without the final hit being delivered by an
incinerator burn, he will drop a ++GOLD RING++ treasure item.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Furnace Facility - Chapter 1-2
| [ ] | TREASURE: Gold Ring [5,000 gold]
|_________________| DETAILS: Defeat the Uroboros without leading it into the
incinerator for the final hit. The final hit must be a
gunshot.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
Run back outside the room after the battle then continue back down the hall to
the north. Use the furnace key on the door at the end to unlock it then step
into the next hall. There are three packs of ++HANDGUN BULLET (+5)++ in the
metal case before the second turn. There is a --BSAA EMBLEM (3/30)-- past the
fence further down the hall. You'll need to look past a concrete piece then
blast it while it hangs on the wall behind the fence.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Bullets (+5) - Inside a metal case before the second turn.
[ ] Handgun Bullets (+5) - Inside a metal case before the second turn.
[ ] Handgun Bullets (+5) - Inside a metal case before the second turn.
-------------------------------------------------------------------------------
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #03
/ BSAA \
(------------) LOCATION: Furnace Facility - Chapter 1-2
\ EMBLEM / DETAILS: When the characters reach the metal case with handgun
\________/ bullets, move down the next hall then look toward the right
fence along the wall. Look past the left side of the concrete
piece to see this emblem on the wall behind the fence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move down the hall to the west and open the elevator using the controls to the
side of it. Step inside then choose to move up with the assist command that
appears in order to end this chapter!
- - - - - -
___ _ _ ____ _ [CH21]
/ __\ |__ __ _ _ __ | |_ ___ _ __ |___ \ / |
/ / | '_ \ / _` | '_ \| __/ _ \ '__| __) | ___ | |
/ /___| | | | (_| | |_) | || __/ | / __/ |___|| |
\____/|_| |_|\__,_| .__/ \__\___|_| |_____| |_|
|_|
-------------------------------------------------------------------------------
--> Chapter 2-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 60+ | 45 | 30 | <29 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <23'00" | 28'00" | 33'00" | 33'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH211]
Chapter 2-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
S T O R A G E F A C I L I T Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Both Chris and Sheva start out in a warehouse. Keep in mind that you can shoot
the rats for some extra gold pickups here. Turn around and slash the --WOODEN
BARREL-- in the northwest portion of the room then climb the nearby ladder on
the crate across from the barrel. You'll find two crates to the east, so hop
the gap in between them then open the treasure chest directly ahead and pick up
the ++300 GOLD++, ++300 GOLD++ and ++400 GOLD++ inside. You've likely seen the
---BSAA EMBLEM (4/30)-- hanging on the nearby wall in full view, right?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #04
/ BSAA \
(------------) LOCATION: Storage Facility - Chapter 2-1
\ EMBLEM / DETAILS: Hanging near the middle of the west wall, above a
\________/ wooden barrel shortly after the chapter begins. There is a note
about the BSAA medals in this room also. The programmers want
you to see this without using Berserker's guide.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
----------------------------------------------------------------- INVESTIGATION
[ ] Both Jeeps - Both jeeps in the back of the warehouse.
[ ] BSAA Emblem Memo - On the sandbags in front of the south jeep.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - In between the two large crates in the north middle portion
of the room.
--> Random Item
[ ] Wooden Barrel - In the very back of the warehouse behind the jeeps
(northeast side).
--> Random Item
-------------------------------------------------------------------------------
Fall down the west side of the large crate then break the --WOODEN CRATE-- on
the sandbags. There is a --BSAA EMBLEM FILE-- on the sandbags near the south
jeep. Take the ++H&K MP5++ from the metal case in front of the south jeep.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: H&K MP5
Location: Chapter 2-1
Details: Open the metal case in front of the south jeep to find this weapon
inside.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Break the --WOODEN BARREL-- below where the BSAA medal was located and check
out the --DIRECTIONS FOR PARTNER FILE-- and --ITEM MENU FILE--. Slash the
--WOODEN BARREL-- and --WOODEN CRATE-- beside the door on the west side of the
room then use the assist button to interact with the door to move onto the next
area.
----------------------------------------------------------------- INVESTIGATION
[ ] Direction for Partner File - On the sandbags to the right of the exit door.
[ ] Item Menu File - On the sandbags to the right of the exit door.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Below the BSAA emblem on the west wall.
--> Random Item
[ ] Wooden Barrel - Near the exit door.
--> Random Item
[ ] Wooden Crate - On some sandbags near the exit door.
--> Random Item
-------------------------------------------------------------------------------
[CH212]
Chapter 2-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
T H E B R I D G E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move around the side of the crates to the north. Notice the C4 explosive
tripwire in between the crates. Take out the machine gun or handgun and shoot
the explosive or the tripwire to set it off from a safe distance. You'll run
across more of these as the characters progress forward. Keep in mind that the
characters can lead an enemy toward the explosive and set it off to damage the
enemy. Aim upwards and to the left then shoot the Majini with the crossbow
that will be alerted to your characters presence.
.----------------------------------- TIP -------------------------------------.
| It's possible to aim up toward the top left metal container when the cross- |
| bow Majini first arrives and shoot him to make him fall on the C4 explosive |
| below. |
'-----------------------------------------------------------------------------'
Continue around the corner and a Majini will be standing to the right. You can
take out your knife and slash him as he runs toward your characters since he
always dashes! Move on further ahead and quickly shoot the Majini with the
crossbow as he tries to run toward on a nearby crate. If he makes it to the
ladder then he will climb up it and try to shoot the character from above.
Another Majini will attack from off to the right (south). If you look to the
north before moving past the crates near the crossbow Majini then you'll notice
a tripwire. With steady aim a player can shoot the wire or a player can shoot
the actual explosive from the top of the crate near it.
Grab the ++GREEN HERB++ inside the crate to the east after turning left up
ahead. Climb the nearby ladder of the crate that the crossbow Majini ran to
and you can get a clear view of the C4 explosive below. Drop down and break
the two --WOODEN BARRELS-- and --WOODEN CRATE-- near it.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - On the other side of the second C4 explosive.
--> Random Item
[ ] Wooden Barrel - On the other side of the second C4 explosive.
--> Random Item
[ ] Wooden Crate - On the other side of the second C4 explosive.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Inside of metal crate next to where the crossbow Majini is.
-------------------------------------------------------------------------------
Maneuver around the sides of the crates to the southeast. Find the single
--WOODEN BARREL-- inside of the metal crate to the east. Shoot the next C4
explosive tripwire then continue around the crates, this time heading north.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Inside of the metal crate in the southeast
--> Definite Item: First Aid Spray
-------------------------------------------------------------------------------
NEW ENEMY: Adjule
A new enemy known as an "Adjule" (dog) will step into view. There are a total
of three inside the open crate up ahead. Take out the shotgun and shoot them
or blast them from far away with the handgun or machine gun. Don't let them
get too close. They have some very fast lunging attacks that can really leave
a player confused as to their location after they hit a character. These
enemies always attack in packs, so be prepared to deal with about two or three
at a time most of the time. Adjules come in three different sizes.
They become more ferocious and tougher when they're heads separate to reveal
their parasitic inside. Any type of burst of light from a flash grenade or
flash round will instantly kill an Adjule that has exposed its parasite,
though, if this is your first playthrough then you don't have either of the
flash explosives yet.
A Majini with a crossbow will be on top of the east metal container during the
Adjule battle so shoot him down or close to a wall so he can't hit the
characters. Look around the side of the crates to the north after the battle
to find a --WOODEN
BARREL--.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - To the north of the open metal crate where the Adjules
attack.
--> Random Item
-------------------------------------------------------------------------------
Shoot the C4 explosive tripwire to the south and move around the side of the
crates ahead. A sinlge Majini will leap out from behind the end of the left
metal crate and attack. Climb the ladder on the side of the crate up ahead as
your characters turn back to the north then follow the path up above and drop
from the other end of the open crate.
A Majini to the west will notice the characters. Soon an Adjule will step into
view along with a new enemy known as the "Big Man Majini". Hurry up and step
out from behind the crates. There is a set of oil canister that can be shot in
front of the car in the open area. This will serve to damage the Big Man
Majini and other Majini and the Adjules that attack.
NEW ENEMY: Big man Majini
Use your shotgun for this part while the other character uses a handgun or
machine gun. You need to focus on the Big Man Majini once he steps into view.
He hits very hard with constant straight punches and an overhead physical
attack with his fists. The best way to deal with him is to take out the
shotgun and blast him from close range to stagger him then rush up toward him
and melee attack him. Blast him again then repeat and keep repeating.
The Big Man Majini can also be take down with a handgun if a character
constantly blasts his legs then runs up to melee attack him when he falls to
his knees. The Big Man Majini can also be set up for a tag team melee after
any type of melee performed to him. The characters can easily turn Big Man
into a punching bag through constant bouncing melee attack after the first
melee. A flash grenades stun can set him up for a tag team melee very easily.
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: The Works
Description: Chain the maximum number of combos together in one go.
Details: In single player mode, lead the Big Man Majini away from the other
enemies, preferably in the narrow area, and use a flash grenade to stun the Big
Man Majini then quickly run behind him and knock him toward your AI partner. If
your AI partner knocks him back then hit him with the tag team melee command
that will appear in order to get this trophy/achievement. This can be done
against all Big Man Majini rather easily, so if you can't get it here then
you'll have more chances later on.
You could also toss the flash grenade then quickly use the "Go" command to make
your AI partner rush to the other side of the Big Man Majini to set up the
placement for the tag team melee nicely. No flash grenade is really needed if
your character uses a handgun and aims for his legs.
Big Man Majini are easier to work into a tag team sequence than normal Majini
because they don't stagger per hit; they only slide just a bit per melee
attack.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
The Majini and Adjules can get in the way quite a bit while attacking the Big
Man Majini. Some of the Majini have crossbows and will try to climb the
ladders of the crates to the west to get to high ground, so be ready to look up
and blast them.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Bridge - Chapter 2-1
| [ ] | TREASURE: Jewel Bangle [1,000 gold]
|_________________| DETAILS: Defeat the Big man Majini and he will drop this.
Most Big man Majini will drop this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
After the battle is over, slash the two --WOODEN CRATES-- on the west side of
the area near the tree. Move around the side of the cars then use the partner
assist prompt to open the gate on the other side.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - On the west side of the open area near a tree.
--> Random Item
[ ] Wooden Barrel - On the west side of the open area near a tree.
--> Random Item
-------------------------------------------------------------------------------
-- CHECKPONT
Break open the two --WOODEN CRATES-- on the sandbags ahead. Walk toward the
gap in the bridge to the north. You see those four red explosive barrels up
ahead? They will come in handy in a moment. Leap to the other side of the
bridge by tapping the button when the "Jump" button prompt command appears.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate (right) - Lying on a sandbag with another crate.
--> Definite Item: Red Herb
[ ] Wooden Crate (left) - Lying on a sandbag with another crate.
--> Random Item
-------------------------------------------------------------------------------
A cutscene will trigger after leaping to the other side of the bridge. A truck
is coming and I don't think uber Redfield has enough strength to stop it with
his bare hands - sometimes I wonder though. Anyway, aim for the closest red
explosive barrel to the right and shoot it when the truck passes by the side of
the explosive barrel to cause an explosion that will make the truck fall over
and slide the rest of the way toward the characters. If you're not precise or
quick enough then truck will ram the two characters and kill them. The truck
can still damage the characters when it slides toward them fast, but when it
slows down quite a bit it is no longer a threat.
A whole horde of Majini will attack from the north side of the bridge up ahead.
Thankfully, they conveniently stand near the left and right red explosive
barrels in the back of the bridge, so take advantage of their red color
blindness then shoot the two barrels to take out several of them with each
explosion. Run ahead and finish off the remainder of them. I don't know about
you, but I feel some tag team melees are needed here.
Run to the warehouse to the far north and break open the two --WOODEN BARRELS--
inside and find the --WOODEN CRATE-- on the east side of the warehouse. There
is also a --WOODEN BARREL-- outside of the warehouse near the sidewall to the
west.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Inside the north warehouse at the other end of the bridge.
--> Random Item
[ ] Wooden Barrel - Inside the north warehouse at the other end of the bridge.
--> Random Item
[ ] Wooden Crate - Inside the north warehouse at the other end of the bridge.
--> Random Item
[ ] Wooden Barrel - Outside of the warehouse and to the west.
--> Random Item
-------------------------------------------------------------------------------
Move toward the stairs that lead to the sewers to the west. Look off the side
of the railing (to the south) and shoot the --BSAA EMBLEM (5/30)-- on the
middle bridge pillar below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #05
/ BSAA \
(------------) LOCATION: The Bridge - Chapter 2-1
\ EMBLEM / DETAILS: After moving to the other side of the bridge, stand at
\________/ the top of the staircase then look to the south below the
bridge. Look at the middle pillar supporting the bridge to see
this emblem standing on a wooden platform that wraps around the
bridge pillar.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- CHECKPOINT
Move down the stairs and enter the sewer tunnel below. Keep moving ahead and
three Adjules will race down the tunnel toward the characters. Both characters
need to concentrate fire here or the Adjules will get past your shots. A
character could toss a hand grenade here since they pile up in a bunch and the
tunnel is narrow. Two more Adjules will attack once the characters move
further into the tunnel. Continue to follow the sewer tunnel as it splits to
the east.
Open the door ahead then move around the corner. Shoot the rats for extra gold
and break the two --WOODEN CRATES-- in the next room. Use the assist button to
interact with the next door in order to enter the next area.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - On the south side of the room in the sewers.
--> Random Item
[ ] Wooden Crate - On the north side of the room in the sewers.
--> Random Item
-------------------------------------------------------------------------------
[CH213]
Chapter 2-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
T H E P O R T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move down the tunnel and be sure to pick up the ++SAPPHIRE (PEAR)++ treasure
off to the left upon stepping out into the waterway.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: This is lying in the standing water on the south
side of the waterway to the left as the characters exit the
tunnel while starting this chapter.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Notice all the Majini to the right up ahead. I bet they'll get up in a second
and try to scare us. Let's move toward them and humor them.
Good freaking god! That makes me want to curl into a fetal position just
thinking about the pain.
NEW ENEMY: Kipepeo
An enemy known as a Kipepeo will bust out of the back of the fallen Majini.
These enemies like to fly overhead and grab your characters with their tail
appendage. Stand back and shoot them with a close shotgun blast or use the
handgun or machine gun. Keep backing up if they move forward in order to avoid
their grab.
A total of three Kipepeo will spawn from the Majini in the waterway. The
Majini at the far end will get up and attack like normal but, once he is shot a
few times, his head will bust open to reveal yet another Kipepeo. Keep in mind
that any Majini that the characters fight in the next few areas might spawn a
Kipepeo without any warning.
The Kipepeos will leave behind ammo and other items just like the Majini so be
sure to watch for it - by now you know that all B.O.W.'s carry gold and ammo,
right? T and G-virus cretins were just concealing it well in the past games.
I suspect those Alpha Hunters back at the Spencer Estate probably had US
dollars, coin currency, gold necklaces, gold teeth, and diamond rings on them
if we would have looked more closely.
.----------------------------------- TIP -------------------------------------.
| Instead of fighting the Kipepeos, the character could simply shoot the lock |
| on the gate door ahead from the other side of the screen then run and open |
| the door as they spawn and move down the tunnel to avoid the battle. |
'-----------------------------------------------------------------------------'
Break the lock on the door ahead by kicking or shooting it then enter the dark
tunnel ahead. We have some very nice lighting effects here. Shoot the rats
for some extra gold. Climb the ladder at the far end of the tunnel.
The characters will climb up to a port area. If you look closely, a Majini
will run by to the side; he off to the north past the boats as the two
characters step into view. If you can manage to walk around the side of the
building, arm your S75 rifle quick enough (on a second playthrough) and shoot
him then he will leave behind a ++DIAMOND (PEAR)++ treasure on the other side.
Run quickly over to that side and grab it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Diamond (Pear) [2,000 gold]
|_________________| DETAILS: After exiting the sewer via the ladder, step
around the right side of the nearby building and you'll see
a Majini quickly move around the side of the boat up ahead.
Quickly arm the S75 rifle and shoot him to make him drop
this. You have to be quick. One shot anywhere on the body
at default damage level will work on normal mode.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Pick up the ++GREEN HERB from near the boats to the north and enter the nearby
building to the east. Slash the --WOODEN CRATE-- and the --WOODEN BARREL--
inside the east building then collect the ++GREEN HERB++ to the side of the
doorway.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - Inside the east building after exiting the sewer tunnel.
--> Random Item
[ ] Wooden Barrel - Inside the east building after exiting the sewer tunnel.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near the boats outside the east building after exiting the
sewer tunnel.
[ ] Green Herb - Inside the east building after exiting the sewer tunnel.
-------------------------------------------------------------------------------
Walk back outside the building then move out into the ocean from the shoreline
up ahead. Move against the far south end to find ++100 GOLD++ eventually then
run to the toward the middle of the ocean and find the planks that stick out of
the water in the back middle portion and collect the ++100 GOLD++ while
standing on the north side of those planks. Run to the far northwest end and
pick up the ++TOPAZ (PEAR)++ from the ocean floor.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Topaz (Pear) [1,000 gold]
|_________________| DETAILS: This is lying out in the far northwest portion
of the ocean. Simply run out to the far northwest portion
of the water, near the boat then pick this up.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Enter the marketplace area up ahead past the boats near the shore. Three
Majini (one on the other side of the locked gate and two past the center
stands) will quickly scurry away. You can shoot them if you want. Cowards.
You fear the tag team melee addiction of almighty Berserker! Run now and tell
all your friends about me.
The east gate is locked and requires a key. Slash the ++MELONS++ on the west
side of the middle stand and the ++MELONS++ on the east side. There is also a
stack of ++MELONS++ along the north side but it doesn't hold anything special.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Melons - On the west side of the center set of stands.
--> Definite Item: Shotgun Shells (+5)
[ ] Melons - On the east side of the center set of stands.
--> Definite Item: Hand Grenade
[ ] Stands - Several of the stands in this area can be destroyed with a hand
grenade or by knocking a Majini into them. There are eight destructible
stands total. They all look similar somewhat.
--> Random Items
-------------------------------------------------------------------------------
The chest in the center of the middle set of stands holds a ++RUBY (MARQUISE)++
treasure. You'll have to use a hand grenade to destroy one of the destructible
side stands in order to get to it. If you climb the ladder on the south side
of the building across from the building with the padlock and step across the
roofs then you'll find an ++EMERALD (SQUARE)++ treasure on the far north side.
If you look at the ceiling of the small green building to the south of the
middle set of stands (literally aim upwards while facing the inside counter)
then you'll see a --BSAA EMBLEM (6/30)-- on the ceiling.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Ruby (Marquise) [3,000 gold]
|_________________| DETAILS: Approach the stand in the middle of the market-
place area in front of the locked door and toss a hand
grenade against the chest in the middle of the stands. The
grenade will go off and break the two side stands and allow
access to the chest. Open the chest for this treasure!
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Emerald (Square) [1,000 gold]
|_________________| DETAILS: Find the ladder on the south side of the building
next to the building with the padlocked door then climb the
ladder. Run across the rooftop then walk to the far north
corner to find this laying on the rooftop. It's not exactly
in the corner but very near it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #06
/ BSAA \
(------------) LOCATION: The Port - Chapter 2-1
\ EMBLEM / DETAILS: To the south of the middle group of stands is a closed
\________/ green building. Walk toward the building counter and aim upward
then look at the ceiling to see this BSAA emblem. You can
actually see it glimmering through the crack of the other side
also. This building is very small - smaller than a stand.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Find the padlocked door across from the middle set of stands. Break the
padlock and enter the building.
.----------------------------------- TIP -------------------------------------.
| You can enter this room by knocking off the padlock or you can jump through |
| the window in the back. Majini will attack after you get a key item |
| inside, so if you want to play it safe then jump through window in the back |
| and this will make it to where they have to move through the window to get |
| to your characters. You can stand inside the building and knife slash them |
| as they try. Even the Big Man Majini will fall victim to this though he |
| can get by the knife slashes at times. |
'-----------------------------------------------------------------------------'
Slash the --TOMATOES-- to the right after entering the building. A dead corpse
hangs from the middle of the room. He has a meat hook stabbed through his
neck. Shoot the key on the meat hook and it will fall. Pick up the **PORT
KEY** key item.
----------------------------------------------------------------- INVESTIGATION
[ ] Hanging Corpse - Hanging from the middle of the inside of the building with
the padlocked door.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tomatoes - To the right after entering the building with the padlocked
door.
--> Random Item
----------------------------------------------------------------- KEY ITEM LIST
[ ] Port Key - Hanging from the hook on the hanging dead corpse. Shoot it to
make it fall.
-------------------------------------------------------------------------------
The moment the Port Key is grabbed, several Majini and a Big Man Majini will
surround the building and enter it to attack. If you didn't break the padlock
then they can only get in through the window, so you can easily stand and fight
them off from inside the building but if you did break the padlock then it will
be best to fight them outside to keep them to one side more easily rather than
having them come from two separate directions.
Try to take down the Big Man Majini first by using shotgun blast to knock him
back then run up and melee attack him or one character could blast him in the
legs with a handgun then run up and melee him. The other Majini shouldn't be
too much of a problem, but you might have to break out the shotgun if they
begin to crowd around too much.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Jewel Bangle [1,000 gold]
|_________________| DETAILS: Defeat the Big Man Majini after collecting the
Port Key and he will drop this.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
After the battle, use the Port Key on the gate to the east to unlock it then
move along the dock and step onto the boat to the right. Slash the
--WOODEN BARREL-- on the right side and the two --WOODEN BARRELS-- around the
west corner of the boat. Step out onto the wooden dock to the north and pick
up the ++GREEN HERB++ from off to the right when the dock splits.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - On the right side of the boat near the dock after moving
past the gate.
--> Random Item
[ ] Wooden Barrel - On the left side of the boat (around the corner) after
moving past the gate.
--> Random Item
[ ] Wooden Barrel - On the left side of the boat (around the corner) after
moving past the gate.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the south end (path split) of the wooden dock to the north
of the boat.
-------------------------------------------------------------------------------
Hop into the water below the boat on the north side then pick up the ++400
GOLD++ below the wooden ramp that leads up to the boat. A few Majini and a Big
Man Majini will attack once the characters step near the path ahead. Have the
shotgun ready for Big Man and melee his ass after each shot.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Jewel Bangle [1,000 gold]
|_________________| DETAILS: Defeat the Big Man Majini shortly after moving
along the docks from the ship after using the Port Key to
unlock the gate.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Climb up the ladder to the street above if you haven't already. Kirk will
arrive in the helicopter up above and he will provide cover fire for Chris and
Sheva. You can step behind the wall of the building to the left and use the
new Resident Evil cover feature. You might need to take cover from the Majini
with the crossbows behind the barricade further ahead. Use the handgun or
machine gun while stepping out to fire at them. Kirk should help out quite a
bit though to where you won't have to do that much.
.---------------------------------------------------------.
| Cover feature controls: |
| |
| Action button = press against/move away from wall |
| Aim button = step out and aim while holding the button. |
| Run button = reload (no need to hold aim button) |
'---------------------------------------------------------'
Enter the nearby building to the left and slash the --WOODEN CRATE-- inside.
Be on the look out for the Majini with the crossbow on the high walkway of the
building up ahead. Climb the ladder propped against the right building then
collect the ++GREEN HERB++ near the north railing. You'll most likely notice
the --BSAA EMBLEM (6/30)-- through the doorway of the building to the north
while on top of the current building.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Stand - The first stand to the right can be destroyed. Kirk might destroy
it.
--> Random Item
[ ] Wooden Crate - Inside the building to the left.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near the railing on the north end of the rooftop of the
building with the ladder.
-------------------------------------------------------------------------------
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #07
/ BSAA \
(------------) LOCATION: The Port - Chapter 2-1
\ EMBLEM / DETAILS: Climb to the top of the building with the ladder
\________/ propped against it then move to the north side railing. Look
toward the open doorway on the north building directly ahead
to see this BSAA emblem on the wall behind the doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fall back down the building and hop over the barricade to the northeast. Grab
the ++GREEN HERB++ off the table near the building to the left up ahead.
Majini will move out of the double doors of the building to the northeast. One
of them might spawn a Kipepeo once defeated. Pick up the ++RIFLE AMMO++
further ahead then move around the side of the table to the right and break the
--WOOODEN BARREL-- in the alley beside the northeast building. You can also
hop over the railing to the right just outside the building doors.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Move around the tables to the south outside the northeast
building you'll find this down an alley besides the building. You can also
hop over the railing beside the building to get to this.
--> Random Item
[ ] Tomatoes - On a table under a straw rooftop by the building with the
double doors.
--> Definite Item: Rifle Ammo (+5)
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On a table to the off to the left below the building with the
"STORES" sign off to the left of the street.
-------------------------------------------------------------------------------
Open the double doors of the northeast building then break the --WOODEN
BARREL-- inside and open the metal case then grab the ++S75 (RIF)++.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: S75 (RIF)
Location: The Port - Chapter 2-1
Details: Open the metal case inside the building to the northeast while on the
street where Kirk provides cover fire.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Leave the building then head to the double doors in the north. Use the assist
button to open the doors to continue to the next area.
[CH214]
Chapter 2-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
S H A N T Y T O W N
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You have two choices as to how to enter the building up ahead:
OPTION 1 --> WALK DOWN THE PATH STRAIGHT AHEAD
If you walk down the path then a Majini will .----------- TIP ------------.
eventually spot your character and pound on the | Instead of gunfire, you |
nearby window then eventually break through it | can also equip the knife |
and attack. Stand near the window as the first | then stand in front of the |
Majini climbs through and blast him. There are | window and slash at the |
two more Majini inside that will either follow | Majini from the other |
the first or stay behind - you might have to | side. |
hop inside to get their attention. Run to the '----------------------------'
end of the path and break the --WOODEN CRATE-- on the broken down car that is
blocking the path around the side of the building. Hop through the window and
enter the building.
.----------------------------------- TIP -------------------------------------.
| Try facing the window that the Majini pounds on then jump through it to |
| knock him down and perform a melee ground attack. |
'-----------------------------------------------------------------------------'
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - On a broken down car at the end of the path outside the
building.
--> Random Item
-------------------------------------------------------------------------------
The blood splatters along the wall and sheet to the side provide the perfect
unsettling mood for entering this room. Find the ++HANDGUN AMMO (+10)++ on the
shelf to the right.
----------------------------------------------------------------- INVESTIGATION
[ ] The Chainsaw - The chainsaw on the middle counter in the slaughterhouse.
[ ] Hatchet - The hatchet that sticks out of the meat chunk on the counter
beside the chainsaw.
-------------------------------------------------------------------------------
All the skulls displayed around the room can be destroyed with the slash of the
knife or any type of shot if you so desire. Navigate through the hanging hooks
with animal bits on them and open the door on the other side.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Lying on the shelf across from the middle table.
-------------------------------------------------------------------------------
OPTION 2 --> WALK AHEAD THEN MAKE AN IMMEDIATE RIGHT
Kick through the blue door or carefully open it then move around the side of
the building. Chris players can take out the rifle and look through the window
near the wooden door up ahead then blast the single Majini standing near the
window - the rest won't attack yet. Pick up the ++GREEN HERB++ near the fence.
The Majini will notice your character in due time and open the door to the
building on the left, so you might as well kick down the door and start
shooting.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near the fence across from the back door of the
Slaughterhouse.
-------------------------------------------------------------------------------
.----------------------------------- TIP -------------------------------------.
| If you're fast enough at reaching the wooden door on the other side of the |
| Slaughterhouse, your character can actually kick the door and hit the |
| Majini on the other side of it. This doesn't always work like the window |
| knockdown however. |
'-----------------------------------------------------------------------------'
Pick up the ++HANDGUN AMMO++ on the shelf across from the middle table. You
might want to hop through the window on the other side and break the --WOODEN
CRATE-- on top of the wrecked car down the path to the right. Exiting this
room via the window takes you back to the beginning path basically. Both
characters started down the left side of the outside path. Get back into the
room and kick back through the door on the other side.
--> BOTH PATHS MEET HERE
Alright, so now we're outside the building. Pick up the ++GREEN HERB++ near
the fence if you haven't yet. Move along the path that leads to the hill up
ahead. There are two --WOODEN CRATES-- on a table off to the left right near
the building that both characters just exited from.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - On a table to the left at the beginning of the path; left
box.
--> Random Item
[ ] Wooden Crate - On a table to the left at the beginning of the path; right
box.
--> Random Item
-------------------------------------------------------------------------------
Move up the hill and a slight cutscene will play.
Two Kipepeos will continue their descent and begin to attack after the
cutscene, so shoot them with your handgun. Sheva's machine gun also works very
well at damaging them with its rapid fire and Chris' rifle can knock them down
with one shot. Aim carefully since they sometimes wave around a bit while
flying downward. You might want to back down the hill just a bit as they
descend so they will be closer and usually more still while you fire.
.------------------------------------ TIP ------------------------------------.
| (1) The Kipepeos cannot move under any portion of the Slaughterhouse |
| rooftop, so both of your characters can run under the roof then stand |
| back and shoot them safely from a distance. Kipepeos cannot move under |
| any rooftop of fly though a doorway. |
| |
| (2) A player equipped with a rifle can stand at the bottom of the hill and |
| tell a partner to move forward to and activate the helicopter cutscene |
| by issuing the "Go" command while the player with a rifle stands at the |
| bottom of hill. The rifle player can easily aim and snipe both |
| Kipepeos with the rifle from the bottom of the hill. |
'-----------------------------------------------------------------------------'
Continue up the hill. While standing below the ladder, you'll get a button
prompt with either character. Basically press the B button when the "Assist"
command appears and have the character walk toward the partner and press the
button that appears. Sheva will be hoisted up to the ladder and she will climb
on top of the roof.
> > > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < <
From the moment that you regain control of Sheva, arm the machine gun then
aimed toward the Majini with the cocktails off to the left and tap the trigger
once to defeat him instantly and make a Kipepeo spawn from his body. Pick up
the ++MACHINE GUN AMMO (+30)++ and the ++RIFLE AMMO (+5)++ from the long
platform along the middle portion of the roof then break the --WOODEN CRATE--
on the raised portion on the right side of the roof. There is some ++HANDGUN
AMMO (+10)++ near the railing along the far side of the roof as well as another
--WOODEN BARREL-- on the far left side.
Sheva mainly needs to watch out for the Majini with the crossbow and the
Kipepeos that spawns from the Majini with cocktails. If the Kipepeo flies
toward Sheva after shooting the Majini with the cocktails then make defeating
it your first priority and then quickly shoot the Majini with the crossbow.
Sheva can actually stand behind a wooden wall on the right side up ahead across
from the ladder that will shield her from the flaming bolts.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - along the right side of the rooftop [Sheva only].
--> Random Item
[ ] Wooden Crate - along the far left side of the rooftop [Sheva only].
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - Lying on the long platform in the middle of the
roof.
[ ] Rifle Ammo (+5) - Lying on the long platform in the middle of the roof.
[ ] Handgun Ammo (+10) - Lying near the railing on the opposite side of the
roof.
-------------------------------------------------------------------------------
The Majini with the cocktails will spawn a Kipepeo from its head, so be ready
to blast it with the machine gun if Chris doesn't shoot it. Use the remaining
time to help out Chris while he fights the Majini groups below the building.
Stand and blast them with the handgun or machine gun to help out Chris. Try
not to interrupt the player if Chris has things under control with his melee
attacks.
Whether or not you hop back down the ladder or not at this point depends upon
you. When Chris moves up to the door up the stairs ahead, Sheva can help out
fairly well here. Equip the Machine Gun and aim down at the Majini then barely
tap the trigger while aiming at their legs, head or shoulders and this will put
them in a stunned position where Chris can hit them with melee attacks. If the
Chris player realizes what Sheva is doing this can go extremely well. Either
way, the Chris player should begin to realize the stunned Majini in front of
Chris. Sheva needs to watch Chris' back and protect him from any Majini that
might sneak up behind him as well. Shoot any Majini that get near him and try
to blast them in vital areas to stun them for Chris to melee attack them.
In order to get off the rooftop, Sheva will have to jump back down from the
side with the ladder and move around the side of the building to rejoin Chris.
> > > > > > > > > > > > > > > E N D S H E V A < < < < < < < < < < < < < < <
> > > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < <
Chris needs to go around the left side of the building. There is a breakable
--WOODEN BARREL-- down a path to the immediate right after moving around the
side corner of the building.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - At the end of the path along the left side of the building.
--> Random Item
-------------------------------------------------------------------------------
.------------------------------------ TIP ------------------------------------.
| If you want AI Sheva to get off the building and rejoin Chris then tap the |
| Assist button to issue a "Cover" assist command and she will usually jump |
| off the building and meet up with Chris. |
'-----------------------------------------------------------------------------'
Chris will have to deal with a small group of Majini as they move down the hill
directly ahead of him. There is also a Majini with a cocktail on the ledge
directly ahead. Shoot at the Majini up the hill and prepare to back up as the
Majini on the ledge tosses cocktails toward Chris; he might toss them toward
Sheva. The cocktails can damage the Majini below, so he might actually do
Chris a favor if you back up when he tosses the cocktails. You'll eventually
need to shoot the Majini on the ledge if Sheva doesn't shoot it for you.
The Majini with the cocktail will spawn a Kipepeo from his head, so prepare to
shoot it with the handgun or rifle. The rifle really works the best since it
is at such a distance - simply shoot the Majini then equip the rifle and blast
the Kipepeo as it spawns. It will fly toward either Chris while he is
stationed below or Sheva while she is up on the building, so be sure to take it
down.
After the Kipepeo is defeated, move further up the hill and a group of Majini
will bust through the door of the building at the top of the stairs. Shoot at
them from below the stairs and aim for a vital area on them such as the head or
legs then run up and knock the whole crowd down with a melee attack. If Sheva
didn't do a good job of surveying the area then a Majini with a crossbow will
be at the top of the steps. Sometimes a Majini will hang around inside of the
building up ahead as well. If you have a hand grenade here then toss it up the
stairs and this should defeat the majority of the Majini.
Sheva should come and join Chris in just a minute. If she doesn't then call to
her with the B button or tell the other player to climb down the ladder and get
their ass in gear.
> > > > > > > > > > > > > > > E N D C H R I S < < < < < < < < < < < < < < <
Make an immediate left and enter the restroom area. Move over to the last
stall and prepare to shoot the Majini standing in that stall; he might rush
toward your character. Pick up the ++HANGUN AMMO (+10)++ where the Majini was
standing then break the --WOODEN BARREL-- next to the nearby sink.
.---------------------------------- TIP --------------------------------------.
| Equip the knife and face the Majini as he runs out of the stall then slash |
| him to most likely knock him down. Perform a melee ground attack to finish |
| him off if he falls. |
'-----------------------------------------------------------------------------'
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - In the restroom, near the sink.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On the floor in the last stall where the Majini is.
-------------------------------------------------------------------------------
Walk back out of the restroom then continue on up ahead. Grab the ++RED HERB++
off of the table then turn left. There is a Majini in the small alcove behind
the boards - look to the left as your character enters the area. Prepare to
blast him then run up and melee him or whatever ritual you have. Break the
nearby --WOODEN BARREL-- across from where the Majini was standing.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - In the alcove across from the alcove with the Majini.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On the table next to the boarded alcove.
-------------------------------------------------------------------------------
The metal set of red double doors are locked .-------- EXTRA NOTE --------.
from the other side. Go ahead and investigate | A grenade cannot even open |
them to see the outside padlock. Walk further | those locked doors from |
into the room ahead then turn to the left and | this side. They will be |
move up the stairs. A single Majini is guarding | opened in a moment with a |
the stairway, but as your character moves | little co-op assistance. |
further up the stairs, another Majini will walk '----------------------------'
down the second set of stairs at the top and another will enter the area from
the doorway that leads out to the left walkway. Be sure to watch both of them
as you shoot so one doesn't get the drop on your character.
Run off to the left while on the second floor then pick up the ++HAND GRENADE++
from the chair off to the left and step out onto the outside walkway then grab
the other ++HAND GRENADE++ off to the left. If you walk over to the right past
the metal drum and look up while out on the walkway, you'll see that the next
floor is broken and has a dropoff where one can easily get back to this floor.
Chris should keep that broken side of the above ledge in mind. Run back into
the building then climb the next set of stairs.
--------------------------------------------------------------------- ITEM LIST
[ ] Hand Grenade - On the chair near the right outside ledge entrance.
[ ] Hand Grenade - To the left on the outside ledge.
-------------------------------------------------------------------------------
.--------------- FIRST FLOOR METAL DOOR LOCK GLITCH/EXPLOIT ------------------.
| While on the second floor, it is possible to arm a grenade and stand on the |
| right side of the third column to the right on the outside walkway of the |
| current building and arm a hand grenade then toss the grenade against the |
| yellow Animal Health sign of the BG Production building next door so that |
| it bounces off the sign and lands in front of the red metal door below, |
| which will break the lock. The correct targeting for tossing the grenade |
| is to aim directly at the sign with both character and aim a little |
| downward. |
| |
| You can also bounce a grenade off the side of the third floor walkway of |
| the other building or you can toss it toward the right edge of the wall on |
| while on the third floor of the current building. There's a variety of |
| ways to bounce the grenade, as long as it fall in front of the door below. |
| |
| Sheva can hit the lock from the third floor of the BG Production building |
| after Chris tosses her over if you toss a grenade down at the red metal |
| door while standing on the edge of the third floor. The aiming can be |
| quite hard. You actually have to aim like Sheva is about to throw the |
| grenade at the concrete floor because of the camera. |
| |
| Sheva can also hit the lock from the second floor of the BG Production |
| building if you run to the side with the slightly destroyed railing and |
| toss a grenade down at the door. She can also shoot the lock with the |
| handgun or rifle. Keep in mind that the Majini will be moving up the |
| stairs while Sheva is on the second floor. |
| |
| ** Breaking the lock before Sheva falls to the second floor of the BG |
| Production building will automatically cancel the first wave of Majini |
| that normally attack Sheva. |
| |
| No matter which method is chosen, your character (or Chris, if Sheva is |
| tossed over) can run to the stairs and activate the Chainsaw Majini |
| cutscene and this will skip the first and second wave of Majini that appear |
| in the area outside of the current building. |
| |
| One interesting aspect of this glitch is that if the first wave of Majini |
| have already appeared then they will disappear immediately following the |
| Chainsaw Majini cutscene. If Chris or Sheva stall outside the building for |
| too long after opening the red metal door (if the first wave hasn't |
| appeared) then the battle music will eventually play and the second wave of |
| Majini will appear. |
'-----------------------------------------------------------------------------'
Destroy the two --WOODEN CRATES-- at the very top of the second set of stairs.
Look over to the left and pick up the ++HANDGUN AMMO (+10)++ on the shelf.
There is a ++GREEN HERB++ on a chair hidden behind the stair railing in the
alcove directly in front of set of shelves.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - across from the top of the stairs; left barrel.
--> Random Item
[ ] Wooden Crate - across from the top of the stairs; right barrel.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo - On the shelf to the left of the two wooden barrels.
[ ] Green Herb - On a chair across from the shelf with the handgun ammo.
-------------------------------------------------------------------------------
Run out onto the outside walkway. Move toward the far end that faces the
outside building for an assist jump prompt. Don't jump just yet! The Chris
player needs the S75 rifle for this part, so give him the rifle if you have it
Sheva player! Also, turn around while facing the edge of the building and look
up onto the rooftop of the current building then shoot the --BSAA EMBLEM
(8/30)-- above.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #08
/ BSAA \
(------------) LOCATION: Shanty Town - Chapter 2-1
\ EMBLEM / DETAILS: Before performing the partner action jump to toss Sheva
\________/ over to the BG Production Building, while at the edge of the
walkway, turn around then aim upwards to see the edge of this
BSAA emblem. A Sheva player can simply turn around after
landing on the opposite building to see the full emblem easily.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Make sure that all of the items in the current building have been collected
before performing the assist action.
,------------------------- ADVICE FOR A CHRIS PLAYER -------------------------,
| Before Sheva is tossed to the other building, a Chris player needs to take |
| the rifle since a rifle is very much needed for the next segment of |
| gameplay. |
'-----------------------------------------------------------------------------'
Walk toward the edge that faces the BG Building next door and use the partner
assist prompt to help Sheva jump to the building across from the current one.
> > > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < <
Sheva will land on the roof of the BG Production building next door. Take some
time to break the --WOODEN BARREL-- off to the left then hop down to the floor
below by leaping off the ledge ahead.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - To the left on the top ledge of the BG Building [Sheva
only].
--> Random Item
[ ] Wooden Barrel - On the second floor of the BG Building in the northeast
corner.
--> Random Item
-------------------------------------------------------------------------------
Look behind Sheva as she lands and break the --WOODEN BARREL-- in the northeast
corner while on the second floor.
Sheva will have her work cut out for her here as a group of Majini move up the
stairs off to her right. There is an explosive barrel nearby. You can wait
for Majini to pile up near it now and shoot them or wait until later in the
battle and shoot the barrel. It's a little hard to hit it later in the battle
at times with all the Majini in the way. Either way, allow them to gather near
it then shoot it.
It's best for Sheva to stand in the corner where the breakable barrel is (or
was) to make sure that no Majini sneak behind her. Sheva mainly needs to keep
a sharp eye out for the Majini with flaming crossbows that will stand near the
stairs and shoot at her.
When several Majini rush toward Sheva in a group you need to either shoot one
of them in the head and run up to him then roundhouse kick him and the rest of
the crowd or take out the Machine Gun and spread fire through the group then
run up and hit any of them that are stunned in a pose that will give Sheva a
button prompt for a melee attack. Melee attacks are very helpful in this area
for both the invincible animation and the multiple knockdowns that they cause.
If Sheva has a grenade then you might want to toss it at the group of Majini if
they start to build up around the area.
.------------------------------------ TIP ------------------------------------.
| Arm the machine gun then wait near the stacked pipes across from the red |
| explosive barrel then aim toward the top of the stairs. As the Majini run |
| toward Sheva, tap the trigger button while aiming at their legs to either |
| stun them or knock them down. Try to keep them grounded for as long as |
| possible and they will begin to mount up beside the red barrel. At the |
| last possible moment, shoot the red barrel. If a Majini tosses a weapon at |
| you then immediately shoot the red barrel and the explosion will deflect |
| it. Sheva will be close enough to the barrel where it will make her throw |
| up her arms, so she'll also get invincibility during this animation from |
| possible bolts fired at her at that time also. |
'-----------------------------------------------------------------------------'
Sheva needs to make her way downstairs and break the lock on the door of the
building across from the BG Production building. It's best to fight off all
the current Majini then move down the stairs and run toward the door, but keep
in mind that Sheva can still open it while Majini are still in the area if you
want Chris to help out. Walk toward the red double doors and Sheva will get a
button prompt command while facing it. Press the X button to kick at the lock.
Three kicks should break it. You can also shoot the lock.
.-------------------------- EXTRA (W/SLIGHT SPOILER) -------------------------.
| If Sheva does not open the door for Chris (during co-op), the battle music |
| will continue to play but the final wave of Majini will not appear. Sheva |
| can actually move up the stairs to the east by herself and trigger the |
| Chainsaw Majini fight while Chris is still locked up. The Chainsaw Majini |
| fight will carry on like normal, except Chris will still be trapped in the |
| nearby building. Be forewarned that the Chainsaw Majini can break the lock |
| to the door where Chris is located however! |
'-----------------------------------------------------------------------------'
> > > > > > > > > > > > > > > E N D S H E V A < < < < < < < < < < < < < < <
> > > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < <
,----------------------------------- TIP -------------------------------------,
| In single player mode, if Chris quickly jumps down the side of the ledge |
| directly after helping Sheva across, then you might not have to watch the |
| scene where the Majini move up stairs on Sheva's side. |
'-----------------------------------------------------------------------------'
Equip the rifle with Chris. Chris is going to .----------- TIP ------------.
have to provide cover fire for Sheva as the | Chris can shoot the Majini |
Majini attack her. Fall down the ledge on the | as they enter the BG |
right (west side) of the third floor ledge and | Building by looking down |
your character will land on the second floor | at the ground floor and |
walkway directly across from the floor that | and shooting them as they |
Sheva is on. Step up to the railing and look | step through the entrance |
through the scope of the rifle then get Sheva in | doorway. He can also hit |
view. Look to her right and prepare to cover | the red barrel to the |
Sheva. Make sure to shoot the Majini that are | right of the entrance with |
close to Sheva first if they start to group up | the rifle to defeat |
around her. The best way to help out Sheva is | multiple Majini. |
to shoot the Majini with the flaming crossbows '----------------------------'
that tend to stand near the stairs and shoot at her from a distance since Sheva
will most likely be so busy with the group of Majini running at her, she won't
have time to hit these distant pests.
.--------------------------------- MAJOR TIP ---------------------------------.
| If you're not that good at sniping like yours truly, stand on the far right |
| side of the walkway and toss a hand grenade at the stairs the second you |
| hear Sheva fall and this will take out a good majority of the first few |
| Majini. You can continue to toss grenades at the stairs as they continue |
| to move up them or toss a grenade at the ground outside of the BG |
| Production building - don't forget about the red barrel! |
'-----------------------------------------------------------------------------'
Wait for the Majini to stand still then aim for the head and shoot while using
the rifle and you'll get a guaranteed head explosion on each one. If you're
playing in single player and Sheva manages to get by the Majini on the stairs
and starts to move downstairs then she is heading for the door below, so
quickly run down the stairs of the building and join her.
Once the coast is clear, Chris should run back down to the first floor and
await Sheva's arrival near the metal red double doors that are locked. Use the
Action button near the door to kick on the locked doors a few times with Chris
if Sheva suddenly starts to daydream and that should get her attention.
> > > > > > > > > > > > > > > E N D C H R I S < < < < < < < < < < < < < <
Once Chris is through the doors, both characters will be reunited right before
another Majini ambush! Majini will eventually hop over the fence in the west
and attack then some others will appear from the east. Try not to let them
surround your characters. You might want to enter either of the nearby
buildings or duck into the alley by the building. The red explosive barrels
can be used to defeat a whole group of them at once, but you really need to
save those explosive barrels for another enemy that will attack in this area in
just a few moments.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - On the table to the left of the front entrance to the BG
Production building.
--> Random Item
-------------------------------------------------------------------------------
Destroy the --WOODEN CRATE-- on the table near the red explosive barrel outside
of the building that Sheva was in then enter the bottom floor of the building.
Destroy both of the --WOODEN CRATES-- on each of the wooden tables inside. You
can move up to the second floor via the staircase but it won't do Chris much
good unless Sheva didn't break the wooden barrel up there - AI Sheva has a
habit of leaving it behind. Exit the building through the back entrance then
make an immediate left and follow the path to the dead end then break open the
--WOODEN CRATE-- on the set of boards. Down the other end of the path there is
a --WOODEN BARREL-- in a corner at the turn.
.------------------------------------- TIP -----------------------------------.
| If you destroy the door in the back of the BG Building by slashing at it |
| then it might make the next battle in this stage just a bit easier since |
| you won't have to constantly kick it down while running into or out of the |
| back of the building while being chased. |
'-----------------------------------------------------------------------------'
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - Inside the BG Production building; right table.
--> Random Item
[ ] Wooden Crate - Inside the BG Production building; left table.
--> Random Item
[ ] Wooden Crate - In the dead end behind the building [far east end].
--> Definite Item: Handgun Ammo (+10)
[ ] Wooden Barrel - Along the path behind the storage building.
--> Random Item
-------------------------------------------------------------------------------
Return to the front of the building then head to the east.
Climb up onto the broken down bus by moving up the first ramp on its left side
then look to the right and pick up the ++HAND GRENADE++ on the dashboard. Step
off the other side of the bus then destroy the --WOODEN BARREL-- on the right
side of the broken down bus and grab the ++GREEN HERB++ on the left side of the
path up ahead.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - On the right side of the broken down bus.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Hand Grenade - On the right side of the dashboard in the wrecked bus.
[ ] Green Herb - Below the stairs that lead up to the gate.
-------------------------------------------------------------------------------
Before you walk up the stairs, while standing near the bottom of the stairs,
look up and find the transformer suspended on the metal pole beside the nearby
building. You can actually shoot it to make it fall before the boss fight in
order to already have it on the ground waiting to be shot during the battle.
Walk up the path when you're ready. A cutscene will trigger as one of the
characters walks up the path.
.-------------------------------- EXTRA INFO ---------------------------------.
| Whether or not both characters will appear in the next cutscene depends |
| upon how close or far apart they are. |
'-----------------------------------------------------------------------------'
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
CHAINSAW MAJINI
---------------
HP: 10,000
Great. A chainsaw. Keep in mind that if the Chainsaw Majini hits your
character with his chainsaw blade then it will register as an instant kill for
that character much like Dr. Salvador's fine blade in Resident Evil 4 or it
will leave your character in dying status. See his two different attacks
below.
Attacks:
1) Crazed Swing: Pretty much like it sounds, the Chainsaw Majini will hold his
chainsaw up into the air and then laugh maniacally as he swings his blade
forward. Unlike his other attack, this chainsaw swing is not an instant
kill however. If this attack hits your character, it will immediately send
that character into dying status.
2) Focused Swing: This is the swing to end them all as well as your character's
life. If the Chainsaw Majini performs a much less charged and quieter swing
rather than laughing then the blade will slice right into your character's
neck and the Chainsaw Majini will continue to drive the blade across the
neck until your characters head rolls off. The death cutscene plays on both
screens while on either online service in order for both players to witness
the love that was dished out in that one fatal swing.
--> TO GAIN AN ADVANTAGE AT THE BEGINNING OF THIS BATTLE...
Single Player:
Have the rifle equipped before the cutscene ends then zoom in on the Chainsaw
Majini's head and blast him in the head to stun him. Run up to the Majini and
blast him a few times in the head with the handgun then perform a melee attack
by inputting the melee attack button command that appears. Be sure to run by
him to force AI Sheva into getting in a hit as well if you have her set to
"Cover" mode. You could keep running away and shooting him in the head for a
stun then melee him throughout the remainder of the battle if you can watch for
the other Majini around the area.
Always try to make sure that the first rifle shot hits the Chainsaw Majini
while attempting to shoot him directly after the cutscene in single player
mode. If the shot misses then the shell ejection animation from the rifle shot
will leave Chris open to a chainsaw slice.
Co-op:
(Recommended)
1) One character (whichever) can stand at the bottom of the stairs and take on
the Majini that appear while the other character fights the Chainsaw Majini.
The character that fights the Chainsaw Majini needs to aim at his head with the
handgun (or any other weapon) and fire off two shots (differs depending on
weapon) then run in and fire off a few more shots shortly before hitting him
with a melee attack. Right after hitting him, quick turn and run a few steps
away then turn and repeat (shoot him in the head to stun him again). With good
aim and a good partner that will keep the other Majini busy, you'll be able to
finish him shortly. If you use some of the maximum aggression methods labeled
further below, then he will fall extremely fast by doing this.
(Alternate)
2) One character can equip the rifle and stand at the bottom of the stairs or
really far away (other side of the screen) while Sheva moves up the stairs to
trigger the cutscene. After the cutscene, zoom in and aim for the Chainsaw
Majini's head with the rifle while the Chainsaw Majini chases the other player
then shoot the Majini in the head. Each successful shot to the head will stun
the Majini, allowing the other player to spam the Chainsaw Majini with shotgun
fire to the head shortly before melee attacking it. You could actually keep
this up with Sheva serving as bait to distract the Chainsaw Majini away from
the rifle player while that player shoots the Chainsaw Majini in the head from
a distance. It's good for both players to watch out for each other when the
Majini start to appear. A rifle player could easily shoot them in the head for
instant kills.
3) One character can stand at the bottom of the stairs while the other moves up
the stairs. After the cutscene, aim up at the transformer on the metal pole
then shoot it right when the Chainsaw Majini is at the bottom of the stairs to
electrify him. You can keep running back and forth to the transformer for the
rest of the battle and shoot it when the Chainsaw Majini is nearby to send
another blast of electricity out of it. You could easily mix this method in
with any other method, just keep the power box in mind.
.----------------------------------- TIP -------------------------------------,
| Both Sheva and Chris can stun the Majini by hitting it in the head, |
| shoulders or legs to eventually stun him to where both characters can get a |
| button prompt for a melee attack. Be sure that both characters hit the |
| Chainsaw Majini with a melee attack when nearby. If you're playing on |
| single player then have Sheva set to "Cover" mode and run behind the |
| Chainsaw Majini after Chris' melee attack to have Sheva follow up with one |
| of her own. Keep in mind that the absolute weakest portion of the Chainsaw |
| Majini is head - a few shots from any weapon will stun him quickly when hit |
| in the head. |
'-----------------------------------------------------------------------------'
--> RIFLE STRATEGY
Shooting the Chainsaw Majini in the head with the rifle will always stun him if
he is he moving normally. The rifle is the absolute best weapon for Chris or
Sheva to use during this fight while engaged in a co-op game. Your AI partner
will usually provide distraction for the other Majini. Be sure to keep your
distance from the Chainsaw Majini and don't ever shoot when he is close to
Chris unless you are definitely going to hit him, if not, then the shell
ejection animation during the missed shot might just sign your death warrant,
my friend. Make sure there are no enemies around whenever Chris needs to
reload.
While in single player mode, this can still be one of the absolute best ways to
finish off the Chainsaw Majini quickly. You see, shoot him in the head to stun
him then run up to him and hit him with the melee attack then run past him
while Sheva is in "Cover" mode and she will follow up with a melee attack of
her own. The main player can toss a grenade afterward to restun the Chainsaw
Majini - look toward the ground and toss it right in front of your character
since the Chainsaw Majini will most likely be very close by.
The Chainsaw Majini stays stunned for quite a while after shooting him in head
so you could run up to him and blast him in the head a few times with the
handgun or once with the rifle before hitting him with a melee attack!
--> LURE STRATEGY
A player can serve as bait to lure the Chainsaw Majini away from the other
while the character with the rifle concentrates on shooting the Chainsaw Majini
in the head with his rifle. Use the Machine Gun and Handgun to fire at the
Majini and keep it chasing Sheva - try to aim for its head. Don't ever reload
your Machine Gun while an enemy (especially the Chainsaw Majini) is nearby.
Whenever the Chainsaw Majini is shot in the head with the rifle, quickly run up
to the Chainsaw Majini and hit him with constant gunfire from any weapon then
quickly perform a melee attack right before he recovers. Switch between
weapons in tough situations when your character doesn't have time to reload.
--> CO-OP STRATEGY
A player can easily stand back and use the rifle to perform a quick headshot to
stun the Chainsaw Majini while the other serves as bait then the lure player
can rush into the Majini while it is stunned and get close and blast the
Chainsaw Majini in the head or body with a weapon until the weapon is fully
empty (don't reload) then perform a melee attack. The player with the rifle
should stay far away and view the battle through the sniper scope then shoot
the Chainsaw Majini in the head again when he recovers. The other player can
reload right after a melee attack or, better yet, perform a quick inventory
reload by combining the ammo with the machine gun during the melee attack
animation. The player with the rifle can also rush in and perform the
character's own melee attack after the other player's but you'll have to
quickly gain some distance again.
A lure player should try to keep an eye on the rifle player's backside and
quickly blast any Majini that try to sneak up behind him since he'll be
performing precision aiming while the Majini appear around the building area. A
rifle player should remain focused on stunning the Chainsaw Majini with a
headshot. It helps to move around a bit if you think some Majini might be
approaching your character from behind; all you really have to do is run
forward and bit when Majini start to appear behind the character then you'll
have time to perform a quick headshot. It's really best if the rifle player
reloads by combining the ammo with the rifle via the inventory menu during the
clip ejection animation in between shots.
--> SHOOT THE BARRELS
Lure the Chainsaw Majini toward one of the four red barrels found in between
the buildings and shoot the red barrel to cause an explosion that will stun him
if he is close. If he is not close enough then the blast will simply stagger
him for a few seconds. Be sure to stay far enough away from the red barrel so
your character doesn't get caught up in the blast. The red explosive barrels
have a much greater blast radius then you might expect so be careful if this
your first time to experiment with them.
.------------------------------------ TIP ------------------------------------.
| If your partner happens to be standing next to a red barrel right when the |
| the Chainsaw Majini is about to hit that character with its chainsaw then |
| quickly aim toward the barrel and shoot it. It might damage your character |
| or it might not. Your character might throw up his/her arms in response to |
| the blast rendering them invincible for a few seconds or the blast might |
| hit that character and take away some health. Either way, it is better |
| than instant death. |
'-----------------------------------------------------------------------------'
--> A MOST GRUESOME GAME OF TAG
Both characters will have to stay on the move throughout this entire battle.
You'll need to constantly look out for Majini that enter the area and you'll
really need to listen for the roar of the chainsaw. The Chainsaw Majini takes
quite a while to prepare his fatal chainsaw death blow, but when you're stuck
in a reloading animation, that fatal blow animation time could never go by any
faster! It kind of sounds like this: (A REVVING CHAINSAW BLADE MUFFLES OUT ALL
OTHER SOUNDS) TAG! GRINDING NOOOOOOOOOIIIIIIIIISSSSSSES- YOU'RE IT! (BODY
COLLAPSES IN FAILURE FOR BOTH PLAYERS TO SEE). His attack where he charges his
swing longer (and laughs) is not fatal but it will drain your character down
dying status if it connects.
The main path that you'll want to take during this fight is to move through the
alley in the back of the BG Production building then kick through (or if you
destroyed it) run through the doorway and then step through the building again
to reenter the area in front of it. You can keep circling this entire area in
this way to stay away from the Chainsaw Majini. You can also take the battle
upstairs to the second floor of the BG Production building where some objects
lie in the middle of the room; the objects can serve as a barrier while you
circle around this floor. Don't every try to meet up with Chainsaw Majini on
the staircase. It's also possible to take this fight back toward the beginning
of this stage if you so desire.
You really don't have to worry about getting hit by his chainsaw whenever your
character dashes next to him but he will most likely try to take a swing at
your character, so be quick! He has a long recovery time after each
unsuccessful slice so that time can be used to blast him.
Keep these tips in mind:
- An Incendiary Grenade will stun the Chainsaw Majini afterwards if he is
caught in the flames (he staggers)
- A Hand Grenade explosion will cause him to crouch down.
- Directly after a melee attack, depending on the landscape, your character can
toss a hand grenade directly at the ground while facing the Chainsaw Majini
as the Chainsaw Majini recovers and the grenade will go off and restun him.
This is a trap if you can keep this up - melee, grenade, melee, grenade, etc.
- If your partner is about to get hit with the chainsaw and there is a red
barrel nearby the partner, shoot the red barrel with your gun. Hey, at least
it will save them from instant death.
.---------------------------------- WARNING ----------------------------------.
| Be very careful while healing your partner while your partner is close to |
| the Chainsaw Majini. A single heal at the wrong time will make the |
| characters stand together just long enough for the Chainsaw Majini to rev |
| up his blade and hit both characters. Try to quickly stun the Majini with |
| headshots if your partner is near him and in dying status or extremely low |
| in health then heal your partner quickly while the Chainsaw Majini is |
| stunned. |
'-----------------------------------------------------------------------------'
--> MAXIMUM AGGRESSION METHOD
- RIFLE PLAYER
A player can take the Chainsaw Majini on solely with a rifle and have the
Chainsaw Majini dead in a few minutes if both him and the other player work
together. It's very risky since one missed headshot from close range might
just equal the rifle player's death but if you're aim is good then there won't
be any problems. Have the player without the rifle wait at the bottom of the
stairs then arm the rifle and move up the stairs to trigger the fight.
When the battle begins, aim for the Chainsaw Majini's head with the rifle scope
and blast him directly in the head to stun him. Run up to the Chainsaw Majini
enough to where the melee command button prompt for hitting will appear then
fire off at least two rifle blasts directly at any portion of his body. Cancel
the final blast into a melee attack then quickly pull up the inventory menu and
reload by combining the ammo with the rifle. Quick turn away then run down the
stairs just a bit then quick turn around and blast him in the head again.
Rinse and repeat this sequence and the Chainsaw Majini will fall very quickly.
It is possible to get in three full rifle blasts before ending the sequence of
shots with the melee attack but you have to perform the head stun shot very
close.
The entire sequence is a complete trap for as long as you can keep it up.
Sheva should stay at the bottom of the stairs and fight off the Majini that hop
into the area below. Keep them away from the stairs so Chris can focus on his
aiming.
- SHOTGUN PLAYER
Shotgun players can be just as aggressive with the shotgun while close. Simply
stun the Chainsaw Majini with two handgun shots or one well aimed shotgun blast
from close range then run up to him and fill him full of shotgun blasts then
melee attack him. Quickly reload through inventory then quick turn and run
away a bit then arm the handgun or shotgun and stun him again.
The rifle player can help out by stunning the Chainsaw Majini with a rifle shot
to head while he is at the bottom of the stairs. Be sure to watch for the
Majini that jump into the area from below however.
- COMBINING THE TWO AGGRESSION METHODS
If two players work together and combine both aggression methods then the
Chainsaw Majini will die extremely quickly. The main bad part about combining
both aggression methods is that the Majini below the stairs will eventually
move up the stairs and start attacking. You might be able to take down the
Chainsaw Majini before they make it up the stairs though.
For both character methods, a character should never melee attack the Chainsaw
Majini early or it will end the prolonged stun. Always survey the situation
below the stairs when quick turning with either character.
--> IF YOUR PARTNER HITS THE CHAINSAW MAJINI WITH A MELEE ATTACK EARLY
If you're going for the gunshot + melee cancel method that I mentioned above
and your partner rushes in and performs a melee, you can still get off one
final shot along with a melee cancel. Run up to the Chainsaw Majini as he
staggers then perform a quick blast with either the rifle or a few shots from
the machine gun or handgun then cancel the final blast into a melee
immediately. With the shotgun, you can get off about a good 3-4 shots before
he recovers and still have a chance to melee attack him.
.------------------------------------- TIP -----------------------------------.
| Any of the above methods can be speeded up greatly by tossing hand grenades |
| at the Chainsaw Majini while he is stunned to intensify the damage done. |
| Remember that a single Incendiary Grenade will instantly stun him as he |
| burns in the fire. |
'-----------------------------------------------------------------------------'
--> CHAINSAW MAJINI EXPLOITS
- If the transformer is on the ground and electrified, the Chainsaw Majini
might get stuck behind it to where he will continually run into it while trying
to get to your character. If this occurs, simple stand in place and shoot the
electric transformer every now and then to keep it electrified while you
chuckle at his stupidity.
- Lure the Chainsaw Majini onto the broken down bus by moving up either ramp
along the side of the bus then drop from the driver's side of the bus. While
the Chainsaw Majini drops from the bus, shoot him. You can keep luring him
onto the bus to make him drop again. This is some very valuable info for knife
runs since he can be slashed while he drops or steps up onto the bus.
- Lure the Chainsaw Majini back to the first building where Chris and Sheva can
perform the partner action that will hoist Sheva up to the building. The neat
thing about doing this is that the Majini will usually come after Sheva at this
point by climbing the ladder, so all she has to do is stand at the top and
slash them back down with the knife. The Chris player can focus on the
Chainsaw Majini at this point. Keep in mind that both characters are not
invincible during their ready poses for the partner action setup by they are
invincible once the hoisting command has begun. This will not work well in
single player mode since the AI partner will automatically fall down the ladder
to "help" the player. If you're performing a knife run through co-op play, try
this and get back to me on how well it went.
- Lure the Chainsaw Majini all the way back to the Slaughterhouse at the
beginning of the stage. Make him follow your character toward the window then
hop through the window. The Chainsaw Majini will refuse to climb through the
window and you can shoot him while he is on the other side. He will take the
long way around and choose to move through the blue door outside of the
Slaughterhouse. Simply hop back through the window when he gets close. You
can keep this loop up and he will he will always choose to move through the
blue door. It's good to destroy the wooden door in the Slaughterhouse while
doing this so you don't have to kick it open on your way back - the Chainsaw
Majini will destroy it himself if you don't however. This is also valuable
info for knife runs since he can be slash from the other side of the window.
- When your character hops through the window of the Slaughterhouse, the
chainsaw Majini will always run toward the blue door and his AI is bound and
determined to open that door, so you can follow him and blast him along the
way. He opens every door by hitting it with his chainsaw and he has some hefty
recovery time from doing this and you can get in a few good shots while he does
this. He will only turn after he has opened the door, so be ready to run
again. This is incredibly helpful for knife runs since he can be slashed quite
a bit before he turns after opening a door! Be forewarned that your character
should quick turn and run away early since the corridor with the blue door is
very narrow and the Chainsaw Majini will likely be in the way where your
character will not be able to run beside him.
- The Chainsaw Majini's chainsaw blade attack that opens a door CANNOT hit your
character much like the Executioner's gate-breaking swing in the Public
Assembly, so you can literally stand on the other side of door and blast him
the second he opens it as the chainsaw blade passes right through your
character while the door is opened.
Pick up the **GUARD'S KEY** from the Chainsaw Majini body once he falls. Some
of the other Majini might still be in the area; listen for the battle music to
tell if they are or not.
----------------------------------------------------------------- KEY ITEM LIST
[ ] Guard's Key - Defeat the Chainsaw Majini and he will drop this.
-------------------------------------------------------------------------------
.---------------------------------- WARNING ----------------------------------.
| More commonly on difficulties such as Veteran or Professional, but |
| sometimes even randomly on normal mode, the Chainsaw Majini might get back |
| up after his "death" and begin swinging wildly while moving toward your |
| characters. He has little life left when he does this, but he is a walking |
| death machine that will easily kill off any character that get in his way |
| by sending them into dying status and finishing them off almost instantly |
| afterwards. |
| |
| If he does this, use the rifle, handgun or machine gun from long range to |
| quickly spam fire on him and kill him off again. You don't really have to |
| kill him; a character could easily pick up the key from his fallen body |
| unlock the door and both players can leave the area through the assist |
| command while he rages. |
| |
| He can be hit from the moment that he starts to rise, so a character can |
| begin to damage him right then. If this is your second playthrough then |
| placing a proximity bomb in his path will cause him to get stunned once he |
| moves over it and allow the characters to run up to him and easily finish |
| him off. |
| |
| NOTE: The Chainsaw Majini CANNOT die while rising before going into Berserk |
| mode. He will ONLY die after fully standing, so basically if you have |
| already shot him twice with a magnum while he rises, then he is already |
| dead even though he continues to rise but he will only die when he fully |
| stands. There is no reason to continually spam him with bullets and waste |
| them. |
'-----------------------------------------------------------------------------'
.------------------------------------ TIP ------------------------------------.
| Once the Chainsaw Majini is finished, the Majini left behind do not have |
| to be defeated. You could simply grab the key, then use it on the gate up |
| the stairs and then exit through the back gate. |
'-----------------------------------------------------------------------------'
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
Once the Chainsaw Majini is finished, move up the stairs to the east then run
around the corner at the top. Break the --WOODEN BARREL-- to the right along
the way to the gate.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - in front of the locked gate, to the right
--> Random Item
-------------------------------------------------------------------------------
Interact with the gate near the barrel once the Guard's Key has been obtained
from the Chainsaw Majini's body and the gate will be unlocked. Kick through
the gate then rush toward the --ITEM BOX-- ahead. Open the chest and pick up
the ++RUBY (SQUARE)++, ++SAPPHIRE (SQUARE)++, ++EMERALD (PEAR)++, ++TOPAZ
(PEAR)++ and ++3,000 GOLD++ from the item chest.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Train Station - Chapter 2-2
| [ ] | TREASURE: Ruby (Square), Sapphire (Square), Emerald (Pear)
|_________________| Topaz (Pear), 3000 Gold [all treasures = 1,000 gold each]
DETAILS: Inside the chest beyond the gate that requires
the Guard's Key.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------------------- ITEM LIST
[ ] 3,000 Gold - Inside the item box.
-------------------------------------------------------------------------------
Step in front of the gate to the side and press the assist button to open the
gate and move onto the next area.
[CH215]
Chapter 2-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
T R A I N Y A R D
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This area is extremely short. Turn to the left then enter the small building
to the north. Shoot the crow nestled in the back of the building and it might
drop some extra gold. Pick up the ++GREEN HERB++ from off to the left while
inside the building.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Off to the left after stepping into the small building.
-------------------------------------------------------------------------------
There are quite a few crows flying in the northeast. The smell of death is in
the area. Remember that the characters can shoot at the crows for extra gold
or just to say that you shot something in this chapter segment. Rush to the
gate to the north and both players should use the assist button to slide it
open.
.---------------------------------- EXTRA ------------------------------------.
| While standing in front of the open gate, notice all the red explosive |
| barrels and breakable stands in the open area up ahead. A player can |
| actually shoot the red explosive barrels from the gate. Is it useful? No. |
| Why the hell do it then? Because it's something else interesting to do in |
| this area besides kill crows, that's why. |
'-----------------------------------------------------------------------------'
Enter the next area and a cutscene will trigger. This cutscene requires a
button command from both players in order to survive the action that takes
place during it, so don't put down the controller.
In single player mode, you'll have to press the action commands for both
characters but in co-op mode, each player will be responsible for that player's
own character command inputs. The screen will display "Chris" when it is
Chris' turn while a Sheva player watches the action from that player's screen.
-> COMMAND INPUT 1 (Chris)
Sequence: A Majini suddenly leaps into the air from behind a tree while on a
bike and flies toward the characters with a chain ready to hit them
but Chris turns to push Sheva out of the way.
Type: Single Button
Command: Dodge
-> COMMAND INPUT 2 (Sheva)
Sequence: As the Majini on the motorcycle drags Chris away while he is caught
on the chain, Sheva aims her guns carefully and fires at the chain to
break it and free Chris.
Type: Single Button
Command: Fire
-> COMMAND INPUT 1 (Both)
Sequence: Two Majini on motorcycles drive straight toward the characters but as
the characters prepare to dodge.
Type: Two buttons
Command: Dodge
- - - - - -
___ _ _ ____ ____ [CH22]
/ __\ |__ __ _ _ __ | |_ ___ _ __ |___ \ |___ \
/ / | '_ \ / _` | '_ \| __/ _ \ '__| __) | ___ __) |
/ /___| | | | (_| | |_) | || __/ | / __/ |___| / __/
\____/|_| |_|\__,_| .__/ \__\___|_| |_____| |_____|
|_|
-------------------------------------------------------------------------------
--> Chapter 2-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 50+ | 35 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 27'00" | 32'00" | 32'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH221]
Chapter 2-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
T R A I N S T A T I O N
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Recommended Weapons:
- Sniper Rifle (for distant Majini especially in the Mining Area)
- Machine Gun or Handgun (for normal Majini combat)
- Shotgun (for crowds and boss enemy)
Be sure to examine the --TYPE 2 PLAGAS FILE-- on the table. It is rather
interesting for those familiar with Resident Evil 4. Turn around and pick up
the ++GREEN HERB++ from off the cabinet then take the ++HANDGUN BULLETS (+10)++
from the back right lower shelf. Open the north door and step out into the
area with the train carts.
----------------------------------------------------------------- INVESTIGATION
[ ] Type 2 Plagas File - On the table in front of the characters as the chapter
begins.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Turn around at the starting and pick this up from the cabinet.
[ ] Handgun Bullets (+5) - Lying on the back right bottom shelf.
-------------------------------------------------------------------------------
Walk around the side of the train cart to the north and move in between the
train carts. There is a C4 tripwire at the other end of the train cart. Three
Adjules will step around the side of the left train cart and attack. Shoot the
C4 explosive right when the Adjules try to pass underneath it to instantly kill
some of them. Take out the shotgun to finish off the survivors. The Adjules
move up under the train carts, so back away from the train cart if they move
under one and allow them to move back out before attempting to shoot.
Move around the side of the left cart. There is another C4 tripwire up ahead.
Once a character moves close to the next C4 trap, three Adjules will attack
from behind, so perform a quick turn then fight them. Another Adjule will
eventually appear from the north to join in with the other three. You'll also
hear some Majini yell out from some unknown location. Look up. They are on
the train carts above and are armed with crossbows. Don't worry about them at
the moment though; take care of the Adjules first.
There are a total of three Majini up on the train carts armed with crossbows.
You can either climb on top of the wood pieces at the north end of the middle
train cart and climb up to the train cart to take them on or a character with
rifle can climb on top of the stack of metal pieces to the northeast and get a
clear shot at all of them.
Move all the way around the east side of the carts then pick up the ++MACHINE
GUN AMMO (+30)++ lying in the middle portion of the blockade and grab the
++JEWEL BEETLE++ treasure attached to the wooden fence to the right of the
blockade.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Train Station - Chapter 2-2
| [ ] | TREASURE: Jewel Beetle [2,000 gold]
|_________________| DETAILS: Walk around the side of the third train cart in
the east and you'll find this attached to the wooden fence
to the right of the wooden blockade on the other side.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - In the middle of the wooden blockade around the
side of the third train cart.
-------------------------------------------------------------------------------
Move back around the side of the train cart then step up onto the wooden pieces
at the north end of the middle cart. Grab the ++JEWEL BEETLE++ from the side
of the metal pieces off to the right when the characters reach the top of the
wooden piece stack then climb up onto the top of the middle train cart.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Train Station - Chapter 2-2
| [ ] | TREASURE: Jewel Beetle [2,000 gold]
|_________________| DETAILS: While climbing the stack of wooden pieces to get
on top of the middle train cart, turn to the right and grab
this off the west side of the north metal piece stack.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
While on the middle train cart, hop over to the train cart on the right side
(west side). Arm a sniper rifle or you can simply look up and spot a --BSAA
EMBLEM (9/30)-- on the middle portion of the top part of the tower in the west.
Be sure to pick up the ++400 GOLD++ at the far south end of the current train
cart also.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #09
/ BSAA \
(------------) LOCATION: Train Station - Chapter 2-2
\ EMBLEM / DETAILS: Climb to the top of the middle train cart then hop over
\________/ to the right (west) train cart. Look off to the west and find
the closest tower. The BSAA emblem is on the middle portion of
the top section of the tower. Use a sniper rifle or a handgun
to hit it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--------------------------------------------------------------------- ITEM LIST
[ ] 400 Gold - At the south end of the top portion of the west train cart.
-------------------------------------------------------------------------------
Hop over to the far east cart then move over to the ramp on the east side.
Shoot the C4 tripwire placed along the metal pieces up ahead the continue
forward. Turn to the left and step over to the northeast dropoff with the red
and white striped line. DO NOT DROP JUST YET!
Your character will fall and land on a rail cart then the rail cart will roll
through the tunnel ahead... the tunnel that is filled with two C4 tripwires.
Stand just a bit back from the red and white striped line then arm a sniper
rifle and look down into the tunnel then shoot the first C4 explosive. It's
possible to hit the first with a handgun or machine gun also. You can shoot
the second C4 explosive by running back to the mid portion of the ramp and
looking down into the tunnel. Look for the actual explosive portion that is
strapped to the right wall and fire at it to set it off. Look for the wire
below if needed then move around the ramp and try to find the explosive on the
right wall that is connected to it.
The first character that falls down will land in the cart below and roll down
the tunnel, so be prepared to target and shoot the second C4 explosive if it
wasn't hit earlier. Hop off the rail cart then run back to the west end of the
rail track. Collect the ++400 GOLD++ from off the wooden cart on the southeast
side. Rush back to the elevator that the cart rolled over to and use the
partner assist command to take the elevator down.
--------------------------------------------------------------------- ITEM LIST
[ ] 400 Gold - On the wooden cart at the west end of the rail track where one
character must ride a cart down the tunnel.
-------------------------------------------------------------------------------
[CH222]
Chapter 2-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
T H E M I N E S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Take the ++GREEN HERB++ from off the top of the wooden box up ahead. The GPS
radar map (minimap) is not available in this area.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - To the right of the lantern on top of a wooden box.
-------------------------------------------------------------------------------
In order to see the path in front of your characters in this cave area, one
character must pick up the lantern on the cave floor ahead then the other
character must lead the way and protect the lantern carrier from enemies. In
single player, it is best for the player to order the AI partner to pick up the
lantern through the partner action (assist) button.
In single player, the AI partner will automatically aim the lantern in whatever
direction your weapon is aimed, so exploring is pretty easy; the AI will also
run if your character runs. Press the assist button a second time to make an
AI partner drop the lantern. Keep in mind that the lantern can be dropped by
equipping any weapon if you're the one holding it. A character can walk and
run with the lantern and also pick up items.
.--------------------------------------------------------------------.
| Lantern controls |
| |
| Assist Button = Partner Picks up/puts down lantern (single player) |
| Equip Weapon = Player puts down lantern. |
'--------------------------------------------------------------------'
After a character picks up the lantern, begin your journey into the dark tunnel
ahead. Try to stay together since the cave is pitch black without any light to
guide the way.
.-------------------------------- EXTRA INFO ---------------------------------.
| Shoot the bats in the tunnel to kill them for possible gold pickups. They |
| will also appear under the Records menus as kills. Tossing a flash grenade |
| will kill them instantly if they are in the area. |
'-----------------------------------------------------------------------------'
In the middle of the first curved turn in the cave there is a ++RUBY (PEAR)++
treasure that can be shot down from the ceiling. This item is absolutely
invisible on the cave ceiling so read the description below to find it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: While moving down the tunnel, find the first set
of wooden planks that are nailed together overhead then
continue down the tunnel and count the single overhead
planks as you move by them. At the third wooden plank, aim
upward toward the cave ceiling behind it so that you are
aiming in between the third and fourth plank. Watch for
your laser sighting to change to a circular dot while
aiming at the cave ceiling then shoot the object and it
will fall. Pick it up to claim your reward. This treasure
does not glimmer and it is invisible while attached to the
ceiling.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Take a right at the cave split and pick up the ++RED HERB++ at the dead end.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Take a right at the first cave split and this will be at the
end.
-------------------------------------------------------------------------------
Return to the split in the cave and go left this time. Walk into the standing
water and prepare to shoot a Majini that attacks up ahead. The lead character
can actually arm the knife and slash the Majini since it will always run toward
your character. Keep in mind that any Majini fought in this area have a high
tendency to form a Cephalo from their head as they die. Use a flash grenade or
shoot at the head to finish it off if this happens. Shooting a Majini in the
leg and then rushing behind it for an instant kill melee attack will keep the
Majini from forming a Cephalo.
A Majini armed with a mining pick is further ahead. Look up real quick before
the Majini attacks and find the glowing red item on the wooden plank above then
shoot it and then collect this ++RUBY (PEAR)++ treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: Shortly after moving out of the standing water,
and right as the Majini with the mining pick appears ahead,
aim upwards and shoot this off the wooden plank attached to
the ceiling.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Two Majini will attack at the split up ahead, one from the left and one from
the right. The Majini from the right will be closer, so finish him off first.
Break the two --WOODEN BARRELS-- and the two --WOODEN CRATES-- off to the right
at the split.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Turn right at the second split to see this.
--> Random Item
[ ] Wooden Barrel - Turn right at the second split to see this.
--> Random Item
[ ] Wooden Crate - Turn right at the second split to see this behind the
barrels.
--> Definite Item: Flash Grenade
[ ] Wooden Crate - Turn right at the second split to see this behind the
barrels.
--> Definite Item: Flash Grenade
-------------------------------------------------------------------------------
Turn around and move across the standing water in the next tunnel. You'll
eventually come to a bridge. Stand in the center of the bridge then look off
to the right and shoot the --BSAA MEDAL (10/30)-- while looking up at the
waterfall. Look toward the other end of the bridge then aim upwards and shoot
the ++RUBY (PEAR)++ down the wall then collect it. Two Majini will attack from
the tunnel on the other side when the characters step near it. A third Majini
will join the other two eventually.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #10
/ BSAA \
(------------) LOCATION: The Mines - Chapter 2-2
\ EMBLEM / DETAILS: Once the characters reach the bridge in the dark cave,
\________/ step to the middle of the bridge then turn right. Look up
toward the cave wall with the waterfall to notice the emblem
stuck to the cave wall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: While standing near the middle of the bridge in
the dark cave, look toward the opposite side then look up
to find this treasure attached to the wall above the next
tunnel. Shoot it down then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
You'll arrive at another path split shortly. Two more Majini will attack.
Move down the right path first of all then break the two --WOODEN CRATES-- and
the --WOODEN BARREL--. The wooden crate on the right contains a snake, so
shoot the crate with a handgun or machine gun then shoot the snake to avoid
taking damage. A character can also slash the crate real fast then slash the
snake inside, just make sure that your character is close enough to the crate.
The snake might leave behind an egg.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Near some boxes down the right path after stepping off the
bridge.
--> Random Item
[ ] Wooden Crate (left) - On a wooden box down the right path after stepping
off the bridge.
--> Random Item
[ ] Wooden Crate (right) - On a wooden box down the right path after stepping
off the bridge.
--> Enemy: Snake
-------------------------------------------------------------------------------
Return to the left path then move along it. If you look to the left, you'll
notice some holes in the wall and there is a crate on the other side. We'll
get to those crates in a second. Continue ahead then break the --WOODEN
BARREL-- and collect the ++HANDGUN AMMO (+10)++.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Down the left path at the split after crossing the bridge.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Lying on a wooden box next to the wooden barrel.
-------------------------------------------------------------------------------
Move over to the side to where the paths meet then prepare to take on the
Majini with the mining pick further ahead. Break the two --WOODEN BARRELS--
that the Majini was standing in front of.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Behind the Majini with the mining pick shortly after the
paths behind the bridge meet.
--> Random Item
[ ] Wooden Barrel - Behind the Majini with the mining pick shortly after the
paths behind the bridge meet.
--> Random Item
-------------------------------------------------------------------------------
Follow the next tunnel and you'll come to a large rock formation in the middle
of the cave area ahead. Turn to the left and follow the slightly hidden path
to the left. Shoot the --WOOODEN CRATE-- on the table and kill the snake
inside then break the --WOODEN BARREL-- and open the chest then collect the
++DIAMOND (OVAL)++ from the nearby chest.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Diamond (Oval) [4,000 gold]
|_________________| DETAILS: When both characters reach the rock formation
near the end of the dark cave, turn left and follow the
slightly hidden path then open the chest near the wooden
crate at the end.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - When you reach the large rock formation near the end of the
dark cave, turn to the left and move down the path to find this on a table
at the end.
--> Enemy: Snake
[ ] Wooden Barrel - Next to the wooden crate mentioned above.
--> Random Item
-------------------------------------------------------------------------------
Return to the cave area outside the current tunnel then walk toward the light
in the tunnel up ahead. The character carrying the lantern can put it down now
by switching the current weapon or by equipping the knife. The AI partner will
automatically put down the lantern. You can either have Sheva rotate the
handle to the side or have Chris rotate it in order to open the gate up ahead.
Spin the thumbstick in a circular motion to rotate the handle. It is really
best for the actual player to spin this handle, since you'll have to fight
enemies on this side in a moment. Release the handle once the partner moves up
under the gate.
> > > > > > > > > > P A R T N E R 1 G A M E P L A Y < < < < < < < < < < <
The character that stays behind should release the handle after the other
player moves under the gate. This player is going to have to deal with three
Majini as they attack from the dark cave behind the player. Fight them off to
buy time for the partner to lift the gate via the handle at the other end. The
moment the gate is lifted, haul ass under the gate since your partner will be
patiently spinning the thumbstick online while you fight the Majini.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
> > > > > > > > > > P A R T N E R 2 G A M E P L A Y < < < < < < < < < < <
The character that moves under the gate will need to run toward the handle in
the cave up ahead then quickly spin the handle to open the gate for the other
player. Use the "Come on" command to signal that the gate is lifted since the
partner will be busy with three Majini behind the gate. Release the handle
when the player moves up under the gate and the Majini will remain trapped on
the other side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.------------------------------------ TIP 1 ----------------------------------.
| While the gate is raised for Partner 1, tapping the assist button with |
| Partner 1 will issue the "Go" command for that character. Tapping the |
| assist command for Partner 2 once that character raises the gate from the |
| other side will issue the "Come On" command. |
|------------------------------------ TIP 2 ----------------------------------|
| Both characters can stand on the opposite side of the gate and knife slash |
| any Majini trapped behind it then collect the dropped items by picking them |
| up through the gate (if they are nearby). |
'-----------------------------------------------------------------------------'
Several Majini will appear during a cutscene once the characters step into the
tunnel. Two of the Majini on the floors above carry dynamite, which can make
this part frustrating if you don't react quickly and take them out fast. The
dynamite will kill off the Majini on the first floor, but they'll always toss
it near your location and there are very few safe places to go to take cover
from the dynamite other than a few tunnels.
One character should rush back into the tunnel very quickly and take out a
sniper rifle and quickly aim toward the left tunnel on the third floor above
then shoot the Majini with the dynamite. Look up on top of the middle platform
with the connecting bridge and find the second Majini with the dynamite then
shoot him with the rifle. There are Majini armed with crossbows on each of the
two side wooden platforms above the third floor, but they aren't as much of a
threat as the dynamite tossers since their crossbow bolts tend to miss if the
characters stay moving.
Once the Majini with the dynamite have been disposed of, pull out the shotgun
to deal with the Majini horde on the first floor. They will begin to fall from
the floors above and group around eventually. This is an excellent opportunity
to set up some tag team attacks from an arm stun with the other player or even
the AI partner. You can easily bounce more than one Majini to set them up for
a tag team melee.
There is a breakable --WOODEN CRATE-- on the wooden blocks to the side. Enter
the tunnel off to the left and collect the ++FLASH GRENADE++ near the rock
rubble inside. Climb the ladder to the second floor and break the two --WOODEN
BARRELS-- on the left side.
Stand on the wooden walkway on the left side of the second floor then look
toward the wheel above the middle platform. Find the shiny red piece on the
second circular metal piece to the right in the middle of the wheel then shoot
it to make the ++RUBY (SQUARE)++ fall onto the middle platform for your
character to collect.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Ruby (Square) [1,000 gold]
|_________________| DETAILS: Once the characters reach the big open cave area
after the dark cave, climb to the second floor then stand
on the wooden walkway on the left side of the second floor
and aim up toward the wheel above the middle platform then
shoot this down from the center of the right circular metal
piece in the center of the side of the wheel.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - On top of the wooden blocks when entering the big cave area.
--> Random Item
[ ] Wooden Barrel - On the left side of the second floor with another.
--> Random Item
[ ] Wooden Barrel - On the left side of the second floor with another.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Flash Grenade - On the ground near the rubble in the dead end tunnel to the
left after entering the big cave area. It's under the pile of skulls.
-------------------------------------------------------------------------------
Climb the ladder on the right side of the second floor to reach the third floor
then break the --WOODEN BARREL-- in front of the characters and collect the
nearby ++GREEN HERB++. In the middle of the third floor, vault over the
railing of the middle platform then break the --WOODEN BARREL-- on it. Run to
the opposite side of the third floor and break the --WOODEN CRATE-- on the
stack of steel beams at the other end.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Right in front of the top of the ladder that leads to the
third floor.
--> Random Item
[ ] Wooden Barrel - Vault over the railing at the top center portion of the
third floor and this is on the platform behind the railing.
--> Random Item
[ ] Wooden Crate - On a stack of steel beams on the far right side of the third
floor.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near the barrel in front of the top of the ladder on the third
floor.
-------------------------------------------------------------------------------
Facing the two entrances on the third floor, enter the tunnel on the left. Run
down the tunnel. A Majini will eventually fall in front of the characters and
try to toss dynamite, so blast him before he starts. Right after defeating
him, look up on the wall to the side of the alcove that he jumped from. This
wall is above the ceiling to the tunnel ahead. Aim up and shoot the ++RUBY
(SQUARE)++ down from the wall above then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Ruby (Square) [1,000 gold]
|_________________| DETAILS: After moving to the third floor in the big open
cave area after the dark cave, enter the tunnel on the
right side then fight off the Majini with dynamite that
falls from the overhead alcove. Aim upward towards the
wall directly ahead after finishing him then look up to see
this on the wall above the tunnel ahead. Shoot it down
then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Continue on ahead then take the path off to the left. A deadly combination of
long range Majini will be blocking the exit up ahead. If you have a hand
grenade then toss it at them and quickly step behind the nearby wooden wall.
You can also aim for the dynamite that the right Majini carries and blow them
all up with one shot if you're aiming is good. Break the --WOODEN BARREL--
that was in the back of them after the fight.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Behind the three Majini that are met near the end of the
cave.
--> Random Item
-------------------------------------------------------------------------------
[CH223]
Chapter 2-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M I N I N G A R E A
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chris and Sheva will start outside the mine elevator. Move down the remainder
of the tunnel ahead then pick up the ++RIFLE AMMO (+5)++ from near the boulders
off to the right and grab the ++GREEN HERB++ from the ground near the pipes.
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+5) - On the ground near some boulders after exiting the
tunnel.
[ ] Green Herb - On the ground near some pipes after exiting the tunnel.
-------------------------------------------------------------------------------
Move up the stairs of the nearby building to trigger a cutscene.
-- CHECKPOINT
After the cutscene, Majini will appear outside the building to the west. One
of them will be using a stationary gatling gun. Check the left locker in the
set of lockers on the south side of the room and collect the ++DRAGONUV SVD
(RIF)++
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: Dragunov SVD (RIF)
Location: Mining Area - Chapter 2-2
Details: After the first cutscene in this area, open the left locker in the set
of lockers on the south side of the room to find this inside.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
You can take cover behind the nearby window to the west. Walk toward the
window and press the action button to duck behind the metal wall below the
building. One character should take cover behind the window and equip a rifle;
take shots at the Majini behind the gatling gun during his gunfire breaks. The
other character should watch the partner's back since a few Majini will enter
the building from the first floor. I highly recommend using the S75 rifle
since the aiming is more precise at the moment. The Dragunov has an extremely
good rate of fire compared to the S75, but the character will hold the S75
steadier for near perfect headshots.
Once the first Majini manning the gatling gun is taken down, two more Majini
will try to run toward it, one right after the other, so stay put and kill them
all. There are Majini with crossbows on the side trailer and the side of the
mountain in the distance as well. Shoot them all. Don't worry as much about
the Majini that are armed with melee weapons; these Majini will run toward the
current building and try to move inside the building through the door on the
first floor.
Stay behind once the Majini have stopped their attack then zoom in on the very
ledge of the mountain ahead. Look closely and shoot the Majini with the
crossbow on the mountain and the Majini with the dynamite. The Majini with the
dynamite can be quite annoying while moving up the mountain, so go ahead and
limit their number by one right now.
There is a ++GREEN HERB++ near the railing of the stairs and some ++HANDGUN
BULLETS++ on cabinet near the top of the stairs. Be sure to check out the
--MESSAGE-- on the counter.
----------------------------------------------------------------- INVESTIGATION
[ ] Message - On the desk.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near the railing of the stairs.
[ ] Handgun Bullets - On a cabinet near the top of the stairs.
-------------------------------------------------------------------------------
Move down to the first floor via the staircase then exit the building through
the door on the north side. After exiting the building, arm the S75 rifle and
survey the entire mountain area ahead; if something moves, shoot it until it
doesn't move again or until Sheva comments on your well-aimed shot!
Move to the west. Climb up on top of the trailer and pick up the ++HAND
GRENADE++. Fall back off the trailer then move around the other end of the
trailer and climb the ladder on the side of the raised path to the southwest.
Open the chest off to the left and collect the ++DIAMOND (BRILLIANT)++ from
inside.
--------------------------------------------------------------------- ITEM LIST
[ ] Hand Grenade - In the back of the trailer outside the building.
-------------------------------------------------------------------------------
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Mining Area - Chapter 2-2
| [ ] | TREASURE: Diamond (Brilliant) [4,000 gold]
|_________________| DETAILS: Once both characters exit the building after
picking off the Majini on the mountain with the use of a
sniper rifle, move around the left side of the trailer
ahead then climb the ladder along the raised area then
open the chest off to the left to collect this.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Move to the west along the northwest side along the current ledge then collect
the ++RED HERB++ from near the railing. Climb back down to the main mountain
trail and follow the trail to the west.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On the raised area with the chest, near the railing.
-------------------------------------------------------------------------------
You can get up on the trailer with the gatling gun and fire off a few rounds if
you want. It doesn't hurt to get the feel of the controls of a stationary
weapon right now. There is no use for it at the moment though since it faces
the wrong way. So sad that Chris can't tear a mortar weapon off its hinges
like Jack Carver from Far Cry. I have a feeling that Mr. Redfield could if he
really tried though.
If you took my advice and shot the Majini on the mountain side then you won't
have to deal with any once you reach the ladder! If you didn't then one with a
crossbow will be above the ladder and another with dynamite will be tossing
down explosives at the characters.
Check the area and collect the ++HAND GRENADE++ from around the side of the
metal container, the ++RIFLE AMMO++ from in front of the outhouse then look
directly up and to the right of the ladder and shoot the sparkling ++DIAMOND
(PEAR)++ from off the side of the mountain. Enter the side shack and grab the
++HANDGUN AMMO (+10)++.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Mining Area - Chapter 2-2
| [ ] | TREASURE: Diamond (Pear) [2,000 gold]
|_________________| DETAILS: Once both characters exit the building after
picking off the Majini on the mountain with the use of a
sniper rifle, when you reach the first tall ladder, look up
on the side of the mountain and shoot this sparkling
treasure on the mountain wall to the right of the top
portion of the ladder.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------------------- ITEM LIST
[ ] Hand Grenade - Around the side if of the metal container along the path
while approaching the tall ladder.
[ ] Rifle Ammo - In front of the outhouse door near the tall ladder.
[ ] Handgun Ammo (+10) - In the shack beside the tall ladder.
-------------------------------------------------------------------------------
.----------------------------------- EXTRA -----------------------------------.
| Before climbing the ladder, find the outhouse to the side. Approach it for |
| a "?" command. Use the action button to initiate the hidden command (your |
| character will knock on the door). A Majini will open the door and step |
| out of the outhouse. This Majini may bust through the door whenever a |
| character tries to take the rifle ammo outside of it as well. |
'-----------------------------------------------------------------------------'
Climb the tall ladder. Turn to the left and look off toward the northeast.
While staring off the side of the mountain, find the first rooftop on the
building to the right of the one the characters exited from to spot a --BSAA
EMBLEM (11/30)-- on top.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #11
/ BSAA \
(------------) LOCATION: Mining Area - Chapter 2-2
\ EMBLEM / DETAILS: Once both characters exit the building after picking
\________/ off the Majini on the mountain with the use of a sniper rifle,
climb the tall ladder along the side of the mountain. Turn left
at the top of the mountain path then run to the left and look
toward the northeast buildings. This emblem is on the lower
rooftop of the building to the right of the building that the
characters exited from. It can be hit with a sniper rifle or a
well-aimed shot from any weapon. Come on and use the machine
gun my readers and show off those aiming skillz!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- CHECKPOINT
Follow the current ledge to the north and drop from the ladder. While standing
on the first lower ledge, look off to the north and find the shimmering
++DIAMOND (SQUARE)++ on the side of the mountain wall near the short ladder up
ahead. Shoot it right now to knock it down and the Sheva player will be able to
collect it quickly on her way up the mountain.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Mining Area - Chapter 2-2
| [ ] | TREASURE: Diamond (Square) [2,000 gold]
|_________________| DETAILS: This diamond is stuck on the wall to the left of
the short ladder that Sheva can be hoisted up to. Look on
the mountain wall then shoot it to make it fall. I highly
advise shooting this treasure from the ledge that the
characters fall to after dropping from the high ledge
before the cutscene since the Sheva player will not really
have time to aim for it with the dynamite Majini in the
area after the cutscene.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Drop down and move up the mountain trail to the north. A cutscene will play
eventually. There is a broken ladder where a partner action command can be
used below it to toss Sheva to the ledge above. This will help her to get up
above quicker than Chris. Both players should keep in mind that the best way
to take down a Majini with dynamite is to quickly shoot it before it tosses the
dynamite or run toward it a bit as it tosses dynamite then shoot it from mid
range. The dynamite can be shot to make the Majini explode instantly, but
watch out about doing this from too close or your character will get hit by the
explosion.
> > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < <
Sheva better damn well move quickly up that next ladder after Chris tosses her
up the broken ladder since Majini with dynamite will be tossing explosives at
her and Chris this entire time. If Sheva is hit with dynamite on the ledge
right above the broken ladder it might be enough to damage her so that she goes
into dying status and Chris will have a hard time trying to get to her, so
climb the ladder quick - the climbing animation will make Sheva invincible.
A Sheva player should ignore any Majini down the path to the right and move up
the path to her left. Sheva needs to make her way to the top and defeat any
Majini armed with dynamite that she sees.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
> > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < <
A Chris player should immediately run up the mountain trail to the north and
take down the Majini with the dynamite at the curve. Run up the mountain trail
and shoot any Majini that Sheva leaves behind. If any Majini start to throw
dynamite from further up the trail then ignore the rest of the Majini and move
up to the trail above to take them down.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Both character NEED to focus on any Majini with dynamite that drop or run into
the immediate area. There are tons of dynamite Majini at this part, so watch
for them and shoot them when they appear. Don't ever get too close to one
while shooting it or it will damage the characters with its explosive death due
to the dynamite. This is a good place to set up tag team attacks, but don't
get too cocky there or a dynamite Majini might ruin your fun!
Step over to the left side (west) side of the metal container on the ledge
ahead then both players should use the assist button prompt to push it out of
the way. Drop down to the ledge to the north below.
-- CHECKPOINT
Take the ++HAND GRENADE++, collect the ++GREEN HERB++ and ++SHOTGUN SHELLS
(+5)++ from the table off to the left and break the two --WOODEN BARRELS--.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - To the right of the table below the ledge with the metal
crate.
--> Random Item
[ ] Wooden Barrel - To the right of the table below the ledge with the metal
crate.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Hand Grenade - Beside the mountain wall below the ledge with the metal
crate.
[ ] Green Herb - On the table below the ledge with the metal crate.
[ ] Shotgun Shells - On the table beside the green herb.
-------------------------------------------------------------------------------
.----------------------------------- TIP -------------------------------------.
| Before activating the cutscene that leads into the boss fight below, both |
| characters can stand on the side of the ledge and shoot all the wooden |
| barrels below. This will allow quicker access to the items during the |
| boss fight. |
'-----------------------------------------------------------------------------'
A cutscene will trigger shortly after the characters drop from the north side
of the ledge.
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
POPOKARIMU
----------
HP: 24,000
Weak Points: - Reddish back end of tail
Recommended - Proximity Bomb (to stun Popokarimu)
Weapon(s): - Shotgun (to blast the back end of his tail from close range)
- Machine Gun or Handgun (to blast the back end of his tail from
long range)
- Rifle (to blast the reddish portion of his tail while he flies)
- Flash Grenade (to instantly stun him when he flies)
Front Attacks
1) Arm Swipe - Popokarimu swings its right arm forward.
2) Lunge - Popokarimu backs up a bit then stops and races forward then swings
its left arm forward. This can be dodged with a button prompt that appears.
Either the action button or run button will appear. Press both!
3) Shriek - Popokarimu folds out its wings then shrieks. This will stun
whichever character is in front of it as long as the shriek last but it will
not damage a character. This move will also put enough sound pressure on a
proximity bomb to make it explode if one is in front Popokarimu at that
time.
4) Ground Smash - Popokarimu leaps into the air then attempts to fall on a
character. It will take quite a while to recover from this attack if it
misses.
Back Attacks:
5) Tail Swipe - While a character is behind him, Popokarimu swings its
scorpion-like tail at the character.
6) Sticky Slime - Popokarimu lifts its tail behind it then fires out a sticky
greenish slime that will trap any character that it hits. A character must
struggle to break free or have a partner cut them out of the trap with a
partner assist knife attack.
Flying Attacks
7) Tail Strike - Popokarimu shrieks then quickly flies toward a character and
tries to hit the character with its tail as it dips downward while flying.
A button prompt dodge command will appear during this if your character is
in the way. Press both the action and the run button to avoid it.
Popokarimu will start the battle while he is in the air. He will descend
toward both character and land. He has some very hard armor over the majority
of his body but the back end of his tail has soft reddish skin that's just
begging for a few close range shotgun blasts!
.----------------------------------- TIP -------------------------------------.
| While Popokarimu descends at the beginning of the battle, toss a flash |
| grenade at the ground underneath him to instantly knock him out of the air |
| and stun him. A flash grenade will instantly stun him any time that he |
| flies in the air. |
'-----------------------------------------------------------------------------'
--> AVOIDING HIS ATTACKS
A vast majority of Popokarimu's attacks can be avoided by constantly backing up
or stepping to the side. Back up to avoid his arm swing and tail swipe then
step to the side to avoid his lunge or sticky slime attack. You'll get a
button prompt command shortly before he races forward during his lunge attack.
The button will be either the action or run button, so press both of them to
make certain that you dodge it with a roll. From the front, it will perform
its arm swing, lunge and ground pound attacks and when it has its back to your
character it will perform its tail swing and sticky slime trap.
--> WHEN POPOKARIMU FLIES
Popokarimu will sometimes flap its wings and take to the air. It will only
perform one lunging attack over and over while it is flying above so it is even
more predictable at that time. The flying lunge attack will make a button
prompt command appear shortly before it hits your character, so press both the
action and run button at the same time to avoid its attack.
--> STEPPING INTO A SHACK
By entering one of the three nearby shacks, a character can escape from
Popokarimu for a short while, but he will eventually break down your shelter
with one of his physical attacks. Only enter a building to collect the items
inside or quickly heal since he will break down the building very shortly after
you enter it. Sometimes he hangs around the doorway for a bit however.
--> COLLECTING THE AREA ITEMS
Be sure to run around the area and collect many of the items in the barrels and
the shacks. You need to grab the proximity bombs since they will come in handy.
Two of them are in the west shack, two more are in the barrels to the south of
the west shack, one more is in the right barrel behind the west shack, and the
final bomb is inside the north shack for a total of six proximity bombs in the
area.
--> STUNNING POPOKARIMU
There are three ways to stun the creature with the weapons that the character
have available to them right now:
A) Grab one of the proximity bombs in the area then lay it down in its path
with the L1 button while the bomb is equipped. Simply stand and allow
Popokarimu to step over the bomb. The explosion from the bomb will knock it
over and stun it for a few seconds. It should be noted that Popokarimu's
shriek has the power to make a proximity bomb explode if it is laid out on
the ground in front of him when he performs his shriek.
B) Both characters can surround Popokarimu and the character in the back of him
can arm a damaging weapon such as a shotgun and blast it in the back of its
tail. After Popokarimu has received enough damage it will fall over and be
stunned for a few seconds.
C) When he flies in the air, take out a flash grenade and toss it underneath
him and Popokarimu will fall to the ground then roll over on his side.
--> WHILE POPOKARIMU IS STUNNED
Once the boss has been knocked over, arm your most powerful weapon (shotgun
most likely) then run over to the side with the exposed bottom portion of the
tail. Both characters should let loose on that weak point with nonstop
gunfire. Its first stun can easily be its last with two aggressive players or
one extremely aggressive shotgun user that reloads through the inventory
between gunshot animations with an Ithaca shotgun.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - On the west side beside a shack with two proximity bombs
inside.
--> Definite Item: Proximity Mine
[ ] Wooden Barrel - On the west side beside a shack with two proximity bombs
inside.
--> Definite Item: Proximity Bomb
[ ] Wooden Barrel - Further along the west side beside the shack with two
proximity bombs inside.
--> Random Item
[ ] Wooden Barrel - Further along the west side beside the shack with two
proximity bombs inside.
--> Proximity Bomb
[ ] Wooden Barrel - On the north side of the trail (center back portion).
--> Random Item
[ ] Wooden Barrel - On the north side of the trail (center back portion).
--> Random Item
[ ] Wooden Barrel - Beside the north shack.
--> Random Item
[ ] Wooden Barrel - Beside the north shack.
--> Random Item
[ ] Wooden Barrel - Beside the north shack.
--> Random Item
[ ] Wooden Barrel - Beside the east shack.
--> Random Item
[ ] Wooden Barrel - Beside the east shack.
--> Random Item
[ ] Wooden Barrel - Beside the east shack.
--------------------------------------------------------------------- ITEM LIST
[ ] Proximity Bomb - Inside the west shack.
[ ] Proximity Bomb - Inside the west shack.
[ ] Proximity Bomb - Inside the north shack.
[ ] Handgun Ammo - Inside the north shack.
[ ] Handgun Ammo - Inside the north shack.
[ ] Handgun Ammo - Inside the east shack.
[ ] Flash Grenade - Inside the east shack.
-------------------------------------------------------------------------------
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
- - - - - -
___ _ _ ____ _____ [CH23]
/ __\ |__ __ _ _ __ | |_ ___ _ __ |___ \ |___ /
/ / | '_ \ / _` | '_ \| __/ _ \ '__| __) | ___ |_ \
/ /___| | | | (_| | |_) | || __/ | / __/ |___| ___) |
\____/|_| |_|\__,_| .__/ \__\___|_| |_____| |____/
|_|
-------------------------------------------------------------------------------
--> Chapter 2-3 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 40+ | 30 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <09'00" | 12'00" | 15'00" | 15'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH231]
Chapter 2-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
S A V A N N A
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This chapter is a full-fledge shooter. Both Chris and Sheva will have to
defend the jeep that is headed to the Marshlands along the way. Players will
have to do battle with Motorcycle Majini that toss weapons and cocktails and
then a few trucks will appear that will attempt to ram the jeep.
Gun Controls
Fire button = fire mounted weapon
Left analog = turn mounted weapon
NOTE: A glowing red dot on the screen will showcase your current aiming spot.
Chris = mounted machine gun (fast/full view/not as powerful/instant fire)
Sheva = mounted gatling gun (slow/limited view/powerful/slow startup due to
revolving chamber)
Sheva has a slightly limited view compared to Chris, a slower overall turning
speed, and her gun has a slow startup but her gatling gun is more powerful than
Chris' machine gun. To avoid the long chamber revolving animation with the
gatling gun, tap the fire button when no enemies are present to keep it
revolving.
Chris has a greater view thanks to his higher placement on the jeep, a faster
overall turning speed, and an instant fire from his gun, but his gun is not as
powerful as the gatling gun.
Keep in mind that both player's guns can overheat if they are continuously
fired, so always take breaks. The gun will build up heat as presented on the
circular gauge around the weapon icon; when the gauge begins to fill with red
then it is overheating. When a gun fully overheats, your character will not be
able to fire it for a few seconds. With Sheva's gatling gun having a slow
startup, a player will want to let go of the button and then tap it sparingly
to avoid having to go through the full startup animation each time the gun is
about to overheat. As long as the chamber is not firing then it will cool
down; it doesn't matter if it is spinning.
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: Drive By
Description: Stop an armored truck by taking out the driver.
Details: Aim for the door of any armored truck that passes by the jeep and
shoot off the door with either character's mounted gun then shoot and kill the
driver inside the truck. The truck will crash after the drive has been killed
and this trophy/achievement will be earned. Restart the stage if you miss it
and try again. Even if the truck is flaming, the driver can still be shot all
up to the point when the truck explodes and stops.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
--> ENEMY GROUP 1
The first group of enemies consist of several Motorcycle Majini. There's
really not too much of a strategy for this group other than shoot them all. If
they ever throw a weapon toward the jeep then shoot the weapon out of the air
to avoid taking damage.
After the first group is finished, a button tapping command will appear as the
driver makes a sudden sharp turn, so be sure to tap the on-screen button to
avoid taking damage. Both players must tap the button.
--> ENEMY GROUP 2
From this point onward, both players should work together to take down separate
teams of enemies. Chris players should focus on Motorcycle Majini thanks to
his greater view of the area below and Sheva players should focus on the trucks
that appear since her weapon is more powerful.
NOTE: In a single player game, the AI partner will usually follow the
strategies listed above.
.---------------------------------- WARNING ----------------------------------.
| Once a truck begins to flame, don't continue to fire at it while it is |
| close to the jeep. Having it explode while next to the jeep will damage |
| the jeep. Wait until it moves away then finish it off with gunfire. |
'-----------------------------------------------------------------------------'
- Wave 1
Captain Stone (Josh) will contact both Chris and Sheva over the radio as a
truck drives up from the right side of the back of the jeep. Sheva should
focus on the truck to the right while Chris turns his attention toward the
Motorcycle Majini that appear on the left side. Chris can shoot them faster
and he has a wider view of them as they appear from the side.
- Wave 2
Sheva should focus on shooting the Majini in the back of the truck then she
should shoot at the front half of the truck when it comes into view. After the
truck is at least flaming, both players should turn to the immediate left and
finish off any Motorcycle Majini that appear. They will start to appear from
the left side as they slow down and drive next to the jeep so concentrate fire
on them as the jeep begins to move by them.
Another scene will showcase yet another sharp turn where both players will have
to tap a button to sustain they're grip on the vehicle.
-- CHECKPOINT
--> ENEMY GROUP 3
- Wave 1
A truck will drive up from the left side, so Sheva should focus her aim to the
left and begin to fire at the truck. Chris should keep his eye on the right
side since some Motorcycle Majini will begin to appear as the jeep catches up
to them.
-Wave 2
Motorcycle Majini armed with cocktails will drive into view from the right
side. Both Chris and Sheva should focus on these Majini since they are the
only threat for the moment and are quite numerous. Try to shoot them all
before they toss a cocktail at the jeep.
-Wave 3
Majini will slow down then come into view on both sides of the jeep after the
second wave is finished. One player can take the left and one can take the
right for this wave, but really planning it out as such is really not needed
since they drive together in the middle of the road very shortly after
appearing.
Another sharp turn cutscene will play so be prepared to press the two buttons
that appear on the screen. The players have to press either two shoulder
buttons or two face buttons for this button prompt command.
--> ENEMY GROUP 4
- Wave 1
A truck will appear from the left and another truck will appear from the right
almost simultaneously, so each player should pick a truck to focus on. Try to
take down the trucks as quickly as possible by shooting the front portion or
possibly the driver inside of the truck (shoot off the door). Immediately
after finishing off a truck, both players should turn their attention toward
the middle road as Motorcycle Majini begin to drive into view. A few
straggling Majini may appear from the back of the road. Blast them all to end
this wave.
-- CHECKPOINT
- Wave 2
The truck will stop and then suddenly turn as the viewpoint of a roadblock with
a truck and several Majini are showcased to both players. Chris players should
focus fire on the Majini while a Sheva player shoots the red barrels
surrounding the truck in the back. There are three sets of red barrels
altogether.
-- CHECKPOINT
--> ENEMY GROUP 5
- Wave 1
The jeep will drive over a bridge. Once the bridge is passed both players
should focus their aim to the right. A truck will drive up from the right side
and try to ram the jeep off the side of the cliff to the left. Both players
should focus on taking down the Majini in the back and then focus on shooting
the front end of the truck. Once the truck is destroyed a cutscene will play
eventually.
- Wave 2
Motorcycle Majini will drive up from the right side, so both players should
focus fire to the right. The scene will eventually end during the middle of
the action as a cutscene activates.
[CH232]
Chapter 2-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
T H E P O R T ( N I G H T )
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
NDESU
-----
HP: 8,000 (Small Plagas)
HP: 26,000 (Large Plagas)
Weak Points: - Head (makes him move back from the jeep to showcase plaga)
- Multiple Small Plaga (make him showcase large plagas)
- Large Plagas (ultimate weak point)
NOTE: In this battle, especially on higher difficulties, a Chris player should
focus aim on the Majini armed with a cocktails that appear in the doorway to
the left and the two Majini armed with crossbows that appear to the right (one
on the high platform and one below). There is a single red barrel that is near
both crossbow Majini that can be shot to take them out instantly. Save this
for when Ndesu is right up against the jeep or toward the end of the battle.
Knowing Ndesu's attacks and learning how to avoid them is the absolute most
important part of this battle.
Close attacks:
1) Foot Stomp - Ndesu raises his right foot into the air and tries to stomp the
truck.
Avoidance: Shoot his head to cancel the attack.
2) Right Hook - Ndesu raises his right arm to the side and tries to punch both
characters.
Avoidance: Press the on-screen button inputs.
3) Overhead Punch - Ndesu leans back and raises both arms then tries to smash
the jeep This takes some extreme damage.
Avoidance: Aim upward then fire at his head right as he prepares to smash
the vehicle. A few precise shots to his head will stagger him and cancel
the attack. It's best to aim up and to the right of his head, this way, the
shots will hit his head right before he smashes the vehicle.
Distant Attacks:
4) Rock Toss - A cutscene will showcase Ndesu tearing up some of the ground as
he lifts a big boulder. He will lift it above his head then toss it toward
the characters. The boulder will roll toward the jeep.
Avoidance: Fire at the boulder while he holds it over his head then follow
it with fire as it rolls along the ground to break it just before it reaches
the jeep. The characters can also shoot a nearby red barrel to make him
drop the boulder, but I recommend saving the boulder for when he grabs a
wooden pole.
5) Ground Pound - Ndesu lifts both arms into the air and pounds the ground,
creating a slight earthquake.
Avoidance: Press the on-screen button inputs.
6) Ram - Ndesu leans his top half downward and charges a ram then he runs
toward the jeep head first.
Avoidance: Shoot him directly in his head to cancel this ram.
7) Pole Grab - Ndesu grabs a nearby wooden telephone pole from out of the
ground then walks toward the jeep with it. This is not an attack but it
leads into other close range attacks and the pole grab can be canceled.
Avoidance: If a red barrel is near Ndesu, fire at it and he will drop the
pole instantly when the blast hits him. The only time a character cannot
cancel this attack is when Ndesu pulls up a pole from the foreground of the
left side of the screen. Shooting the left barrel at that time will only
waste a barrel.
Pole Attacks:
8) Pole Swing - Ndesu holds the pole to his right side then swings it toward
the characters.
Avoidance: Press the on-screen button inputs.
9) Pole Smash - Ndesu lift both arms into the air while holding the pole then
tries to smash the jeep with the pole.
Avoidance: Aim upward as he prepares to smash the vehicle then fire at his
head to cancel the attack; just like with the overhead punch, precision fire
toward his head will cancel the attack. It's best to aim up and slightly to
the right of his head, this way, the shots will hit his head right before he
smashes the vehicle.
--> DRIVE HIM AWAY FROM THE JEEP
Ndesu will move toward the jeep at the beginning of the battle and remain there
until he is driven away. The only way to make him back off is for both players
to continuously fire directly at his head. Both players need to stop firing
and focus on dodging his attacks whenever he readies one. Blast him enough in
the head and he will back off.
--> NDESU'S PLAGA
Ndesu will showcase his weak points as two plaga move out of his skin - one on
the left side of his chest and one on his right arm. Fire at them to damage
them and ultimately destroy them. Destroy the arm plagas first since it is
further away from his head. This will help when he moves close since you will
have to quickly aim to the right (his left) to blast his foot or quickly aim at
his head to cancel the foot stomp attack; the players will only have to
minimally adjust aiming with only the chest plagas left.
DO NOT fire at the red barrels when he backs off. The red barrels should only
be blasted to make him drop a weapon or to damage his plagas weak points when
he showcases them. It's always best to use them to make him drop his weapons
for the most part.
While he is at a distance, keep aiming and firing at his plaga. A Chris player
should aim toward the left and shoot the Majini armed with cocktails in the
doorway and then aim to the right and shoot the two Majini with crossbows (top
platform and ground). The red barrel near them can be shot to take them both
down, but you want to save this for later in the battle really.
--> NDESU STEPS IN AGAIN
Ndesu will eventually move back toward the jeep. The characters will need to
switch aiming between his head and plaga at this point. Blasts to his head
will make him back off quicker while blasting his plaga will eventually make
him showcase his ultimate weak point and back off in the process.
--> THE MAJOR WEAK POINT
Once the two plaga are destroyed, Ndesu's ultimate weak point will be showcased
as he crouches down and a big plagas moves out of his back. Fire at the weak
point to damage it as much as you can before it goes back into his back.
--> FOUR PLAGA
Once Ndesu is knocked back from the jeep again after his big weak point has
been showcased once, four plaga will move out of his body. Destroy all four of
these plaga to make him showcase his big plagas once again. Fire at the big
plagas weak point and he will fall eventually. On Professional, the players
will sometimes have to repeat shooting his four plaga once again.
A cutscene will play afterward and the chapter will end once Ndesu is defeated!
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
- - - - - -
___ _ _ _____ _ [CH31]
/ __\ |__ __ _ _ __ | |_ ___ _ __ |___ / / |
/ / | '_ \ / _` | '_ \| __/ _ \ '__| |_ \ ___ | |
/ /___| | | | (_| | |_) | || __/ | ___) ||___|| |
\____/|_| |_|\__,_| .__/ \__\___|_| |____/ |_|
|_|
-------------------------------------------------------------------------------
--> Chapter 3-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 30+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <18'00" | 22'00" | 26'00" | 26'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH311]
Chapter 3-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M A R S H L A N D S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Recommended Weapons:
- Sniper Rifle (for BSAA medals and distant Majini)
- H&K MP5 (for tag team melee setup; for shield carriers [see tip below])
- Hand Grenades (for crocodiles; for crowds)
- Shotgun (for crowds)
.----------------------------------- TIP -------------------------------------.
| Be sure to bring the H&K MP5 machine gun with you to this chapter since the |
| characters will run into enemies carrying shields and the MP5's armor |
| piercing attribute will allow it to blast through a shield, even at the |
| default level. |
'-----------------------------------------------------------------------------'
Both characters will start on a wooden platform beside the boat. Walk up the
stairs then pick up the **BEAST SLATE** key item from the ground. Look over to
the left and find the goat skull handing on a pole behind a shield. Break the
goat skull and collect the ++RUBY (PEAR)++. Break the two --VASES-- on the
left side of the area as well. Approach the purple flowers on the right side
of the area then take the ++BEETLE (BROWN)++ treasure that is stuck on the
fence above them. Examine the BSAA soldier corpse to read the --SCHEDULE
REPORT--.
----------------------------------------------------------------- INVESTIGATION
[ ] BSAA soldier corpse - Pinned to the ground with spears.
[ ] Schedule Report - Readable while examining the body of the BSAA soldier
corpse.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - To the left beside another vase.
--> Random Item
[ ] Vase - To the left beside another vase.
--> Random Item
----------------------------------------------------------------- KEY ITEM LIST
[ ] Beast Slate - In the middle portion of the ground.
-------------------------------------------------------------------------------
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: Break the goat skull hanging on the wooden pole
beside the shield on the left side of the area with the
Beast Slate and this treasure will fall to the ground.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: Find the two purple flowers on the right side of
the area with the Beast Slate and collect this from the
fence above the flowers.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Return to the boat but don't get on just yet. Take out a sniper rifle and look
toward the north and you'll just barely be able to see a --BSAA EMBLEM
(12/30)-- on the center of the pole out in the water. You have to have a
sniper rifle to see this one and hit it from this distance. You'll only see a
slight glimmer. Read the description below for more details.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #12
/ BSAA \
(------------) LOCATION: Marshlands - Chapter 3-1
\ EMBLEM / DETAILS: In the area where the characters obtain the Beast Slate
\________/ at the beginning of the Marshlands, arm a sniper rifle while
standing behind the north railing of the nearby wooden dock
where the boat is then look to the north. Find the pole out in
the water up ahead with two overhead telephone wires connected
to it and look in the center of the pole to see a slight
glimmer. The slight glimmer is the BSAA emblem. A player can
only shoot it from this distance in single player mode. In a
co-op game, one character can drive the boat out to the pole
while the other character shoots the emblem from up close.
If you want to get it easily, press "Start" on a second player
controller and then have one character drive the other out to
the pole while on board the boat. The character on the front
can easily shoot it from the front of the boat with a handgun
while the boat is facing the north end of the pole. Just quit
the game afterwards if you don't want to continue playing two-
player and the medal will save on the main save file for
Resident Evil 5.
Another way to clearly see this is to bring a PSG-1 rifle with
your character with a level 2 upgraded scope. Simply aim then
look to the north pole with the cables attached to it while on
the dock and it will appear a bit bigger in the scope. It's
still small though and will require some pinpoint aiming even
with an upgraded scope. The PSG-1 rifle is not obtained or
unlocked in the Buy menu until Chapter 5-3 however.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Walk over to the boat and use the assist button to get on.
Boat Controls:
.-------------------------------------------------------.
| Fire = Accelerate |
| Aim = Brake/Reverse |
| Fire + Run = Turbo |
| Left analog = Steer |
| Assist = Swap places (in co-op mode)/Get on boat |
| Action = Get off boat (near dock) |
'-------------------------------------------------------'
.---------------------------------- EXTRA ------------------------------------.
| If the driver of the boat accelerates too fast and crashes then you'll |
| receive some extra dialogue from your AI partner at times. |
'-----------------------------------------------------------------------------'
This portion of the chapter is fully open to exploration, so you can choose to
go anywhere. The ultimate objective is to find all the plates, like the one
that the characters just collected. There are a total of four altogether.
One of the first places that the characters should go is toward the blue
circular marker in the west portion of the map. Dock there then leave the boat
and collect the ++SLATE MAP++ from the wooden deck. This will add the
locations of the other three plates to your GPS (mini) map as red X's displayed
on the map. The door to the side with the circular carving requires all four
plates in order to open it. Placing a plate in the circular indention will
always give the characters a checkpoint. Get back on the boat.
----------------------------------------------------------------- INVESTIGATION
[ ] Circular Indention - circular indention on the door.
--------------------------------------------------------------------- ITEM LIST
[ ] Slate Map - Lying on the wooden deck near the locked door. *
-------------------------------------------------------------------------------
* This will disappear if not obtained before collecting the final slate piece.
Where you go from here is completely up to you. I will start off with some
optional areas first of all.
--> THE CHICKEN ISLAND
Drive out to the island in the middle of the lake and get off the boat. The
chickens in this area will randomly lay eggs and you can easily get a Brown,
White and Gold Egg from here in order to almost get the Egg Hunt
trophy/achievement. You'll still need to get the rotten egg from a random
enemy drop however.
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: Egg Hunt
Description: Find all 4 types of eggs.
Details: A player can easily obtain the White, Brown and Gold egg from the
chicken island in the middle of the lake. Simply wait around until the
chickens lay eggs. While playing single player, usually the AI character will
be the first to notice an egg that a chicken lays, so if your AI partner
suddenly starts to move in a certain direction, then there is most likely an
egg there.
Use the "Restart" feature in the pause menu if the chickens refuse to lay a
certain egg. Keep trying to get all three egg types. This is your absolute
best chance at collecting a gold egg.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Find the two purple flowers near the near the thick wooden pole off to the left
then collect the ++BEETLE (BROWN)++ that is hanging on the pole.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: Find the two purple flowers on the left side of
the chicken island in the middle of the map then collect
this from the side of the thick wooden pole above them.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Stand right near the abandoned boat to the side of the dock then look up under
the building up ahead to see a --BSAA EMBLEM (13/30)-- up underneath it.
You'll need to look past the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #13
/ BSAA \
(------------) LOCATION: Marshlands - Chapter 3-1
\ EMBLEM / DETAILS: Step toward the abandoned boat on the chicken island in
\________/ the middle of the map then look north to see this emblem under
the building up ahead. You'll need to look past the stairs of
the building to see this so you might have to adjust your
viewpoint a bit if something is blocking it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Climb the ladder of the platform near the building and break the --VASE-- on
top then vault over the fence on the left side of the area and break the
--POT-- on the wooden shelf in the back. There are two ++EGG (WHITE)++ pickups
on the wooden shelf to the right of the building entrance. Enter the building
up ahead then break the two --VASES-- and open the chest in the middle of them
then collect the ++CHALICE (SILVER)++ treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Chalice (Silver) [2,000 gold]
|_________________| DETAILS: Inside the chest in the building on the chicken
island in the middle of the map.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
----------------------------------------------------------------- INVESTIGATION
[ ] Boat - The boat near the dock can be interacted with.
[ ] Fireplace - Beside the tall wooden platform.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - On top of the wooden platform with the ladder on it.
--> Random Item
[ ] Pot - On a wooden shelf behind the fence to the left of the building.
--> Random Item
[ ] Vase - Inside the building.
--> Random Item
[ ] Vase - Inside the building.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Egg (White) - Lying on a wooden shelf to the right of the building
entrance.
[ ] Egg (White) - Lying on a wooden shelf to the right of the building
entrance.
-------------------------------------------------------------------------------
Get back on the boat and drive all the way out to the sunken ship on the map.
It is shown on the mini-map as a line in the northeast portion of the map. Get
off the boat at the dock near the sunken ship. Walk up onto the boat then look
off in the water to the left and collect the ++BEETLE (BROWN)++ from the sunken
side of the ship.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: This is in the water on the left side of the
sunken boat that you get off on in the northeast portion of
the map.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
There is a --VASE-- near the pole in the middle of the ship. Open the metal
case on the opposite side of the ship after moving up the narrow wooden ramp
and then collect the ++ROCKET LAUNCHER++ from inside.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: Rocket Launcher (RL)
Location: Marshlands - Chapter 3-1
Details: Dock the boat at the sunken ship in the northeast portion of the map
and this will be inside the metal care on the far right end of the boat. Keep
in mind that you HAVE to move up to the small wooden ramp in order to get the
"Open" command.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - By the pole in the middle of the boat.
--> Random Item
-------------------------------------------------------------------------------
Get back on the boat and leave the area. Head to the far northwest corner of
the map. Get off the boat at the wooden platform area in the northeast.
You'll likely see the --BSAA EMBLEM (14/30)-- on the wooden beam up under the
hut ahead. Look toward the ceiling.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #14
/ BSAA \
(------------) LOCATION: Marshlands - Chapter 3-1
\ EMBLEM / DETAILS: Go to the far northwest corner of the map then step off
\________/ the boat and move up the wooden walkway and you should be able
to see this on a wooden beam near the ceiling of the overhead
straw rooftop.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Break the --VASE-- up under the hut then turn to the right and move up the rest
of the wooden walkway ahead.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Under the hut.
--> Random Item
-------------------------------------------------------------------------------
Before reaching the ladder to the high platform look to the right side of the
current platform to see that the characters can drop to the middle portion of
shallow water that the platforms stretch around.
.---------------------------------- EXTRA ------------------------------------.
| The fish (Nile Perch) in the center portion of water can be shot as they |
| jump out of the water and they leave behind extra gold. A player can also |
| look closely for ripples in the water to spot their location and then fire |
| at the circles of water as the fish moves underneath the water; your |
| character is likely hit the fish as it swims by. There are quite a number |
| of fight in the water! In single player, the AI partner has got some |
| pinpoint aim for shooting fish with a handgun; it's quite a sight to |
| behold. |
'-----------------------------------------------------------------------------'
Fall down into the water then collect the ++BEETLE (BROWN)++ which is to the
left of the left red ladder attached to the side of the platform.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: Drive out to the far northwest portion of the map
then get off at the wooden platform in that area. Move
along the platforms then fall into the middle section of
water. This is to the left of the left red ladder that is
attached to the side of the wooden platform above the
water.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Climb the ladder on the platform then open the chest at the very end of the
platform and snatch the ++CHALICE (SILVER)++ treasure from inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Chalice (Silver) [2,000 gold]
|_________________| DETAILS: Drive out to the far northwest portion of the map
then get off at the wooden platform in that area. Move
along the platforms then climb the ladder. Open the chest
at the top to obtain this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> OBTAINING THE RAPTOR SLATE
Drive all the way to the east and get off the boat. You're going to have to
step into the waist deep water ahead. Oh, did I mention that it is filled with
crocodiles? Well, I just did, didn't I? Damn.
The crocodiles should be avoided for the most part. Don't try to fight them
for now. They don't leave behind any type of item, they take quite a few shots
and they will instantly kill a player once they are in close range most of the
time. You'll first notice one by the music that will play then its eyes and
nose will slowly rise out of the water. This is your cue to haul ass in a side
direction or back way then run to its side. It will usually miss if it tries
to attack when a character runs within close range of it, but don't always
depend on it missing. It's possible to take a crocodile down with a weapon
that has a good rate of fire, but again, there is no reason to. The sidestep
feature while turning the camera is ever so useful at this part for Control
type C or D users.
.----------------------------------- TIP -------------------------------------.
| Equip a grenade or some type of item other than a gun while moving through |
| the water in order to move faster while running. |
'-----------------------------------------------------------------------------'
No matter which side of the marsh the characters move around, crocodiles will
attack. It's best to take the left side however, so you can pick up the
++BEETLE (BROWN)++ that is attached to the north side of the tree on that side.
Crocodiles seem to appear less on the left side as well.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: In the lake with the crocodiles, run to the left
(north end) to find this on the north side of the tree in
the water.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Once you reach the far east end, you'll run across a boat out in the water that
points toward an open fenced section below some buildings. Don't charge into
the fenced area since a crocodile will appear in the water right at the
entrance. A character can lure the crocodile out of the open fenced area by
backing up and then quickly running by him as he moves out of the fenced area
or a character could wait for him to swim forward then toss a hand grenade at
the crocodile to most likely instantly kill him. You're really going to have to
watch it while fighting him however since other crocodiles might sneaking up
from behind. I HIGHLY advise killing him with a hand grenade since you're
going to have move by him again upon leaving the area above.
There is a ++RUBY (PEAR)++lying on the right side of the fenced area where you
can first enter. Be careful about grabbing it however since Lake Placid's
wrath will be creeping up near your character somewhere nearby most likely.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: In the lake with the crocodiles, run to the far
east fenced area and lure the crocodile out from the
entrance then quickly grab this from the right side of the
wooden fence while stepping inside. You should be able to
see it glimmer. Keep in mind that a character can also
toss a hand grenade at the crocodile while it is in the
water to kill it off.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Rush to the ladder in the back left corner and climb it quickly.
Step around the side of the building up ahead. Go ahead and vault through
window for a quicker entrance. A sudden yell will give way to a new enemy!
NEW ENEMY: WETLAND MAJINI
These Majini are basically just like normal Town Majini accept they have a new
weapon assortment and are more aggressive. They usually carry spears and some
of them will eventually carry shields. Fight them like normal Majini but
beware of they're range and jump attacks. Melee attack prompts will still
appear for your characters when the Wetland Majini are hit in the same parts of
the body as normal Town Majini (head, arm, leg) and they can also be tag
teamed. Once these Majini are grounded, they have a high tendency to get right
back up while they are still in good health. Only a low health Wetland Majini
will usually stay grounded and allow the characters to perform a ground melee
on it.
Pick up the ++RED HERB++ and ++EGG (WHITE)++ from off the nearby wooden shelf
and break the nearby --VASE-- after the battle.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Lying beside the shelf with the red herb and egg on it.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On the wooden shelf in the first building.
[ ] Egg (White) - On the wooden shelf in the first building.
-------------------------------------------------------------------------------
Step on over to the smaller south building. A single Majini will attack from
the side window. Break the --VASE-- near the chest then open the chest and
collect the **RAPTOR SLATE**.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Near the chest in the south building.
--> Random Item
----------------------------------------------------------------- KEY ITEM LIST
[ ] Raptor Slate - Inside the chest in the south building.
-------------------------------------------------------------------------------
Now, the characters need to return to the boat. Sadly there is no checkpoint,
so the characters better be damn careful on their way back to the boat. If a
character dies by a crocodile bite then both players will have to do all of
this all over again from the start of the boat. If the characters didn't kill
off the crocodile below the building area, be sure that the characters allow
that crocodile to move far enough away from the open fence so each player can
move by him without him snapping at the characters. The first crocodile is
really the most dangerous part of backtracking if he wasn't finished off
earlier. The characters will receive a checkpoint upon stepping near the boat.
-- CHECKPOINT
Just think, you can stand at the bridge and taunt all the water creatures once
you're home free, much like that swimmer did to the oil streak blob in "The
Raft" episode of Creepshow 2. "I beat you. I BEAT YOU- Gah!" That won't
happen to our Redfield protagonist though since he'll just Haymaker the blob
back into the water and simply taunt it again.
--> OBTAINING THE SHAMAN SLATE
Drive out the northeast section and get off the boat. This area has a lot of
hidden collectibles and items to grab.
Move up the stairs then walk toward the display of shield and spears up ahead.
Use the knife to break the two --VASES-- and the goat skull up above the
display. An ++EMERALD (PEAR)++ will fall on the pedestal once the goat skull
is broken. Break the small --POT-- on the wooden shelf to the right. Check
out the --HAND TO HAND COMBAT-- memo for details on button prompt melee
attacks.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: In the far northeast portion of the map, break
the goat skull above the shield and spear display to have
this drop on the wooden pedestal below it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
----------------------------------------------------------------- INVESTIGATION
[ ] Hand to Hand Combat Memo - Below the shelf with the pot.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - In front of the shield and spear display.
--> Random Item
[ ] Vase - In front of the shield and spear display.
--> Random Item
[ ] Pot - On the wooden shelf to the right of the shield and spear display.
--> Random Item
-------------------------------------------------------------------------------
Further ahead, break the --VASE-- to the right of the fireplace. Step toward
the building up ahead and look on the left wooden pole in front of the entrance
then break the goat skull at the top and collect the ++RUBY (PEAR)++ that falls
from it. Enter the building further ahead then break the --VASE-- inside. Hop
over the fence and break the small --POT-- on the wooden shelf to the left of
the first building.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: In the far northeast portion of the map, break
the goat skull that hangs on the top of the left pole in
front of the entrance to the first building.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
----------------------------------------------------------------- INVESTIGATION
Fireplace - Beside the building up ahead.
---------------------------------------------------------- BREKABLE OBJECT LIST
Vase - To the right of the first fireplace.
--> Random Item
Vase - Inside the first building next to a shield.
--> Random Item
Pot - Behind the fence and on a shelf to the left of the first building.
--> Random Item
-------------------------------------------------------------------------------
The second building has a chicken inside that might lay some random eggs and
also there is a --VASE-- inside.
----------------------------------------------------------------- INVESTIGATION
[ ] Fireplace - Beside the entrance to the second building.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Inside the second building.
--> Random Item
-------------------------------------------------------------------------------
All is quiet whenever the characters enter the area up ahead with the two high
platforms; well, that is, until the characters start to break the --VASE-- on
the left side and the --VASE-- on the right side of the area!
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - On the left side of the area with the two high platforms.
--> Random Item
[ ] Vase - On the right side of the area with the two high platforms.
--> Random Item
-------------------------------------------------------------------------------
Sheva will point out the two high platforms to the player. Get below the high
platform on the left side then boost Sheva up to it through the partner assist
command and she will collect the --IDOL (SILVER)-- treasure from the chest
above.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Idol (Silver) [2,000 gold]
|_________________| DETAILS: In the far northeast portion of the map, boost
Sheva up to the left high platform at the end of the area
then she will collect this treasure from the chest above.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Boost Sheva up to the next high platform and she will take the **SHAMAN SLATE**
from the chest above. A cutscene will play after Sheva takes the slate.
----------------------------------------------------------------- KEY ITEM LIST
[ ] Shaman Slate - Boost Sheva up to the right platform and she will retrieve
this from the chest above.
-------------------------------------------------------------------------------
The whole village heard Sheva the moment she laid her pretty little fingers on
that slate, so prepare to do battle with several Wetland Majini. This is an
excellent time for tag team melees even in single player. Try to shoot one of
them in the arm then perform a back melee attack to bounce it toward your AI
partner and your partner might get tricked into helping your main character.
Even more so on co-op mode, this area can make for some splendid tag team
action with a friend. The area reminds me of the tag team paradise that
several friends and I made of Shanty Town in the RE5 demo!
Majini with spears will appear at first. This is your first time dealing with
them most likely, so be sure to watch for their midrange spear attacks. They
also have a jumping stab attack that can be escaped through a button prompt
dodge. Majini with shields will be among the final wave of enemies. These
need to be shot with either a shotgun (to break their shields), an H&K MP5
machine gun (to go through their shields), or you can simply aim at their legs
with a handgun or machine gun and fire at them then perform a melee attack to
them.
Keep in mind that a front melee attack will break their shields, but as always,
a back melee from an leg stun is an instant kill. The frontal melee from a leg
stun will hit multiple enemies with a slight bit of invincibility during the
animation while the back melee attack will give your character a prolonged
invincibility during the animation. Your choice! A hand grenade is highly
effective at this part since the Majini like to bunch up in a crowd.
NEW ENEMY: Duvalia
One of the Majini will evolve into a new parasitic hard shell enemy know as a
Duvalia. This enemy has a grab attack from close range that will instantly
cause a character to go into dying status if it hits and it has a ram attack
that will knock a character down from close range. This creature's hard shell
is impenetrable with any weapon accept for a weapon that fires an explosive
blast. With a weapon such as the shotgun, aim at its legs then fire at them. A
character must get it down on its knees in order to damage it through gunfire.
Don't ever depend on a gunshot to stun a Duvalia before it gets to your
character, since a single gunshot will not always do the job and it might
simply leave the character open; you don't want to get caught in the middle of
gunshot animation while the creature is right up on the character. Once it
falls, it will open its hard shell mouth to reveal its circular weak point
inside of its mouth. Step toward its mouth and aim directly at the center weak
point then blast it with a shotgun to kill it off quickly. If you have a flash
grenade, since this is a parasitic enemy, the flash grenade will instantly kill
it when tossed its way!
-- CHECKPOINT
Return to the boat and set out for the next slate after the battle is done.
There is a nearby ++BEETLE (BROWN)++ stuck on a tree out on the northeast
portion of the marsh. Read the description below to obtain it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: After obtaining the Shaman Slate in the northeast
portion of the map, look to the south and find the tall
tree with a few dark flowers on its branches that sticks
out of the water near a row of spiked poles. Drive toward
the tree and you'll see this treasure shining on the north
portion of the tree. In order to retrieve it, drive toward
it and allow your partner to grab it while that character
stands on the front of the boat. In single player, the AI
will automatically grab it while next to it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> OBTAINING THE WARRIOR SLATE
.----------------------------------- TIP -------------------------------------.
| It is best to get this slate last since taking it will cause Majini to |
| appear along high platforms throughout the marsh area. They will toss down |
| explosive bombs at your characters from a distance and the bombs will float |
| along the water surface like mines for a few seconds. |
'-----------------------------------------------------------------------------'
The warrior slate is down a river path on the southwest portion of the map.
Drive along the river until the characters pass by a watchtower on the right
side. Move past the watchtower then turn around in the middle of the river and
face the east while the watchtower is in view. There is a ++MACHINE GUN AMMO
(+30)++ pickup near the far left set of spiked poles that extend out of the
water and a ++HANDGUN AMMO (+10)++ pickup near the far right set of spiked
poles that extend out of the water. Drive toward them with the boat and allow
your partner to collect them.
Turn around and look toward the overhead bridge. On the center of the right
fence there is some ++HANDGUN AMMO (+10)++. If the characters drive past the
overhead bridge up ahead then turn around while on the opposite side and face
the east, you'll be able to see some ++RIFLE AMMO (+5)++ treasure along one of
the right spiked poles.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+5) - Along the river path in the southwest, drive past the
watchtower then turn around. This will be lying on top of one of the
spiked poles along the right set of spiked poles to the east.
[ ] Machine Gun Ammo (+30) - Along the river path in the southwest, drive past
the watchtower then turn around. This will be lying on top of one of
the spiked poles along the left set of spiked poles to the east.
[ ] Handgun Ammo (+10) - Before passing under the overhead bridge in the area
mentioned above, look on the right side of the fence and this will be on
the middle portion.
[ ] Rifle Ammo (+5) - Drive past the overhead bridge in the same area as the
pickups listed above then turn and face east and look to the right to see
this along one of the right spiked poles that stick out of the water.
------------------------------------------------------------------------------
Turn back around and drive to the west. The characters will come to a building
area surrounded by wooden fencing. If the characters drive around the left
side of the area that they will face and drive toward the wooden fence on that
side, the character on the front can obtain a ++GREEN HERB++ that is lying in
the water to the left of the fence.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Drive past the overhead bridge in the same area as the
pickups listed above then drive toward the area to the west and move around
the left side to see a wooden fence. This green herb is in the water to
the left of that fence.
-------------------------------------------------------------------------------
Move all the way around the north side and make a left. Follow the path ahead
and look off to the right to see a small tree with purple flowers surrounding
it. There is a ++BEETLE (BROWN)++ attached to the middle of the tree, so allow
the AI partner to collect it by driving next to it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: After moving down the river in the southwest,
you'll come to a building area surrounded by a fence.
Head to the north around the fence and make a left. This
treasure will be on the small tree surrounded by purple
flowers off to the right. Drive your partner over to it to
pick it up.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Follow the water trail all the way around the side until the characters arrive
at a dock. Get off the boat and leave it behind.
Vault through window of the first building up the ramp then break the small
--POT-- on the shelf inside. Exit the building by stepping out the east
entrance then move down the ramp directly ahead. To the right is a --POT--
along with a ++GREEN HERB++ and directly ahead is a chest with a --VASE-- to
the right of it. Open the nearby chest and take the --IDOL (SILVER)-- from
inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Idol (Silver) [2,000 gold]
|_________________| DETAILS: After docking at the southwest portion of the
map, this will be inside of a chest in front of the first
building.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Pot - On a shelf in the first building.
--> Random Item
[ ] Pot - To the right after moving down the ramp in front of the first
building.
--> Random Item
[ ] Vase - On the right side of the chest outside the first building.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Beside the pot below the ramp outside the first building.
-------------------------------------------------------------------------------
Once the characters step toward the two buildings to the north, several Wetland
Majini will jump out of the water during a slight cutscene. They are armed
with spears and shields, so bring out the shotgun or H&K MP5 machine gun for
the shield carriers. Keep in mind that leg stuns into melee attacks will knock
away the shields as well.
Enter the building on the northeast side and break the --VASE-- inside then
enter the other building to the left of it and break the --VASE-- inside of it
as well then check the nearby chest and grab the **WARRIOR SLATE** from inside.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Inside the northeast building.
--> Random Item
[ ] Vase - Inside the northwest building
--> Random Item
----------------------------------------------------------------- KEY ITEM LIST
[ ] Warrior Slate - Open the chest inside the northwest building.
-------------------------------------------------------------------------------
Well that was easy huh? Give your AI partner a sniper rifle before both
characters get back on the boat and set her to attack mode (Go), so she will
equip it. I have an odd feeling here. It's too quiet.
-- CHECKPOINT
Drive around the side of the building area then attempt to exit the area.
Spikes will surface next to the watchtower in the east then Wetland Majini will
appear on the high walkways above and toss explosive bombs at the characters.
If the AI partner is armed with a rifle, that character will take them down
very quickly with the AI's precise aiming. Don't drive too fast, so as not to
mess up your partner's aiming, but don't stand still either. Be careful while
driving past the overhead bridge since the wooden walls underneath it can hide
explosives that the Majini have tossed into the water.
There are four Majini on the walkway with the bridge and a single Majini on the
watchtower near the spikes. The player that chooses to stand on the front of
the boat must shoot all five Majini in order for the spikes to lower and allow
passage to the river path ahead.
Race down the river ahead. Use turbo to move faster. You see those Majini out
in the river up ahead that are armed with explosive arrows? Pretend that your
boat is the bowling ball and they are merely pins on your bowling lane. Let's
see how many Chris and Sheva can knock down with the boat on the way out of
this river path.
.---------------------------------- WARNING ----------------------------------.
| Majini armed with explosives will be out on the high platforms in the marsh |
| now, so if you haven't collected all the slates after obtaining the warrior |
| slate, then you will have to avoid them or allow your partner to shoot them |
| they toss bombs out into the water, so the driver should maneuver through |
| them carefully. |
'-----------------------------------------------------------------------------'
--> ALL SLATES ARE OBTAINED
Once all four of the slates (beast, raptor, shaman, and warrior) have been
obtained, drive toward the locked door in the west center portion of the map
(marked on your mini-map with the blue circle) and place them all inside of the
door to unlock it. Use the partner assist action prompt to open the door and
move on to the next area.
[CH312]
Chapter 3-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
V I L L A G E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Drop off the right side of the wooden walkway and land in the water below.
Quick turn after falling then move to the left and look below the wooden
platform that your character just fell down from to see a --BSAA EMBLEM
(15/30)--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #15
/ BSAA \
(------------) LOCATION: Village - Chapter 3-1
\ EMBLEM / DETAILS: Right at the beginning of this area, drop off the right
\________/ side of the platform then make a quick turn while in the water
and move to the left so that your character moves to the section
of the wooden platform that isn't boarded up and you will see
this emblem as it stands on the ground below the wooden platform
that your character dropped from.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.----------------------------------- TIP -------------------------------------.
| Stand right near the BSAA emblem and equip a rifle then look toward the |
| east. Find the Wetland Majini with explosive arrows on the high tower in |
| the back of the area and shoot him early. |
'-----------------------------------------------------------------------------'
Follow the ditch to the west. Once both characters pass the curve portion of
the river, a Majini with a bow will shoot explosive arrows down at them from a
watchtower to the north if he hasn't already been defeated beforehand. Equip a
sniper rifle and shoot him or just use a handgun or machine gun from a
distance.
.----------------------------------- TIP -------------------------------------.
| The crows in this area can be shot for extra gold. Two of them will be |
| perched on a branch at the start of the curve then two more of them will be |
| perched on the branch near the middle of the river. Don't worry too much |
| about the crows if they fly into the air above since they'll most likely |
| land along the side of the area once shot down rather than in the water. |
'-----------------------------------------------------------------------------'
Move up the stairs at the opposite end of the ditch. Both characters will
enter a village.
-- CHECKPOINT
From the top of the entrance of the village, your characters will have a choice
of two separate paths.
--> RIGHT PATH
.---------------------------------- TIP --------------------------------------.
| There are crows feasting on a dead BSAA soldier body past the holes in the |
| ground, so blast them for some extra gold. They fly off pretty quickly |
| when your characters step down the path, so shoot them from a distance. Use |
| a rifle and aim at the one in front on the right then try to work the other |
| behind it in the same shot to keep the others from flying off. Keep in mind |
| that a character can also toss a flash grenade toward them to kill all of |
| them at one time. Sometimes there are three crows and sometimes there are |
| only two. |
'-----------------------------------------------------------------------------'
Notice the ++S&W M29 (MAG)++ next to the dead BSAA soldier body in the open
building below the right hill. If the characters move toward this gun right
now, a cutscene will play where they get trapped as spikes move up out of the
holes in the ground. Majini will appear on the overhead walkway of the
building and begin to fire down explosive arrows at the characters. There are
only four of them, so it isn't that bad of a fight. I highly recommend
activating this trap, so you can get the magnum gun early because your
characters will need it in a bit.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: S&W M29 (MAG)
Location: Village - Chapter 3-1
Details: This is lying beside a dead BSAA soldier body below a high walkway
down the right path after first entering the village. Stepping toward it
without previously fighting the Giant Majini in the village will result in a
trap being set where both characters will have to fight off four Majini with
explosive arrows on the walkway above.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
.-------------------------------- EXTRA INFO ---------------------------------.
| If one character rushes ahead of the other one and springs the trap then |
| other character will be free to move while the character that rushed ahead |
| is trapped in the area below thee building. The partner that is not |
| trapped can take that chance to climb the ladder along the side of the |
| building and fight off the Majini with explosive arrows from the second |
| floor. |
'-----------------------------------------------------------------------------'
.----------------------------------- TIP -------------------------------------.
| When attempting to retrieve the S&W M29 magnum from the dead BSAA soldier's |
| body, climb up the ladder on the left side of the building then turn right |
| and drop from the either side of the area without railing that overlooks |
| the area with the magnum so that the characters land on the holes where the |
| spikes move out of. Grab the magnum afterward and the trap will not |
| spring nor will the Majini with explosive arrows appear on the walkway. |
| |
| The trick here is that the trap will not spring unless a character enter |
| the area below the building walkway by stepping over the holes where the |
| spikes trap the character. If the characters do not step over the holes to |
| enter the area below the walkway then the trap will not spring. |
| |
| In single player mode, the AI partner will not follow your character up the |
| ladder, that the character will circle around the building and take the |
| middle set of stairs up to your character. Issue the "Come on" command and |
| wait for the partner before dropping or the partner will spring the trap by |
| stepping over the holes to follow your character. Neither character can |
| move over the holes to ENTER the area without setting the trap but the |
| characters can move over the holes to LEAVE the area without the setting |
| the trap. |
'-----------------------------------------------------------------------------'
--> LEFT PATH
Majini are going to begin attacking once the characters step deeper into the
village, but I'm going to go ahead and label the immediate area collectibles
for you anyway.
Move down the left path and break the --VASE-- outside the first hut to the
left then step inside the hut and break the two --VASES-- off to the right. In
the back of the hut there is a ++GREEN HERB++ and a ++RED HERB++ on the long
table.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Down the left path, near the entrance of the first hut.
--> Random Item
[ ] Vase - Inside the first hut down the left path.
--> Random Item
[ ] Vase - Inside the first hut down the left path.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the long table in the back of the left hut.
[ ] Red Herb - On the long table in the back of the left hut.
-------------------------------------------------------------------------------
NEW ENEMY: Giant Majini
As I said, Majini will begin to attack once both characters step further into
the village area. They'll face a new enemy, well, actually duplicates of the
new enemy. The big Majini with the large mask are known as Giant Majini.
Their masks are indestructible making their face and anything their mask covers
impervious to harm, so the characters will have to hit them somewhere on their
mid body or legs in order to damage them.
If a character has the S&W M29 magnum then that character has just enough shots
to finish off both of them if the characters add in some melee attacks; they
can be double teamed (two melee attacks per stun). Each shot that hits their
skin will cause them to lean over, so rush in for a melee attack prompt at that
time. The second character that hits the Giant Majini will perform their
special tag team melee, so if Chris hits second then he'll perform his
Haymaker.
With an AI partner run up to the stunned Giant Majini and hit it with a melee
attack then quickly issue the "Go" command to make your partner run ahead of
your main character and follow up with that character's tag team melee. A
player can also set the AI partner to cover mode ("Come on") then run by the
Giant Majini after hitting it with a melee to fool the AI partner into hitting
it. It's harder to do this when they block a shotgun blast since they will
recover faster from the melee.
They can be fought in much the same way with the shotgun if that is your only
option. It will take quite a few more shots depending on how upgraded the
shotgun is.
Their attacks are quite deadly and have some good range. Be sure to step to a
side or run behind them whenever they suddenly raise their head and make sounds
since they will jump forward and perform a few horizontal swings to the area in
front of them. They also have an overhead swing with their weapon.
.----------------------------------- TIP -------------------------------------.
| Both characters can run inside the west building during the Majini fight, |
| quickly climb the ladder inside then knock it down with the button prompt |
| command while standing next to it. When the Majini enter the first floor, |
| the characters can approach the torches on the second floor for a "Kick" |
| command. Kick the torches down to the first floor to make them burst into |
| flames and burn the Majini below. The torches can also be shot down. They |
| burn a group of enemies much like incendiary grenades. |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Village - Chapter 3-1
| [ ] | TREASURE: Blue Enigma [3,000 gold]
|_________________| DETAILS: Defeat both Giant Majini in the village to
receive this as an item drop from each of them (two total).
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Approach the building on the left side of the village and break the --VASE-- in
front of the doorway. Step inside and break the --VASE-- and small --POT--
then take the ++RED HERB++, ++MAGNUM AMMO (+6)++ and ++HANGUN AMMO (+10)++.
Climb the ladder and break the two --VASES-- on the second floor.
----------------------------------------------------------------- INVESTIGATION
[ ] Center Pedestal - Pedestal in the center of the village.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Outside the building entrance on the west side of the village.
--> Random Item
[ ] Vase - Near a table inside the west building.
--> Random Item
[ ] Pot - On the table inside the west building.
--> Random Item
[ ] Vase - On the second floor of the west building.
--> Random Item
[ ] Vase - On the second floor of the west building.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On the table in the west building.
[ ] Magnum Ammo (+6) - On the table in the west building.
[ ] Handgun Ammo (+10) - On the table in the west building.
-------------------------------------------------------------------------------
Step through the opening in between the walls beside the left building. There
is ++50 GOLD++ above the holes ahead, but spikes will move out of the holes
shortly after passing over them, so be quick as your character grabs it. With
an AI partner, the partner has a tendency to get hit by the trap while
following behind your lead character, so it is really best to let your AI
partner stand near it and grab it so they will quickly move away afterwards.
You can also exploit the invincibility frame animation of picking up an item to
get the gold also. Simply stand above the gold then listen for the trap to
activate then quickly grab the item and spikes will go right through your
character and you won't take any damage and you'll get the item.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase (left) - In the back portion of the walled area on the northwest side
of the village.
--> Magnum Ammo (+6)
[ ] Vase - In the back portion of the walled area on the northwest side of the
village.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] 50 Gold - Lying on top of the closest set of holes to the entrance of the
walled area along the northwest side of the village.
-------------------------------------------------------------------------------
On the right side of the village, break the two --VASES-- on the north side of
the building where the magnum was found then break the --VASE-- near the wall
outside of the building.
----------------------------------------------------------------- INVESTIGATION
[ ] Bridge - The lowered bridge to the north before raising it.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Along the north side below the right building.
--> Random Item
[ ] Vase - Along the north side below the right building.
--> Random Item
[ ] Vase - Outside the right building near a wall to the north.
--> Random Item
-------------------------------------------------------------------------------
The bridge in the center of the village is lowered at the moment, so both
characters will have to find a way to raise it. Move to the northeast and find
the path to the north of the right building. Break the two --VASES-- along the
small path. Move along the curved path then climb to the raised portion above
the small ladder.
----------------------------------------------------------------- INVESTIGATION
[ ] Locked Door - The locked door to the right of the handle (before being
unlocked).
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Along the small path to the north of the right building.
--> Random Item
[ ] Vase - Along the small path to the north of the right building.
--> Random Item
-------------------------------------------------------------------------------
The double doors directly ahead are locked and there is a handle to the left of
the door. Collect the ++JEWEL BEETLE++ treasure stuck to the right wall in
front of the locked doors.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Village - Chapter 3-1
| [ ] | TREASURE: Jewel Beetle [2,000 gold]
|_________________| DETAILS: Reach the locked set of double doors beside the
handle to the east of the north bridge. This treasure is
stuck to the wall to the right of the locked set of doors.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
One character needs to stay behind and rotate the handle so that the other
character can get across the bridge to unlock the door to the side. The player
that uses the handle will have to rotate the left thumbstick the way it is
presented on the screen. In single player, I recommend allowing the AI partner
to rotate the handle by issuing the "Command Partner" command while near the
handle.
The character that elects to run across the bridge should move back down the
small path then approach the bridge in the west. The player that moves across
the bridge should remember that the partner has to stand and hold the handle in
place, so move across the bridge quickly then open the set of double doors on
the other side.
.----------------------------------- WARNING ---------------------------------.
| If you issue a command to your AI partner while that character is holding |
| the handle and your character is on the bridge then the AI character will |
| let go of the handle and let your character fall to the spikes below. It's |
| quite hilarious to try at least once and I'd imagine it would be fun to |
| "accidentally" release the handle on some annoying gamer online from time |
| to time; you know, just to mess with them a bit. |
'-----------------------------------------------------------------------------'
-- CHECKPOINT
The two small --POTS-- on the table with the skeleton contain one snake in each
pot, so slash each one quickly from close range then slash again to kill the
snake inside. Rush over to the left grassy alcove across from the stairs and
break the single --VASE--.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Pot - On the table in the building on the other side of the bridge.
--> Enemy: Snake
[ ] Pot - On the table in the building on the other side of the bridge.
--> Enemy: Snake
[ ] Vase - In the grassy alcove along the right side of the building past the
bridge.
--> Random Item
-------------------------------------------------------------------------------
Move up the nearby set of stairs then open the door by lifting the bar on the
door and this will allow your partner to join up with your character. Step
into the open room further ahead then collect the ++GREEN HERB++, ++RIFLE AMMO
(+5)++ and the ++400 GOLD++ from the long table. Break the --VASE-- across
from the table. Be sure to examine the --VILLAGE YOUTH'S DIARY-- file. There
is another --VASE-- on the walkway that overlooks the bridge below, across from
the current room.
----------------------------------------------------------------- INVESTIGATION
[ ] Village Youth's Diary - On the second floor table in the building on the
other side of the bridge.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - On the second floor of the building on the other side of the ladder,
across from a long table in the middle room.
--> Random Item
[ ] Vase - On the walkway overlooking the bridge on the other side.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the second floor table in the building on the others side
of the bridge.
[ ] Rifle Ammo (+5) - On the second floor table in the building on the other
side of the bridge.
[ ] 400 Gold - On the second floor table in the building on the other side of
the bridge.
-------------------------------------------------------------------------------
The ramp to the west will lead to a cave tunnel. Break the --VASE-- to the
right outside of the tunnel then collect the ++CEREMONIAL MASK++ treasure from
the chest at the end of the cave tunnel.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Village - Chapter 3-1
| [ ] | TREASURE: Ceremonial Mask [4,000 gold]
|_________________| DETAILS: Move down the path to the west once your
characters reach the second floor of the building on the
other side of the bridge in the village and this will be at
the end of the cave tunnel inside of a chest.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Lying outside of the cave with the chest containing the Ceremonial
Mask treasure.
--> Random Item
-------------------------------------------------------------------------------
Move back out of the cave tunnel then leap across the gap in the bridge using
the "Jump" command that appears while standing next to the side. Break the two
--VASES-- under the rooftop ahead. Step onto the cart to the right then use
the "Ride" partner action to move onto the next area and end this chapter.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Past the gap on the way to the cart at the end of the area.
--> Random Item
[ ] Vase - Past the gap on the way to the cart at the end of the area.
--> Random Item
-------------------------------------------------------------------------------
- - - - - -
___ _ _ _____ ____ [CH32]
/ __\ |__ __ _ _ __ | |_ ___ _ __ |___ / |___ \
/ / | '_ \ / _` | '_ \| __/ _ \ '__| |_ \ ___ __) |
/ /___| | | | (_| | |_) | || __/ | ___) ||___| / __/
\____/|_| |_|\__,_| .__/ \__\___|_| |____/ |_____|
|_|
-------------------------------------------------------------------------------
--> Chapter 3-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 50+ | 35 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <19'00" | 23'00" | 27'00" | 27'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH321]
Chapter 3-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E X E C U T I O N G R O U N D
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Recommended Weapons:
- Machine Gun/Handgun (for single Majini)
- Shotgun (for crowds of Majini)
- Rifle (for pesky explosive arrow Majini in the distance)
- Magnum (for Chainsaw Majini/Big Man Majini; a shotgun or rifle with a high
attack power can compensate for this)
- Incendiary Grenades (quick stun for Chainsaw Majini)
- Proximity Bombs (quick stun for Chainsaw Majini)
- Stun Rod (low ammo consuming kill for the Chainsaw Majini)
- Hand Grenades (Take down several enemies at once at the dock)
Both characters start outside the lift that they entered in the last chapter.
Break open the --VASE- around the corner then break the two small --POTS--
further ahead. Walk toward the outside walkway for a gruesome cutscene.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Around the corner from the starting point.
--> Random Item
[ ] Pot - (left) On a wooden shelf around the corner from the starting point.
--> Random Item
[ ] Pot - (right) On a wooden shelf around the corner from the starting point.
--> Definite Item: Rifle Ammo (+5)
-------------------------------------------------------------------------------
A sniper rifle can be used at this part to take down a few of the Wetland
Majini around the wooden platforms to the east. They will be alerted to the
character's location in a bit anyway, so it doesn't really matter when the
characters start shooting.
.----------------------------------- TIP -------------------------------------.
| Take out the sniper rifle right now and immediately find the Majini with |
| the explosive arrows in the lookout tower to the northeast and shoot him. |
| Look down on the middle platform and watch for the second and third Majini |
| with the explosive arrows to appear then shoot them with the sniper rifle. |
| Long range annoyances for the first battle are now solved! |
'-----------------------------------------------------------------------------'
.-------------------------------- CO-OP TIP ----------------------------------.
| In co-op mode, one player can play sniper right here and stay on walkway |
| above while the first character fights off the Majini from the bottom |
| walkway. |
'-----------------------------------------------------------------------------'
Step around the left side of the outside walkway and break the nearby --VASE--
then drop to the wooden walkway below. Break the two --VASES-- at the end of
the first walkway to the right.
--------------------------------------------------------- BREAKALBE OBJECT LIST
[ ] Vase - To the left on the outside walkway after the crocodile cutscene.
--> Random Item
[ ] Vase - After dropping off the high walkway, this will be down the first
right walkway along with another.
--> Random Item
[ ] Vase - After dropping off the high walkway, this will be down the first
right walkway along with another.
--> Random Item
-------------------------------------------------------------------------------
Several Majini will soon leap over to your side of the walkway and attack. You
could easily place proximity bombs right on the walkway portion where they leap
and taunt them from a distance if you'd like; even though that is a slight
waste I do that from time to time.
In all seriousness, you can shoot the Majini as they jump or try to leap across
the gap and allow them fall into the water below for a quick kill. The
characters can also shoot them when they are near the water and sometimes they
will instantly fall into the water. The only bad part about having them fall
in the water is that the characters will not be able to collect random item
drops from them.
.---------------------------------- EXTRA ------------------------------------.
| Any Majini (dead or alive) that get knocked off the side of the walkway |
| and land in the water below will get eaten by crocodiles. |
'-----------------------------------------------------------------------------'
It's possible to set up some tag team melees if you want. Try not to let too
many of them crowd up around your characters here. Take out the shotgun if
they ever start to bunch up and knock them down with shotgun blasts.
.----------------------------------- TIP -------------------------------------.
| If you move down to the northwest area with barrels before the bridge is |
| raised, a few Majini will race out of the tunnel past the bridge and |
| attack. If the characters wait until the bridge is raised then they won't |
| appear. |
'-----------------------------------------------------------------------------'
Follow the current side of the wooden walkway to the east then break the two
--VASES-- near the end. Majini will race across the bridge to the south. Run
back and shoot them as they try to jump across the gap for some easy kills.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - On the east end of the first lower wooden walkway.
--> Random Item
[ ] Vase - On the east end of the first lower wooden walkway.
--> Random Item
-------------------------------------------------------------------------------
Once the characters hop across the gap and move toward the bridge on the other
side, a Majini will pull the lever to the south and raise the bridge to the
east. Immediately take out a sniper rifle right now and shoot the Majini with
the explosive arrows along the south walkway to get rid of one annoyance.
The characters can still knock the Majini off the platforms for some quick
kills and the characters can also stand above the ladder and shoot or knife
them as they climb. Drop down to the wooden platform in the center of the area
after the battle.
Investigate the crank along the middle platform. Your lead character will
issue out a command for the partner to rotate the crank on single player while
your main character is on the raft in the east or one player can rotate it
while the other player stands on the raft. Move up the ladder on the south
side then hop across the gap on the wooden platforms. The door off to the
right is locked on the other side.
----------------------------------------------------------------- INVESTIGATION
[ ] Lowered Bridge - Lowered bridge in the east in front of the middle
platform.
[ ] Crank - The crank that can be rotated on the middle platform.
[ ] Locked door - The locked door across the bridge that can be lowered via the
crank.
-------------------------------------------------------------------------------
-- CHECKPOINT
Move over to the raft in the east and hop on top of it. The other character
will begin to rotate the crank to drag the raft across the water. The player
that elects to move across the water on the raft will have to avoid crocodiles
as they jump up out of the water and attack. The button prompt for dodging
them is both shoulder buttons on normal mode (R1 + L1/RT + LT). Be quick since
you only have a few seconds to input the command once one of them appears!
There altogether four button prompt sequences on single player.
.--------------------------------- WARNING -----------------------------------.
| On Veteran mode the command for dodging the crocodiles' bites will randomly |
| switch between R1 + L1/RT + LT and [] + X/X + A. |
'-----------------------------------------------------------------------------'
When your character steps off on the other side, step toward the button with
the tiger skin over it to get a "Kick" command. Kick the button to lower the
bridge in the east. Unbar the door further to the side then hop back across
the west gap and meet up with your partner then fall down the side of the
ladder ahead.
-- CHECKPOINT
Move across the bridge and into the tunnel ahead. When your character climbs
up to the first raised area, equip the knife then look directly up and destroy
the torch above. A ++RUBY (PEAR)++ will fall out of the torch. Move further
along the tunnel then climb up to the next raised area. Once again, equip the
knife and break the overhead torch to make a ++SAPPHIRE (SQUARE)++ fall.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: After climbing up the first raised area in the
cave tunnel past the wooden bridge in the east, equip the
knife and break the overhead torch to make this fall from
it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2
| [ ] | TREASURE: Sapphire (Square) [1,000 gold]
|_________________| DETAILS: After climbing up the second raised area in the
cave tunnel past the wooden bridge in the east, equip the
knife and break the overhead torch to make this fall from
it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Move to the end of the tunnel and the characters will come upon an area with
tents and tall grass. A slight cutscene will trigger shortly. Walk into the
tall grass on the left side and collect the ++60 GOLD++ hidden in the middle.
There is ++90 GOLD++ on the south end of the right patch of tall grass. Watch
for the snake that will try to jump out and bite your characters at the north
end of that patch of grass. A character can easily collect the gold without
having to worry about the snake. Stand near the entrance to the first tent up
ahead then aim in the north portion of the grass and you should be able to
shoot the hidden snake. The snake might drop an egg.
.---------------------------------- TIP --------------------------------------.
| Shoot at the vultures that fly overhead in this area and you might get some |
| extra gold from their bodies. It's not worth it but hey... it's something |
| else to shoot in this area besides a few snakes and an emblem. |
'-----------------------------------------------------------------------------'
--------------------------------------------------------------------- ITEM LIST
[ ] 60 gold - In the middle of the left patch of tall grass.
[ ] 90 gold - At the south end of the right patch of tall grass.
-------------------------------------------------------------------------------
Enter the first tent up ahead and be sure to examine the --TYPE 3 PLAGAS FIELD
TEST-- file on the bed. Break the --WOODEN BARREL-- to the right and the
--WOODEN BARREL-- further ahead to the left in the back of the tent. Look at
the space in between the tents and shoot the --BSAA EMBLEM (16/30)-- from the
back side of the tents.
----------------------------------------------------------------- INVESTIGATION
[ ] Type 3 Plagas Field Test file - On the bed in the first tent.
[ ] IV Machine Above Bed - Fallen IV machine above the bed in the first tent.
[ ] Bowl - The bowl on the small table in the first tent.
[ ] Bowl - The bowl on the small table near the bed inside the second tent.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - To the right in the back of the tents.
--> Random Item
[ ] Wooden Barrel - To the left in the back of the tents.
--> Random Item
-------------------------------------------------------------------------------
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #16
/ BSAA \
(------------) LOCATION: Execution Grounds - Chapter 3-2
\ EMBLEM / DETAILS: In the area with the Tricell tents, step around the
\________/ back of either one then move to the center and look in between
the tents to see this emblem lying against some sandbags on the
far side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Enter the second tent and pick up the ++FIRST AID SPRAY++ from the small table
with the bowl inside. Outside the tents, pick up the ++INCENDIARY GRENADE++
lying on the stack of wooden blocks. Collect the ++JEWEL BEETLE ++ treasure
from the furthest barrel to the north next to the oil pool and burning pipe in
the middle of the area.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2
| [ ] | TREASURE: Jewel Beetle [2,000 gold]
|_________________| DETAILS: This is lying on the north barrel that lies in a
shallow pool of oil below the pipe with flames shooting out
of it in the middle of the camp with Tricell tents.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - On the small table with the bowl in the second tent.
[ ] Incendiary Grenade - On top of the stack of wooden blocks near the entrance
to the second tent.
-------------------------------------------------------------------------------
There is a snake near the wooden block inside the big patch of tall grass off
to the left further ahead. Find the snake while stepping beside the grass then
shoot him and he might drop an egg. Collect the ++70 GOLD++ from near the
wooden blocks while standing in the grass. Step inside the shack to the north
and break the two --WOODEN BARRELS-- inside.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Inside the shack to the north in the camp area.
--> Random Item
[ ] Wooden Barrel - Inside the shack to the north in the camp area.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] 70 Gold - Near the wooden blocks in the patch of grass near the shack.
-------------------------------------------------------------------------------
Move down the path to the east up ahead. The characters will have some slight
dialogue between them as they both step toward the entrance to the oil field
ahead. Stand next to the burning tires by the double doors then look up on the
mountain wall to the southwest and shoot down the ++RUBY (SQUARE)++ that is
shining along the mountainside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2
| [ ] | TREASURE: Ruby (Square) [1,000 gold]
|_________________| DETAILS: After the characters move through the camp with
the Tricell tents, they will arrive at the double door
entrance that leads to the oil field refinery. Stand in
front of the burning set of tires then look on the mountain
wall to the southwest. This red gem will be shining along
the mountain wall, so shoot it down then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Use the assist button while standing in front of the double doors to move on to
the next area.
[CH322]
Chapter 3-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
O I L F I E L D - R E F I N E R Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The east set of stairs is sealed off by pipes that shoot flames on each side of
the middle stair railing. Look off to the right before dropping from the
railing ahead to see a valve handle. There are two valve handles on each side
and they are used to turn off the flames spewing from the pies in the east.
Drop down from the opening in the railing ahead after the cutscene. Both
characters need to reach the middle high platform in order to reach the other
two platforms with valve handles.
Break the --WOODEN BARREL-- off to the left after falling. Fight off the
Majini that attack below; one of them has dynamite. There are no more barrels
around the immediate areas, so you don't have to explore this bottom portion
that much.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Off to the left after dropping from the first area.
--> Random Item
-------------------------------------------------------------------------------
Either move up the stairs off to the left (where you first drop from) or climb
up the ladder directly ahead and around the corner the corner to the left. If
the stair path is chosen then break the --WOODEN BARREL-- in the middle of the
stairs. Another --WOODEN BARREL_-- is near the railing to the right at the top
of the stairs. There are three Majini with crossbows on the top walkways. One
of them is on the very top middle platform that the characters are going to and
the other two are to the south - on a set of stairs and near the valve handle
to the south.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - In the middle of the west set of stairs that lead up to the
middle platform.
--> Random Item
[ ] Wooden Barrel - Off to the right near the railing after climbing the stairs
in the west.
--> Random Item
-------------------------------------------------------------------------------
Climb to the very top of the middle platform by moving up the ladder then break
both of the --WOODEN BARRELS-- above. Before turning the valve handle, walk
around to the opposite side of the middle structure and grab the ++JEWEL
BEETLE++ that is on the opposite side on a metal bar along the opposite side.
Turn the valve handle at the top with either character. This will turn off the
flames that shoot out of the pipe on the left staircase and allow access to the
path that leads to the south valve handle.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Refinery - Chapter 3-2
| [ ] | TREASURE: Jewel Beetle [2,000 gold]
|_________________| DETAILS: Once the characters move up the first set of
stairs to the left at the beginning of the area and climb
the ladder at the top they will be on the platform (tower)
in the center of the area, move around the opposite side of
the structure with the red valve handle on it and this
treasure will be attached to one of the metal bars on the
back of the structure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - On the very top of the middle platform.
--> Random Item
[ ] Wooden Barrel - On the very top of the middle platform.
--> Random Item
-------------------------------------------------------------------------------
Three Majini will attack from the north as the flames are turned off. There is
one Majini on the platform to the northwest armed with a crossbow also. Take
out the rifle and aim then kill him off before dropping from the top of the
middle platform. One of the three Majini that attack below will stand back and
toss dynamite, so kill the dynamite Majini off first and be ready to move if he
tosses a stick near your characters.
Break the two --WOODEN BARRELS-- up the north set of stairs near the far
railing. Climb up the ladder to the west. Pull the switch at the top of the
high area to make a zipline move toward the platform. Each character can ride
the zipline over to the area with the valve handle to the south.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Near the north railing up the north set of stairs.
--> Random Item
[ ] Wooden Barrel - Near the north railing up the north set of stairs.
--> Random Item
-------------------------------------------------------------------------------
Right when the first character lands on the south platform, the viewpoint will
showcase a Chainsaw Majini as it drops down the west platform. It's headed for
the south platform with the red valve handle that the first character lands on.
The character can either fight him on the platform with the valve handle or
fall down the east side and fight him in the bottom area. Either way, break
the two --WOODEN BARRELS-- near the railing while deciding.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel (right) - On the south platform with the red valve handle.
--> Definite Item: Proximity Bomb
[ ] Wooden Barrel (left) - On the south platform with the red valve handle.
--> Random Item
-------------------------------------------------------------------------------
The Chainsaw Majini really isn't much of threat by himself. You just need to
have a good weapon that will stun him. Any weapon will work in stunning him
and if you broke the barrels to the side then you have a proximity bomb now
that can be laid down in his path to stun him. If you have some incendiary
grenade then toss one at him for an instant stun.
Otherwise, aim for his head with a weapon and shoot him until he is stunned.
Stand above the stunned Chainsaw Majini and pump shotgun blast directly into
his head then quickly perform a melee attack as he begins to recover. If the
AI partner is set to attack mode ("Go" command) then that character seems to
aim for his head to stun him quite a bit, or at least, help out more in trying
to stun him.
.------------------------------------ TIP ------------------------------------.
| One good way to save ammo and still keep the pressure on the Chainsaw |
| Majini is to stun him with headshots then quickly run up to him and hit him |
| with the stun rod or knife slash him until he is about to recover then |
| perform a quick melee attack. Rinse and repeat to defeat him without having |
| to worry much about ammo. It's possible to get in around 7 knife slashes |
| before he can fully recover. Cancel the last stun rod attack or slash into |
| the melee attack. |
'-----------------------------------------------------------------------------'
.---------------------------------- WARNING ----------------------------------.
| While playing on Veteran difficulty, or this might have a small chance of |
| happening on Normal difficulty, the Chainsaw Majinis that attack near the |
| valve handles on both sides of the area may revive and go into their |
| berserk mode, so bring along a proximity bomb to lay in their path or a |
| magnum or high-powered shotgun to finish them off from a distance if they |
| do this. Listen for the battle music to continue to play after they drop |
| their treasure as a warning sign that they are about to get up after being |
| knocked down once. |
| |
| They can be damaged the moment that they start to rise. A character can |
| simply stand over one and spam him with gunfire to defeat him right as he |
| enters Berserk mode. Berserker said "stay down", damn you! |
| |
| NOTE: The Chainsaw Majini CANNOT die while rising before going into Berserk |
| mode. He will ONLY die after fully standing, so basically if you have |
| already shot him twice with a magnum while he rises, then he is already |
| dead even though he continues to rise but he will only die when he fully |
| stands. There is no reason to continually spam him with bullets and waste |
| them. |
'-----------------------------------------------------------------------------'
Whichever way is chosen, simply go for head stuns and punish him until he is
about to recover then perform a melee attack. Remember that the second
character can follow up with a melee attack for extra damage. While playing
single player, run by the Chainsaw Majini while Sheva is in cover mode or
immediately issued a "Go" command right after hitting him with a melee attack.
Pick up the ++VENOM FANG++ treasure that he drops after defeating him.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Refinery - Chapter 3-2
| [ ] | TREASURE: Venom Fang [3,000 gold]
|_________________| DETAILS: Dropped by the first Chainsaw Majini after
defeating him.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Turn the valve handle on the south platform to turn off the flame spewing out
of the right pipe on the east staircase. Fall back down the platform and
return to the middle platform. Move up the south staircase connected to the
middle platform. Break the --WOODEN BARREL-- near the railing at the top.
Pull the lever at the top of the south platform to bring the zipline from the
north platform over to the current platform.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Near the railing by the stairs on the south platform with
the lever.
--> Random Item
-------------------------------------------------------------------------------
Ride the zipline across to the north platform with the valve handle. Break the
--WOODEN BARREL-- near the door ahead then rotate the valve handle off to the
right to turn off the flames that spew out of the left pipe up the east set of
stairs. Allow your partner to get across the zipline afterward.
-------------------------------------------------------- BREEAKABLE OBJECT LIST
[ ] Wooden Barrel - Near the door beside the north valve handle.
--> Random Item
-------------------------------------------------------------------------------
Once the door to the north is unbarred another Chainsaw Majini will attack
after he drops during the cutscene. Be sure to move down the stairs and fight
him below since the current platform is really too small to fight him on and
there is no reason to return here after the valve handle has been rotated. He
will drop a ++VENOM FANG++ once defeated.
.----------------------------------- TIP 1 -----------------------------------.
| The cutscene where the second Chainsaw Majini drops can be skipped and this |
| will allow extra time to move without him being right in front of your |
| characters after the cutscene. |
'-----------------------------------------------------------------------------'
.----------------------------------- TIP 2 -----------------------------------.
| If the north valve handle is rotated last, when the Chainsaw Majini appears |
| it is possible to run toward the east set of stairs then run by the Majini |
| group that attacks and leave this area without the need to fight the |
| second Chainsaw Majini. |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Refinery - Chapter 3-2
| [ ] | TREASURE: Venom Fang [3,000 gold]
|_________________| DETAILS: Dropped by the second Chainsaw Majini after
defeating him.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Now that the flames are gone, move up the east set of stairs after the battle.
A group of Majini will attack from around the left corner at the top of the
walkway. Fight them off and drop to the lower area around the corner. Break
the two --WOODEN BARRELS-- below then both characters should use the partner
assist action to open the door.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Near a dumpster outside the exit door in the east.
--> Random Item
[ ] Wooden Barrel - Near a dumpster outside the exit door in the east.
--> Random Item
-------------------------------------------------------------------------------
[CH323]
Chapter 3-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
O I L F I E L D - C O N T R O L F A C I L I T Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
During this area, both players must cover Josh while he performs various tasks.
--> COVER JOSH WHILE HE DISABLES THE ELEVATOR LOCK
Majini will break through the window on the south side of the room and climb
over the fence on the southeast side. Break the two --WOODEN BARRELS-- near
the southeast fence, the two --WOODEN BARRELS-- on the south side of the
elevator shaft, the two --WOODEN BARRELS-- on the southwest side of the room
for some extra items.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Near the fence on the southwest side of the room.
--> Random Item
[ ] Wooden Barrel - Near the fence on the southwest side of the room.
--> Random Item
[ ] Wooden Barrel (left) - Near the south side of the outside of the elevator
shaft.
--> Definite Item: Hand Grenade
[ ] Wooden Barrel (right) - Near the south side of the outside of the elevator
shaft.
--> Random Item
[ ] Wooden Barrel - Near the wall on the southeast side of the room.
--> Random Item
[ ] Wooden Barrel - Near the wall on the southeast side of the room.
--> Random Item
-------------------------------------------------------------------------------
The Majini that attack in the first wave are fairly weak. They bunch up in the
area quite a bit though. Make sure to keep them away from Josh as he continues
to disable the elevator lock.
.------------------------------------ TIP ------------------------------------.
| During this battle you might notice two barrels behind the west fence. |
: Don't shoot them from right here. Wait until just a bit later and both |
| characters will be able to get on that side. |
'-----------------------------------------------------------------------------'
.--------------------------- INTERACTING WITH JOSH ---------------------------.
| Throughout this entire section Josh can interact with the Majini that are |
| knocked toward him and the character's current status if he is not busy |
| with the controls. If Majini get near him then he will step away from the |
| controls and fight them off and that is when he will interact depending on |
| the actions and status of your characters. Below are some ways to get him |
| to interact with the character while he is NOT busy at a control panel: |
| |
| 1) If your character knocks a Majini toward Josh with an arm stun melee |
| (Hook, Kick, etc.) then Josh will bounce the staggering Majini back toward |
| the character allowing your character to perform a tag team melee. |
| |
| 2) If a character approaches Josh while in dying status, Josh will actually |
| resuscitate that fallen character. Tap the assist button to make sure he |
| resuscitates your character. |
| |
| 3) Your character can actually respond to his attacks, if he bounces a |
| Majini back from an arm stun melee or if he performs a critical headshot |
| with his handgun at any point during this chapter segment, press the assist |
| button and your character will respond to his actions. |
| |
| 4) If a Majini grabs Josh it can be knocked off with a partner assist |
| melee. Josh might follow up the melee with a melee of his own if the |
| Majini survives your character's partner assist melee. |
| |
| 5) Josh can be healed with any healing item while standing next to him and |
| using a healing item. |
| |
| 6) If the assist button is tapped while your character is grabbed by a |
| Majini when near Josh then he may turn and shoot the Majini off your |
| character. |
'-----------------------------------------------------------------------------'
Eventually Josh will mention that the Majini seem to have let up but don't let
your guard down. This man knows the way that Resident Evil games work ever
since Resident Evil 4, because shortly after he mentions that, Majini will bust
through the north window and begin to enter from the north side. Josh, you
freaking jinx! The Majini will still climb over the fence on the west side of
the room as well.
Two Big Man Majini will attack along with the final wave of Majini and each of
them will drop a ++JEWEL BANGLE++ once defeated. Use the usual shotgun and
melee to deal with them or fire at them with handgun several times to set up
for a melee attack. Double team them with the two characters with a tag team
melee if possible.
.------------------------------------ TIP ------------------------------------.
| Stand near the north window and bust it open. When the Majini begin to |
| arrive on the other side of that window, toss a hand grenade into the room |
| to finish all of them off instantly. |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Control Facility - Chapter 3-2
| [ ] | TREASURE: Jewel Bangle (x2) [1,000 gold]
|_________________| DETAILS: Dropped by the two Big Man Majini that attack
along with the final wave of Majini on the first floor as
Josh tries to activate the elevator.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Eventually Josh will get the elevator working then he will get inside and tell
Chris and Sheva to get in as well. The characters can stand outside the
elevator and finish off the remaining Majini or join up with Josh inside. Both
players should press the assist button inside the elevator to take it to the
next floor.
.----------------------------------- EXTRA -----------------------------------.
| Stand outside the elevator while Josh is inside of it and he will |
| eventually yell out sarcastic remarks to the characters about getting |
| inside. |
'-----------------------------------------------------------------------------'
--> FOLLOW JOSH
Follow the railing directly ahead as it curves around the second floor of the
room. Majini will be along the upper walkway and other side of the second
floor. Josh will help out a lot more this time. He will use his handgun to
shoot the Majini in his way and maybe even melee attack them.
Follow Josh up the ladder then break the two --WOODEN BARRELS-- off to the
right on the high platform.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel (left) - After climbing the ladder to the high walkway, this
is to the right along with another barrel.
--> Definite Item: Proximity Bomb
[ ] Wooden Barrel (right) - After climbing the ladder to the high walkway, this
is to the right along with another barrel.
--> Random Item
-------------------------------------------------------------------------------
Fall to the west walkway below after stepping across the high platform. A
Majini with a crossbow is on the west walkway as the characters move toward it.
Majini armed with crossbows appear on the nearby high walkways when the
characters drop to the lower east walkway. One will appear from the high
walkway that both characters just dropped from and two more will be on the
north walkway. The machine gun or handgun will work just fine with defeating
them.
Climb up to the north walkway then drop to the lower portion of the walkway
ahead. Two --WOODEN BARRELS-- will be near the right railing after falling.
There is a --WOODEN BARREL-- directly ahead near the east wall. Josh will
begin to tinker with the panel near the locked door.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Near the right railing after dropping from the west end of
the north walkway.
--> Random Item
[ ] Wooden Barrel - Near the right railing after dropping from the west end of
the north walkway.
--> Random Item
[ ] Wooden Barrel - At the end of the lower north walkway, east side.
--> Random Item
-------------------------------------------------------------------------------
--> COVER JOSH WHILE HE UNLOCKS THE DOOR
A cutscene will play as Majini and a Chainsaw Majini move out the elevator.
Rush back up the ladder in order to climb back up to the high walkway that the
characters just dropped from. Both characters have got to keep the Majini and
the Chainsaw Majini away from Josh for a few seconds while he unlocks the door
below.
Keep in mind that the Chainsaw Majini will go after Josh and kill him (ending
the game) if the characters move too far away from the Josh. With how narrow
the walkways are, this will be the perfect area to set up a proximity bombs in
order to stun the Chainsaw Majini. The Chainsaw Majini does not have to be
defeated, but if he is then he will drop a ++GOLD RING++ treasure. To fight
off the Chainsaw Majini rather easily, stun him by shooting him in the head
with gunfire then run up and hit him several times with the stun rod before
canceling into a melee attack.
.--------------------------------- WARNING -----------------------------------.
| On Veteran mode, or possibly on Normal mode, the Chainsaw Majini that |
| attacks in this area might revive and enter berserk mode, so be standing by |
| him with a high-powered weapon or place a proximity bomb in his path to |
| finish him off if he does this. Remember that he can be shot while he is |
| getting up and still sustain damage at that time. |
'-----------------------------------------------------------------------------'
.----------------------------------- TIP -------------------------------------.
| Either character can stand right near a ladder as the normal Majini drop |
| from a higher walkway and pin them against the ladder with knife or stun |
| rod attacks. A player can also stand at the top of the ladder and knock |
| them back down it with either weapon as well. |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Control Room - Chapter 3-2
| [ ] | TREASURE: Gold Ring [5,000 gold]
|_________________| DETAILS: Dropped by the Chainsaw Majini.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Get back to Josh after the battle or run back to him when he unlocks the door
then open the door to trigger a cutscene.
Move down the stairs up ahead after the cutscene. Hop through either window
along the outside portion of the building and break the two --WOODEN BARRELS--
that could be seen behind the fence when both characters were helping Josh
earlier.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Hop through either of the windows after moving down the
stairs shortly before exiting the area and this will on the other side
across from a fence.
--> Random Item
[ ] Wooden Barrel - Hop through either of the windows after moving down the
stairs shortly before exiting the area and this will on the other side
across from a fence.
--> Random Item
-------------------------------------------------------------------------------
Hop back through either window and move up the nearby stairs then both
characters need to press the assist button near the door to exit this area.
[CH324]
Chapter 3-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
O I L F I E L D - D O C K
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.---------------------------------- TIP --------------------------------------.
| I would highly advise you to have at least 3 hand grenades saved for the |
| enemy waves here if you want to get by them easily and kill the majority of |
| them quickly. Exit the subchapter then load it again through the |
| "Continue" option then buy the hand grenades if needed. |
'-----------------------------------------------------------------------------'
There are two --WOODEN BARRELS-- near the set of dumpsters to the right.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Beside the set of dumpsters at the beginning of this area.
--> Random Item
[ ] Wooden Barrel - Beside the set of dumpsters at the beginning of this area.
--> Random Item
-------------------------------------------------------------------------------
.--------------------------------- TIP ---------------------------------------.
| The partner AI can get a bit annoying here since the partner insists on |
| looking off the railing and not following your character if you move to the |
| north. Run just a bit to the south and the partner will begin to follow |
| your character once again. This is useful if your main character inventory |
| is full and your partner's isn't. |
'-----------------------------------------------------------------------------'
Irving's boat can be seen in the water to the east while standing next to the
railing up ahead. Open the door to the left. The door to the small building
up ahead is locked, so move down the stairs. Break the --WOODEN BARREL-- below
the next set of stairs then find the next --WOODEN BARREL-- below the set of
stairs even further.
----------------------------------------------------------------- INVESTIGATION
[ ] Locked Door - The locked door of the building to the north.
[ ] Locked Door - The locked door of the building to the northwest.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - In the left corner below the first set of stairs to the
north.
--> Random Item
[ ] Wooden Barrel - In the left corner below the second set of stairs to the
north.
--> Random Item
-------------------------------------------------------------------------------
The characters really need to break the barrels listed above now, since they
won't have much of a chance later. There is nothing to do at the wooden dock
with the boats and the second nearby building is locked just like the first.
Run to the south side of the dock after breaking the two barrels on the north
side. There is a single --WOODEN BARREL-- on the lower walkway along the left
side, so drop down to the walkway to find it in a corner. Find the two
--WOODEN BARRELS-- underneath the blue storage area with the rooftop along the
right side. Don't move too far or a cutscene will activate. There is a single
--WOODEN BARREL-- below the next storage area, but a character will have to
break it after the cutscene that triggers further ahead has played.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - On the lower walkway to the south.
--> Random Item
[ ] Wooden Barrel - Under the rooftop of the first storage area.
--> Random Item
[ ] Wooden Barrel - Under the rooftop of the first storage area.
--> Random Item
[ ] Wooden Barrel - Under the rooftop of the second storage area.
--> Random Item
-------------------------------------------------------------------------------
-- CHECKPOINT
Well, at least he isn't as annoying as Salazar, right?
The characters now have to make a timed run over to Josh, who is on the north
side of the dock preparing a boat. The characters have a total of 2 minutes to
reach him.
There are a few pickups a player should be aware of here. First of all, run
toward the far west and step along the side of the walkway then open the metal
case lying on the walkway and collect the ++3,000 GOLD++ from inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Dock - Chapter 3-2
| [ ] | TREASURE: 3,000 gold
|_________________| DETAILS: After the cutscene with Irving while out on the
docks, turn to the west and move down steps and you'll find
this in a metal case at the end of the walkway near the
water.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
The second item of note is a BSAA emblem. Enter the nearby left building by
opening the door then shoot the --BSAA EMBLEM (17/30)-- while it hangs near the
corner of the right wall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #17
/ BSAA \
(------------) LOCATION: Oil Refinery - Dock - Chapter 3-2
\ EMBLEM / DETAILS: After the cutscene with Irving while out on the docks,
\________/ turn to the left after the cutscene and open the door to the
nearby building then step inside. This medal is on the right
wall near the back corner.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Now, all the characters have to do is jog across to the north side of the dock,
right? Is it ever that easy? Along the way, both characters will be attacked
by four enemy waves. There are also a few Majini that will toss dynamite from
up above while the characters are on the south side; there are two along the
south tower (on top and on the stairs) and two on the west set of gas tanks.
The dynamite Majini aren't that much of a problem though since the characters
will be on the move the entire time. Players can basically ignore them. If
the characters brought along at least three hand grenades then the players
won't have any problems with the waves of enemies here.
--> Wave 1 (Town Majini)
The first wave of enemies will begin to arrive right after the cutscene with
Irving. They come from the east side and are composed of normal Town Majini
with weapons and shouldn't be much of a problem. Toss a hand grenade at them
when they gather to take them all down with one explosion. This is one of the
harder waves to take down with a single hand grenade since they tend to scatter
while moving toward your characters.
--> Wave 2 (Town Majini/ two with crossbows)
Wave 2 will run out from the left corner when the characters move toward the
door on the north side of the dock. Two of them have crossbows. Toss a hand
grenade at them as they begin to gather in front of the door.
The door has been padlocked, so quickly shoot the lock or kick the door three
times to knock it open. If your character tosses a hand grenade at the second
wave then that may very well have destroyed the lock as well.
--> Wave 3 (Four Adjules and one Big Man Majini)
The third wave will run out of the building to the north after stepping through
the door. Four Adjules will step out and one Big Man Majini. Toss a hand
grenade right as the Adjules step outside of the building. For Big Man, you
need to use a Magnum if you want to defeat him. Just shoot him and don't worry
that much about melee. Time is of the essence! He will leave behind a ++GOLD
RING++ if your characters can defeat him.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Dock - Chapter 3-2
| [ ] | TREASURE: Gold Ring [5,000 gold]
|_________________| DETAILS: Defeat the Big Man Majini among the third wave of
enemies and he will drop this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
There is also a --WOODEN BARREL-- inside of the building that the third enemy
wave exits from. I'd just shoot it from a distance if I were you to at least
say that I destroyed it.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Inside of the first building along the east side. The
third enemy wave will exit from this building after the Irving cutscene
allowing the characters to step inside of it.
--> Random Item
-------------------------------------------------------------------------------
BEFORE THE CHARACTERS MOVE DOWN THE STAIRS ALONG THE NORTH SIDE...
The characters need to shoot each of the C4 explosives that have been placed
along the first staircase. There are a total of two and if the characters
tossed a hand grenade then the explosion might have set off one of them. Josh
will be waiting for the characters along the side of the second building below.
--> Wave 4 (Town Majini)
The fourth wave is pretty bunched up near the area where your characters meet
up with Josh, so you might have to back off a bit when a hand grenade is tossed
at them. Josh will help out for this fight a bit but really only manages to
help spread the Majini apart, making it harder for your characters to defeat
all of the Majini. A few Majini will already be on the dock then a few more
will exit from the nearby building.
There is nothing inside of the nearby building, so don't worry about stepping
inside. Run toward the boats along the wooden portion of the dock to trigger a
cutscene that will end this chapter!
.----------------------------------- EXTRA -----------------------------------.
| If the timer runs out all the way, a cutscene of the oil refinery blowing |
| up will play as the "You are Dead" screen appears. Nothing special really |
| but many gamers will likely not die here to notice it. |
'-----------------------------------------------------------------------------'
- - - - - -
___ _ _ _____ _____ [CH33]
/ __\ |__ __ _ _ __ | |_ ___ _ __ |___ / |___ /
/ / | '_ \ / _` | '_ \| __/ _ \ '__| |_ \ ___ |_ \
/ /___| | | | (_| | |_) | || __/ | ___) ||___| ___) |
\____/|_| |_|\__,_| .__/ \__\___|_| |____/ |____/
|_|
-------------------------------------------------------------------------------
--> Chapter 3-3 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 30+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <19'00" | 23'00" | 27'00" | 22'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH331]
Chapter 3-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
O I L F I E L D - D R I L L I N G F A C I L I T I E S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Recommended Weapons:
- Sniper Rifle (highly recommended; one for each character for distant enemies)
- Machine Gun (for hitting explosive barrels quickly)
- Handgun (if you if are very accurate, bring this over the machine gun, but I
would recommend the machine gun more if you already have a rifle)
- Shotgun (for close range enemies; not needed near as much as the other two
weapons)
The Majini in the speedboats from the cutscene will be on the tail of the your
boat as Josh speeds down the river. It's really best for both players to equip
sniper rifles at this part. Each player should take one of the two boats then
fire at the Majini on that boat. There are three Majini on the right boat and
two Majini on the left boat.
A sniper rifle will make quick work of the Majini on both boats. If you didn't
bring a rifle then use a handgun or maybe a machine gun. Once both of the
boats are far in the distance then don't worry about them.
Turn around and face the other direction. This next part will have your boat
speed by several sections of the river where Majini will shoot at the boat from
a distance. Luckily, most of the Majini have staked out in areas with an
explosive barrel to get behind for cover... that was sarcasm there. Basically,
whenever you see the color red up ahead, you shoot that color and then stand
back and watch the pretty explosions and Majini bits that fly through the air.
Watch for the overhead bridge that is coming up. Aim for the explosive barrel
in the center of the bridge then fire at it to defeat both Majini with
crossbows on top. A Majini will be on a tower further ahead to the right -
shoot the large explosive canister next to him. The boat will drive by a
Majini on the dock to the left (with an explosive barrel next to him and a
Majini on the boat to the right.
Shoot either of the two explosive canisters before the boat moves through the
doorway ahead and you'll defeat the Majini on the high walkway above. The boat
will drive through the doorway and then it will stop as Josh orders both
characters to open the gate up ahead.
Shoot the Kipepeos in the area then blast the explosive barrels on the
northeast and southeast high walkways to defeat the two Majini armed with
crossbows up high. A few Majini will move down the stairs and approach the
boat. Look to the east and you'll notice a slight glimmer below the top
portion of the top walkway where both Majini were standing overhead before
passing up under the doorway. Take out a rifle and shoot this --BSAA EMBLEM
(18/30)-- from the boat or a character can move closer and shoot it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #18
/ BSAA \
(------------) LOCATION: Oil Field - Drilling Facilities - Chapter 3-2
\ EMBLEM / DETAILS: Before the boat moves up under the doorway with the
\________/ two Majini with crossbows overhead, this emblem is attached to
the bottom portion of the walkway below them. If you miss, then
you can easily shoot the bottom portion of this emblem when the
boat stops. Simply look to the east then look below the walkway
where the Majini were at to see the bottom glowing portion of
this emblem. You can get off the boat and shoot it from the
walkways further ahead for an easier shot.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Get off the boat then move around the corner to the right and break the
--WOODEN BARREL-- at the end. Move around the left corner and break the
--WOODEN BARREL-- along the way then approach the gap in the back center. Hop
across the gap in the walkway then grab the ++HANDGUN BULLETS (+15)++ along the
walkway on the other side. Move toward the lever ahead and break the --WOODEN
BARREL-- in the alcove to the right of it then pull the lever.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - When the boat stops, get off and this will be around the
right corner.
--> Random Item
[ ] Wooden Barrel - When the boat stops, get off and this will be around the
left corner on your way up to the gap in the walkway.
--> Random Item
[ ] Wooden Barrel - In the alcove to the right of the lever.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+15) - After hopping over the gap in the walkway, this will
be lying near the railing after moving down both ramps.
-------------------------------------------------------------------------------
Once the lever has been pulled, a few Majini and two Kipepeos will attack from
the east. Two Majini armed with dynamite will toss down explosives from the
high walkway in the east. If there happens to be an explosive canister still
up on the walkway then shoot it to take down at least one of them. Use a
sniper rifle to shoot the other. The Kipepeos will fall easy to rifle or a
shotgun, handgun or machine gun or a single flash grenade! Make your way back
to the boat on the other side.
.----------------------------------- TIP -------------------------------------.
| To get a head start on the next driving sequence, stand near the side of |
| the door closest to the boat and aim past the door to the west. Get the |
| explosive barrels in the distance in your site with a sniper rifle then |
| shoot the explosive barrels to easily defeat the lurking Majini with |
| crossbows that stand near them. The Majini never anticipated you'd read |
| Berserker's guide and know about them way ahead of time. |
'-----------------------------------------------------------------------------'
Get on the boat when you're ready. Make sure you read the tip above.
-- CHECKPOINT
The boat will speed past Majini armed with crossbows on an overhead walkway off
to the left. Find the explosive barrel near them and shoot it. You'll have to
press the button that appears in order to duck up under the low pipe further
ahead or your character will suffer quite a bit of damage. Quickly shoot one
of the explosive barrels on the bridge up above then shoot the Majini on the
pipe ahead. The characters will have to duck up under the low pipe ahead so
prepare to press the button that appears on the screen to duck again.
.--------------------------------- WARNING -----------------------------------.
| If your character gets caught looking through the scope of a rifle when a |
| a pipe is in front of that character, the button prompt for ducking the |
| pipe will not appear, so you might get hit. Stop aiming whenever a pipe is |
| coming into view to avoid this problem. |
'-----------------------------------------------------------------------------'
After the boat moves up under the overhead bridge, shoot the explosive canister
on the back right and back left further ahead to take down the Majini with
crossbows on the high walkways. You'll pass by several Majini with crossbows
along boats and wooden walkways. Try to take down as many as you can while the
boat moves past them. BE SURE to focus aim on the left side since there are
two Majini on that side that carry dynamite and they will toss it toward the
boat as it moves by. The characters can get a slight head start on finishing
off some of the Majini along the side area as the boat prepares to stop.
-- CHECKPOINT
Step off the boat then break the two --WOODEN BARRELS-- on the nearby walkway
and pick up the ++HANDGUN AMMO (+15)++ in the corner of the railing near them.
There is a ++GREEN HERB++ in a corner to the left also.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - On the walkway to the right when the boat stops.
--> Random Item
[ ] Wooden Barrel - On the walkway to the right when the boat stops.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+15) - On the walkway to the right when the boat stops.
[ ] Green Herb - On the left side of the walkway after the boat stops.
-------------------------------------------------------------------------------
Turn and look to the west. You see those mounted gatling guns up above that
are just waiting for a Majini to run behind and operate? Well, once your
characters move further along the walkway to the east Majini will run behind
each of them and begin to fire down at your characters as if I just jinxed you.
Move to the east. The characters will have to take cover behind the wall
around the corner since Majini will start to fire with the mounted gatling guns
to the west. Press the action button when the button prompt appears on either
side of the wall to take cover then equip a rifle and wait for the machine gun
to stop firing; lean out then shoot the head of the Majini that operates each
gatling gun. Take cover and reload in between shots. Remember that you can
reload simply by tapping the run button while taking cover.
You'll also need to shoot a few Majini with crossbows and one with dynamite
that will be firing/tossing explosives at your characters from up above. There
is a lever on both sides of the door, so the characters can take either the
north or south side to get to either one. A character will have to stand at
each one and both will have to flip the lever at the same time.
Let's take the long path to the east, so the characters can grab plenty of
items along the way. Move up the ramp to the east then, before moving up the
next ramp to hop across the gap in the middle, find the side without railing
then drop down to the hidden east wooden walkway. Follow the walkway to the
east then jump across the gap ahead. Move to the shack in the distance then
pick up the ++HANDGUN AMMO (+15)++, ++MACHINE GUN AMMO (+50)++, ++SHOTGUN
SHELLS (+10)++ and ++FIRST AID SPRAY++ from the table inside. Break the
--WOODEN BARREL-- across from the table. Exit the shack then open the metal
case outside of it and grab the ++M3 (SG)++ from the case. There is also
another --WOODEN BARREL-- at the end of the wooden walkway to the east.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: M3 (SG)
Location: Oil Field - Drilling Facilities - Chapter 3-3
Details: After stepping off the boat for the second time, you'll need to drop
from the side of the walkway without railing to the east after moving up the
first ramp. The wooden walkway that you drop to will take you to a shack off
to the right. This is inside the metal case on the table next to that shack.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Inside the shack to the east after dropping to the wooden
walkway.
--> Random Item
[ ] Wooden Barrel - At the far end of the wooden walkway to the east.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+15) - On the table inside the shack to the east after
dropping to the wooden walkway.
[ ] Machine Gun Ammo (+50) - On the table inside the shack to the east after
dropping to the wooden walkway.
[ ] Shotgun Shells (+10) - On the table inside the shack to the east after
dropping to the wooden walkway.
-------------------------------------------------------------------------------
Move back the way the characters came from and find the piece of the wooden
walkway that faces a walkway on the other side. Walk toward it to get a jump
command. Leap toward the wooden walkway on the other side. Move beside the
boat off to the right then collect the sparkling ++SAPPHIRE (PEAR)++ from off
the right side of the walkway then break the nearby --WOODEN BARREL-- to the
left.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Drilling Facilities - Chapter 3-3
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: This is on the left side of the wooden walkway
that can be gotten to by leaping off the north east side of
the area after moving down the second ramp. This will be
near the end of the walkway, to the right.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - At the very end of the left wooden walkway in the east.
--> Definite Item: Magnum Ammo (+6)
-------------------------------------------------------------------------------
Turn around and turn to the right while leaving. Hop over the gap in the
walkway while making your way back to the west. Climb up on top of the other
side of the walkway ahead. Move down the ramp then break the --WOODEN BARREL--
off to the left and take the ++RED HERB++. The nearby wall can be used for
cover just in case you jumped over the gap when the Majini manned the gatling
guns up above. This type of cover wall that the characters have to duck behind
always makes me feel a bit safer for some reason.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - To the left after moving down the ramp on the opposite
side of the walkway across from the boat.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - To the left after moving down the ramp on the opposite side of
the walkway across from the boat.
-------------------------------------------------------------------------------
Break the --WOODEN BARREL-- along the walkway further ahead before turning the
corner. Move up the ramp and take the ++HANDGUN AMMO (+15)++ and ++MACHINE GUN
AMMO (+50)++ from near the back of the sandbags. You can take cover behind the
sandbags but there isn't any need to really. There are some oil canisters
behind the sandbags but they really have no use unless you elected to leave the
Majini with dynamite alive up until now.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Just past the cover wall on the north walkway.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+15) - On the stack of tires behind the sandbags near the
right lever.
[ ] Handgun Ammo (+15) - On the sandbags near the right lever.
-------------------------------------------------------------------------------
Don't worry about the levers now, let's continue to steal all the precious
Majini goodies around the area. Move back down the ramp then climb the ladder
to the left. Break the --WOODEN BARREL-- off to the right then move across and
follow the walkway to the left. The gatling guns along this top walkway can be
used by holding L1 near them, and they will come in handy in just a moment.
Fire at Josh in the boat below if you want to try them out. Break the nearby
--WOODEN BARREL-- outside of the middle room at the top then open the door and
step inside the office.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Off to the right after climbing the ladder near the
sandbags on the north side of the area.
--> Random Item
[ ] Wooden Barrel - Outside the north door of the middle room on the top
walkway.
--> Random Item
-------------------------------------------------------------------------------
In the office room, break the --WOODEN BARREL-- then open the drawer off the
cabinet and take the ++EMERALD (MARQUISE)++ from inside. Exit from the other
end of the room then collect the ++GREEN HERB++ on the outside walkway and
break the --WOODEN BARREL-- further ahead. There is a transformer that can be
shot down above the sandbags below but it has little significance now.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Drilling Facilities - Chapter 3-3
| [ ] | TREASURE: Emerald (Marquise) [3,000 gold]
|_________________| DETAILS: Step inside the office room along the very top
walkway once the boat stops for the second time and open
the drawer to obtain this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Inside the office room in the middle of the top walkway.
--> Random Item
[ ] Wooden Barrel - On the south end of the high walkway, outside the office
room.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near the wooden barrel on the south end of the high walkway
outside of the office room.
-------------------------------------------------------------------------------
Drop down off the side of the high walkway where the transformer is at. Break
the nearby --WOODEN BARREL-- to the right then collect the ++SHOTGUN SHELLS
(+10)++ off the metal drum. There is also a --WOODEN BARREL-- behind the metal
canister down the ramp to the right. The characters can take cover behind the
nearby sandbags just like the group on the other side.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Barrel - Right near the left lever.
--> Random Item
[ ] Wooden Barrel - Beside a metal canister on the south side of the area.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+10) - Lying on top of a metal drum near the sandbags on
the south side of the area.
-------------------------------------------------------------------------------
Now that the characters have totally ransacked the area while Josh waits
patiently below, let's get to the major task at hand. Each character needs to
stand at a lever on both sides of the area then the characters have to activate
the levers at the same time. On single player mode, use the partner assist
command prompt near one lever then move over to the other lever and activate
it. Also, if you pull on one lever then the other character will activate the
second automatically while your main character waits.
You know very well that something is going to happen once the levers have been
pulled, so let us climb one of the nearby ladders and race back up to the
gatling gun to prepare. Ah, a whole swarm of Kipepeos want to be used as
target practice! You can stand near one gatling gun and get your AI partner to
use it by pressing the partner assist button near it if you're playing single
player.
The Kipepeos will fall like flies as long as the mounted gatling gun is used to
defeat them. There is a single Majini with a crossbow that will step into view
behind the wooden wall to the north below. This is the same wall that the
characters can take cover behind, so shoot him as he peeps out from the long
opening along the wall. Be sure to watch the overheating gauge in the lower
right corner as the gun is used and stop firing for a few seconds if it is
about to overheat.
On your way back to the boat, two more Kipepeos and some Majini will attack.
The two Majini on the back walkways will be armed with dynamite. A few more
Majini and Kipepeos may appear below also.
.----------------------------------- TIP -------------------------------------.
| When the Majini and Kipepeos appear below, the characters can simply return |
| to the gatling guns and fire at them to avoid wasting ammo from their |
| arsenal. |
'-----------------------------------------------------------------------------'
Once the players are ready, return to the boat and Josh will drive through the
open gate ahead and a cutscene will trigger. The cutscene that plays will give
way to a boss fight.
[CH332]
Chapter 3-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
P A T R O L B O A T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
IRVING
------
HP: 8,500 (Tentacles)
HP: 12,000 (Main Body)
HP: 13,000 (Irving's Body)
Weak Points: - Top glowing portion of head (visible while he moves beside or
behind the boat)
- Middle portion of tentacles (visible when his tentacles move out
of the water while beside or behind the boat. While behind,
they will only appear when his main weak point is showcased.)
- Irving's body (visible after the top portion of the head takes
enough damage. The mouth will open and Irving's body will be
exposed. This is his main weak point.)
Attacks:
--> While swimming on either side of the boat or behind the boat (with or
without human body exposed)
1) Submerged Dashing Bite: Irving swims toward the boat then quickly emerges
with his mouth open and snaps at the side of the boat near him. A button
prompt dodge command will appear as the jaws close together in order to
dodge the attack with a roll.
2) Tentacle Stab: A tentacle plows into the floor of the boat from above. A
button prompt dodge command will appear right before the tentacle smashes
onto the boat.
--> While behind the boat (behind only without human body exposed)
3) Dashing Bite: While above the water's surface and behind the boat, Irving
slowly swims toward the boat then snaps at the top side of the boat in front
of him with his jaws. A button prompt dodge command will appear right
before the jaws close together in order to dodge the attack with a roll.
The only real difference here is that he is in plain view while he dashes
toward the boat.
--> While submerged
4) Tentacle Grab: While completely underwater, a tentacle moves up out of the
water and falls down toward a character to grab that character. A button
prompt command will appear in order to dodge this attack. If a character is
grabbed, that character will have to shake the left thumbstick to break free
or the partner can free the character through normal gunfire or turret fire.
--> THE FOUR TURRETS
There are four turrets spread around the boat on all four corners. They can
all be used by pressing and holding the L1 button near them. In single player
mode, the partner assist button can be pressed near a turret to make the
partner use the turret. The partner will stay at the turret until another
command is issued.
Here's the breakdown of the turrets on the boat:
Northeast turret: rocket launcher
Northwest turret: rocket launcher
Southeast turret: gatling gun
Southwest turret: gatling gun
In single player, it is really best for the main player to try out each type of
gun see how well your aiming is. The rocket launcher has to be aimed more
precisely and a player has to keep in mind that the boat is moving, so
sometimes the player will have to aim a bit in front of the targeted point in
order to hit it. The AI partner doesn't have much of problem aiming with
either turret type. Either way, like a raging Snow_Infernus caught up in one
of his Lost Planet online battles, find that weak point (think of it as a heat
source) on the head and blast it with the gatling gun (machine gun), rocket
launcher, plasma rif... oh wait.
--> WHEN HE MOVES BESIDE THE BOAT
While the creature is swimming on either side of the boat, it will have the
glowing portion of its head exposed in plain view. Use this time to fire at
the glowing portion of the head with a turret or normal gunfire. Normal
gunfire may not seem like much, but it can be more accurate. For those of you
on you second playthrough, normal gunfire may indeed be better than either
turret with a highly upgraded weapon.
While using the rocket launcher turret, you will have to adjust your aiming
based on whether the creature is moving fast or not. Aim in front of the weak
spot just a bit if it is moving fast and aim almost directly at the weak spot
if it isn't moving too quickly. One precise shot to the glowing portion with
the rocket launcher will damage it quite a bit and make it reveal its main weak
point faster.
The creature will eventually submerge and four tentacles will move out of the
water on his current side. Aim for the center portion of each tentacle and
blast it to destroy the tentacle. One rocket aimed at the midportion will
destroy each one and just a bit of gatling gun fire will easily cut off a
tentacle as well. Even normal gunfire will destroy them easily on normal mode.
The tentacles will constantly reform if they are not destroyed fast enough.
A button prompt command will appear on the screen eventually as each character
stands in place. That is your cue to know that he is about to perform a
tentacle stab to that character, so quickly press the on-screen button to have
your character roll to the side to avoid it - either the action or run button.
On normal mode, both buttons can be pressed at the same time for a guaranteed
avoidance whenever a button prompt appears. You can avoid the prompts
altogether by constantly moving but you'll need to stand still to hit the
tentacles however.
Destroying the tentacles will cause the boss to attack less and it will also
make it emerge from the water faster. Once it emerges, it might race toward
the boat then quickly try to bite the characters. A button prompt command will
appear, so press the button displayed on the screen to roll out of the way of
the creature's jaws.
.----------------------------------- TIP -------------------------------------.
| It is usually best to walk toward the middle portion of whichever side the |
| the creature is on whenever it is about to perform its bite attack; this |
| way, the button prompt will appear on the screen for sure. If you stand to |
| the side then the button prompt might only appear for a few seconds as your |
| character enters the hit detection portion of the beast's jaws, giving you |
| less time to react. |
'-----------------------------------------------------------------------------'
The creature will usually rush toward the boat and ram it if it doesn't perform
a bite. This will only jar the boat a bit and shake the characters. No damage
will be sustained.
--> WHEN HE MOVES BEHIND THE BOAT
The creature might move behind the boat. When it does this, the same rules
still apply as to when it was moving beside the boat but the characters will
have to run to the south set of turrets and fire at him. The top portion of
his head will be revealed from a different angle and it is actually much easier
to hit with rockets this time since the characters will have a full frontal
view.
It will eventually race toward the boat while still on the water's surface and
attempt to bite the characters. Use the button prompt dodge command to avoid
this attack.
--> WHEN HE IS NOWHERE TO BE FOUND
After he has left the back of the boat, tentacles might appear and they will
slap the surface of the boat in an attempt to grab your characters. All the
characters really have to do is simply move out of the path of a tentacle, but
a button prompt will appear before a tentacle makes contact with a character if
one happens to be in the way.
The tentacles will grab any character that one manages to make contact with.
The grabbed character will need to shake the left thumbstick in order to break
free from the grapple. It is possible to free your partner from the grab with
gunfire, but you won't have time to rush to a turret unless you're already
controlling one, so most of the time it would be best to fire at the tentacle
with normal gunfire.
--> WHEN HE LATCHES ONTO THE BACK OF THE BOAT
After the top glowing portion of the creature's head receives enough damage,
the creature will latch his two main tentacles on to the back of the boat. The
creature's mouth will open to showcase Irving's body, which is attached to the
inside portion of the mouth. Irving's normal body is the beast's main weak
point. Focus most of your gunfire on his normal body and he will fall
eventually.
Two tentacles will move out of the water on each of his sides. The tentacles
will curve straight upward and wiggle in the air for a bit just like before.
These can be shot in the middle and broken in half just like the tentacles from
earlier. Don't focus aim solely on Irving's human body since the creature's
tentacles will be constantly trying to stab your characters and you'll
constantly receive button prompt commands if that is the case, which will limit
your firing time at each turret or while standing and firing. Try to take
down the tentacles at a steady rate before switching fire back at Irving's
body. Each character should destroy the tentacles closest to each side that
they are currently at.
He will eventually move back under the water. While he is submerged, he will
be preparing to rush toward the boat for a quick lunging bite, so move toward
the center and prepare to press the button that appears in order to dodge the
attack. He will go back to exposing his human body after the bite then
alternate between the two again for the remainder of the battle.
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
- - - - - -
___ _ _ _ _ _ [CH41]
/ __\ |__ __ _ _ __ | |_ ___ _ __ | || | / |
/ / | '_ \ / _` | '_ \| __/ _ \ '__| | || |_ ___ | |
/ /___| | | | (_| | |_) | || __/ | |__ _||___|| |
\____/|_| |_|\__,_| .__/ \__\___|_| |_| |_|
|_|
-------------------------------------------------------------------------------
--> Chapter 4-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 50+ | 35 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <21'00" | 28'00" | 33'00" | 33'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH411]
Chapter 4-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C A V E S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Recommended Weapons:
- Machine Gun or Handgun (for normal Wetland Majini)
- H&K MP5 (for Wetland Majini with shields)
- Shotgun (for close combat with crowds and bigger enemies)
- Rifle (for distant enemies with explosive arrows and BSAA emblems)
- Magnum (for Giant Majini [shotgun can suffice])
- Flash Grenades (for Bui kichwa parasitic enemies; bring a full supply)
- Proximity Bombs (for big enemy in the Labyrinth)
Be sure to move down the walkway to the west to admire the view of the tunnel
filled with water. Such lovely lighting!
The two characters will begin a conversation about Excella and Tricell as they
move up the wooden walkway ahead. Break the two --POTS-- near the lantern in
the small building. Move out the north end and break the --VASE-- along the
way.
----------------------------------------------------------------- INVESTIGATION
[ ] Speedboat - In the water near the wooden walkway at the starting area.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Pot - On the shelf near the lantern in the small building.
--> Random Item
[ ] Pot - On the shelf near the lantern in the small building.
--> Random Item
[ ] Vase - Outside the north exit of the small building.
--> Random Item
-------------------------------------------------------------------------------
Step past the fire surrounded by rocks to the east and move into the cave
tunnel up ahead. A hole in the ceiling of the tunnel allows light to shine
through the middle portion as the character continue to the area up ahead.
More light pours into the tunnel from further to the east. After stepping past
the first few bones along the path ahead, a new enemy will surface from the
ground to spoil the mood during a slight cutscene.
NEW ENEMY: Bui kichwa
The spider parasites that appear are referred to as Bui kichwa. These spider-
like enemies can be taken down easily with a few shots from the handgun or
machine gun. They are completely weak against a sudden burst of light however.
If a character tosses a flash grenade then all Bui kichwa in the area will
instantly fall.
These enemies attack by latching onto a character. Once latched on, the player
must shake the left thumbstick to break free. The character can still walk
while the Bui kichwa is attached, but the player cannot act in any way. It is
best for a partner to perform a partner assist melee attack from nearby to
slash the Bui kichwa off the character.
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: Go Into the Light
Description: Defeat 2 enemies with one flash grenade.
Details: If the characters brought a flash grenade with them then simply toss a
flash grenade at any group of two or more Bui kichwa enemies in this area to
gain this trophy/achievement with ease. It's best to save the flash grenade
for the massive group of Bui kichwa that burrow out of the tunnel floor across
the other side of the rock bridge.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Use the handgun or the machine gun to fight off the first few Bui kichwa. Only
four Bui kichwa will attack in the first wave. Move further down the tunnel as
it curves to the north and another wave of Bui kichwa will attack from around
the corner near the wooden ladder.
Ignore the ladder for right now and move to the northeast along the current
path. Step by the rock formation and break the --VASE-- inside the alcove up
ahead.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Inside the far northeast alcove past the wooden ladder.
--> Random Item
-------------------------------------------------------------------------------
While still in the same area, turn toward the water that runs down the side of
the wall to the left after breaking the vase then move toward it and climb to
the hidden alcove above. Open the chest and collect the ++TOPAZ (TRILLIANT)++
from inside. Turn around after grabbing the treasure from the chest then step
toward the edge of the dropoff and look on the ceiling to the south to see a
blue ++SAPPHIRE (PEAR)++ attached to the ceiling. Shoot it down then collect
it after dropping back down.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Topaz (Trilliant) [2,000 gold]
|_________________| DETAILS: Step past the wooden ladder in the area where the
Bui kichwa are first met then find the vase in the alcove
in the northeast. Turn to the left and face the wall with
the water moving down it for a "Climb" command. Climb to
the alcove above then collect this treasure from the chest.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: After collecting the Topaz (Trilliant) from the
chest, turn around and step to the edge of the dropoff then
look up toward the ceiling to see this stuck on the
ceiling. Shoot it down then collect it after dropping
down from the ledge.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
While moving out of the alcove, four Bui kichwa will burrow out of the ground.
Shoot them then climb the wooden ladder. Another Bui kichwa will burrow out of
the ground along the top bridge. Break the two --VASES-- along the bridge
railings. Look off to the south rock wall. To the right of the waterfall and
down a bit, you'll be able to see a --BSAA EMBLEM (19/30)-- stuck along the
wall near some flowing water that flows down the cave wall below
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #19
/ BSAA \
(------------) LOCATION: Caves - Chapter 4-1
\ EMBLEM / DETAILS: While on the bridge in the cave after climbing the
\________/ wooden ladder, look off toward south railing and look to the
right of the waterfall to find this emblem stuck to the wall
below. It has some water flowing down along the wall near it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Near the railing of the bridge in the middle area filled with
sunlight.
--> Random Item
[ ] Vase - Near the railing of the bridge in the middle area filled with
sunlight.
--> Random Item
-------------------------------------------------------------------------------
Move along the bridge to the east then step inside the cave tunnel. Use your
knife to break the torch off to the right along the way and an ++EMERALD
(PEAR)++ will drop from it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: While moving into the tunnel past the middle
bridge, break the torch in the metal piece off to the right
and this will fall from it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
If a character has a flash grenade then arm it now. Move down the tunnel and
allow the massive group of Bui kichwa to gather around your character then toss
the flash grenade to finish off all of the little pests. Another wave of them
will appear further down the tunnel but they are not as numerous. Another
flash grenade could help out but it's not as needed for this final wave. Break
the torch in the middle of the cave tunnel and collect the ++SAPPHIRE
(SQUARE)++ from it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Sapphire (Square) [1,000 gold]
|_________________| DETAILS: In the middle of the tunnel past the bridge,
break the torch on the cave floor to the left.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
At the very end of the tunnel is the exit door to the next area. Before
opening it break the goat skull on the floor to the right for a ++RUBY
(PEAR)++, the goat skull on the floor to the left for a ++SAPPHIRE (PEAR)++,
and finally the standing torch to make a ++TOPAZ (PEAR)++ fall from it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: Break the goat skull on the right portion of the
cave floor in front of the exit door at the end of the cave
tunnel.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: Break the goat skull on the left portion of the
cave floor in front of the exit door at the end of the cave
tunnel.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Topaz (Pear) [1,000 gold]
|_________________| DETAILS: Break the standing torch to the left of the exit
door at the end of the cave tunnel.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Wow, that's a bunch of treasure, huh? Oh, we're merely hitting the surface for
what lies ahead for Nate and Lara... I mean, Chris and Sheva. Both players
should use the partner assist button to exit the area while standing in front
of the door like usual.
[CH412]
Chapter 4-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A N C I E N T V I L L A G E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
After the cutscene that showcases the area, the characters will start out on a
walkway that overlooks the ancient village below. Notice all the bats that
flutter by in the distance; our extermination team can't shoot them if you're
wondering. Follow the walkway to the north as the characters engage in
conversation. Drop from the gap in the walkway up ahead.
Turn to the right and break the two nearby --VASES--. Look up while facing the
doorway ahead and shoot the ++TOPAZ (SQUARE)++ that is stuck on the wall above
the doorway. Slash the skulls on the sides of the stairs past the door if you
want then drop from the end of the stairs.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Topaz (Square) [1,000 gold]
|_________________| DETAILS: Above the first open doorway, which is off to the
right after dropping from the overhead walkway that over-
looks the village.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - After the first dropoff, this will be near the doorway to the right.
--> Random Item
[ ] Vase - After the first dropoff, this will be near the doorway to the right.
--> Random Item
-------------------------------------------------------------------------------
Break the --VASE-- while moving around the corner to the west. Notice the
spider on the wall above the vase. Kill it with a knife slash and it will
appear in your records as another kill. In the room ahead, step past the
creepy body bags then both characters should use the partner assist button
prompt while standing near the coffin to open it up and collect ++GOLD
PICKUPS++ inside. Another spider is on the left wall.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: 100 Gold, 100 Gold, 150 Gold, 200 Gold, 150 Gold,
|_________________| 100 Gold, 100 Gold
DETAILS: After dropping from the stairs, these pickups will
be inside of a coffin around the west corner. Both
characters need to use the partner assist command to open
the coffin.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
----------------------------------------------------------------- INVESTIGATION
[ ] White Body Bags - After dropping from the stairs, these are hanging around
the west corner. This is the pair on the left.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - To the right after dropping from the broken stairway.
--> Random Item
-------------------------------------------------------------------------------
Pass through the south doorway. Use your knife to break the torch on the
fallen pillar then collect the ++EMERALD (PEAR)++ inside. Knife that spider on
the wall behind the torch also; these might possibly be a new form of infant
web spinners after all. After the incidents at the Spencer Estate and Rockfort
Island - oh, and let's not forget about Alexia's little pet that she sent after
Chris in the Antarctic - you can't be too careful.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: Break the torch through the north doorway after
opening the first coffin. The torch is lying on a fallen
pillar.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Continue to the east and step through the doorway. Break the two --VASES-- off
to the left. A cutscene will trigger while stepping across the bridge.
.------------------------------- EXTRA INFO ----------------------------------.
| In co-op mode, the character that leads the way while stepping across the |
| bridge will get trapped on the other side. In single player mode, the AI |
| partner will always get stuck on the other side of the bridge. |
| |
| The cutscene that plays will differ based on which character is trapped on |
| the other side. |
'-----------------------------------------------------------------------------'
I'll refer to the character that gets trapped on the other side of the bridge
as Partner 2.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - To the left before stepping across the bridge.
--> Random Item
[ ] Vase - To the left before stepping across the bridge.
--> Random Item
-------------------------------------------------------------------------------
> > > > > > > > > > P A R T N E R 1 G A M E P L A Y < < < < < < < < < < <
Partner 1 needs to fall off the side of the bridge and move to the north.
Wetland Majini will soon attack this player. If you are in single player mode,
issue the Go command and your AI partner will help you out more aggressively at
this part. Partner 1 can really take out these Majini without the assistance
of cover fire, but cover fire can help out a bit at the beginning of the battle
for the Majini with explosive arrows beyond the stairs up ahead.
A Majini with a shield will move down the east path up ahead and a Majini with
explosive arrows will shoot at the player from the background in that same
direction. Remember that a character can simply fire at the feet of a shielded
Majini and run behind it for an instant kill melee command.
Pick up the ++GREEN HERB++ from off the nearby fallen pillar. A few more
Majini will move down the east set of stairs and attack.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On a fallen pillar in the area where the Majini group attacks.
-------------------------------------------------------------------------------
Join up with Partner 2 by moving up the stairs to the east after the battle.
-------------------------------------------------------------------------------
> > > > > > > > > > P A R T N E R 2 G A M E P L A Y < < < < < < < < < < <
Partner 2 should provide cover fire for the character below while standing on
the north ledge that overlooks the area below. Some Majini armed with
explosive arrows will drop down from the side of the walls in the east, so arm
a rifle and defeat the while Partner 1 handles the situation below. It's good
to stand at the top and watch Partner 1's battle through a sniper rifle scope
and help out when needed once the Majini with explosive arrows are defeated.
Partner 2 should face the east as Partner 1 runs up under the overhead walkway
since a few more Majini will move down the stairs after him.
Partner 2 doesn't have to stay on the top walkway at all. This partner could
easily move to the east and go down the staircase to regroup with Partner 1.
-------------------------------------------------------------------------------
Along the way up the east set of stairs, Partner 1 should use a knife to break
the torch in the middle section of the stairs then pick up the ++TOPAZ (PEAR)++
from it. Break the --VASE-- near the set of stairs in the northeast.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Topaz (Pear) [1,000 gold]
|_________________| DETAILS: While moving up the east set of stairs after the
bridge is broken, break the torch in the middle section of
those stairs and pick this up from it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Near the top of the east set of stairs.
--> Definite Item: Red Herb
-------------------------------------------------------------------------------
Majini with shields and another Majini will move out of the first room on the
southwest side of the second floor as a player steps near that door. A hand
grenade might be helpful for this group or a character could use the MP5
machine gun for the shielded Majini. Enter the first room on the southwest
side after defeating the Majini then have both characters open the coffin
inside. Collect the ++SAPPHIRE (SQUARE)++, ++SAPPHIRE (PEAR)++ and ++GOLD
PICKUPS++ from inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Sapphire (Square) [1,000 gold], Sapphire (Pear)
|_________________| [1,000 gold], 100 gold, 150 gold, 100 gold, 150 gold, 100
gold, 100 gold
DETAILS: When both characters meet up after fighting off
the Majini after the bridge is broken, these items will be
inside of a coffin in the southwest room on the second
floor along the opposite side of the bridge.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Run over to the next room right beside the current room and break the --VASE--
inside then pick up the ++GREEN HERB++ from inside the open coffin to the
right. Break the torch on the floor to find a ++SAPPHIRE (PEAR)++ inside.
Examine the mummified corpse to the side. He won't be needing that ++RUBY
(PEAR)++ anymore, so snatch it from his hands. No one will ever notice.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: In the room beside the southwest room on the
second floor on the opposite side of the bridge, break the
torch on the floor next to the mummified corpse then
collect this from it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: In the room beside the southwest room on the
second floor on the opposite side of the bridge, examine
the mummified corpse inside then pry this from his dead
fingers afterwards.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
----------------------------------------------------------------- INVESTIGATION
[ ] Mummified Corpse - Examine the mummified corpse to the side of the doorway
after entering the room beside the southwest room on the opposite side of
the bridge on the second floor.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Inside the room to the side of the southwest room on the second
floor past the bridge.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In an open coffin to the right, inside the room to the side of
the southwest room on the second floor past the bridge.
-------------------------------------------------------------------------------
Move around the side of the walkway to the northeast. There are two --VASES--
along the walkway in front of the coffin up ahead. Have both characters open
the coffin up ahead with the partner assist command and collect ++NOTHING!?++.
The floor below the characters will slide open and they will fall into a pit
below. Be sure to press the button as the button prompt appears on the screen
or one of the characters will suffer damage from the fall.
--> COMMAND INPUT
Sequence: The characters fall through the trapdoor.
Type: Single Button Press
Command: Land
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Along the walkway in front of the coffin with the trapdoor in front
of it.
--> Random Item
[ ] Vase - Along the walkway in front of the coffin with the trapdoor in front
of it.
--> Random Item
-------------------------------------------------------------------------------
.------------------------------------- TIP -----------------------------------.
| If a character runs toward the closed door in the north then the door will |
| instantly open. Both characters can take the battle into the big room |
| to the north. |
'-----------------------------------------------------------------------------'
A group of Bui kichwa will burrow out of the floor down the hall ahead. Toss a
flash grenade or fight them off with a handgun or machine gun. This part can
get pretty confusing if both characters stand in the middle of the area since
Majini and Bui kichwa will come from all sides, so quickly choose a hallway
then run to the end of it to keep from getting attacked from all sides.
The Majini drop from the holes in the ceiling and the Bui kichwa continuously
burrow out of the ground. Use a flash grenade if any enemy type ever gets out
of control. Eventually a Majini with a torch will attack. This type of Majini
can blow fire in front of him, so always knock him away if he ever pauses while
in close range. He wears a mask, that has to be broken in order to perform a
head stun, so shoot him in the legs then run behind him and perform an instant
kill melee on him.
The door to the north will open toward the end of the battle. Stay behind and
defeat all the enemies since there are some treasures that need to be
collected from the chests at each end. Open the west chest for an ++EMERALD
(TRILLIANT)++, the south chest for a ++RUBY (TRILLIANT)++ and the east chest
for a ++SAPPHIRE (TRILLIANT)++.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Emerald (Trilliant) [2,000 gold]
|_________________| DETAILS: After the characters fall through the trapdoor
and fight off all the Majini and Bui kichwa below, run all
the way down the west hallway and collect this from the
chest at the end.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Ruby (Trilliant) [2,000 gold]
|_________________| DETAILS: After the characters fall through the trapdoor
and fight off all the Majini and Bui kichwa below, run all
the way down the south hallway and collect this from the
chest at the end.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Sapphire (Trilliant) [2,000 gold]
|_________________| DETAILS: After the characters fall through the trapdoor
and fight off all the Majini and Bui kichwa below, run all
the way down the east hallway and collect this from the
chest at the end.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Step out the north door after opening all the chests. Stand along the walkway
and arm a rifle. Look directly ahead and look up a bit. Do you notice
anything out of the ordinary, like that --BSAA MEDAL (20/30)-- above the tall
door directly ahead? A player will need rifle to hit this one most likely. If
you can hit it with a machine gun then you have impressed me somewhat! Still,
there is one much further away then this later, young grasshopper.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #20
/ BSAA \
(------------) LOCATION: Ancient Village - Chapter 4-1
\ EMBLEM / DETAILS: After both characters exit from the north door of the
\________/ area with hallways that they fall to from the trapdoor, arm a
rifle and stand along the walkway just outside the door. Look
far up above the door to the north and you'll see this on a
ledge on the other side. This can be hit from below if your
characters step off the walkway early.
This BSAA emblem can also be seen from the high walkway at the
beginning of the Ancient Village area. Arm a rifle then look to
the northeast. Look below the circular glowing object in the
distance and this emblem can be seen on the ledge below it. It
is rather far away so shooting from the beginning walkway
requires some very precise aiming with the rifle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If you look on the floor below, three Majini armed with shields and two Majini
armed with explosive arrows are waiting for the characters. Try to shoot both
of the Majini with the explosive arrows to rid the characters of that nuisance
then fall down below and prepare to battle the Majini with shields. Once
again, remember that you can aim toward a leg with a machine gun then tap the
trigger for a stun and perform an instant kill melee from behind each one
without having to worry about wasting much ammo!
-- CHECKPOINT
There are altogether 15 --VASES-- on the floor up ahead. Don't worry about the
vases right now. When your characters rush toward the area to the north, large
flaming wooden spheres with spikes will roll out of the east and west holes
along the wall in the background. Stand in the center area with the crank and
they cannot hit the characters. Both players need to use the partner assist
command while standing near a handle along the center area to rotate the crank
in the middle area.
Once the crank is rotated the door to the north will open during a cutscene but
the door will slowly start to close again. A player must quickly run toward
the door and dodge through the flaming spheres and make it up under the door
before it closes. The player will step on a floor pressure pad afterward and
the door will remain open.
.----------------------------------- EXTRA -----------------------------------.
| If a character makes it to the closing door and can't make it under the |
| door an extra "Jump In" action command may appear while near the closing |
| door. Press the action button at that time, to make your character dive |
| under the door. |
'-----------------------------------------------------------------------------'
.------------------------------------ TIPS -----------------------------------.
| 1) Both characters can rotate the crank before the flaming spheres move out |
| of the back walls and this will make it to where a character can get an |
| early start and won't have to rush through as many flaming spheres. |
| |
| 2) The cutscene when the door opens can be skipped to gain a few extra |
| seconds for dashing toward the door. |
'-----------------------------------------------------------------------------'
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
[ ] Vase - Along the north portion of the room with the big crank.
--> Random Item
-------------------------------------------------------------------------------
The flaming spheres will disappear after the pressure pad behind the door has
been stepped on by a character, so feel free to break all the vases and collect
all the items in the area. Move down the stairs past the pressure pad and use
the partner assist action to open the set of double doors below.
[CH413]
Chapter 4-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
L A B Y R I N T H
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
When the characters move around the east corner and step on the pressure pad, a
cutscene will activate. This cutscene has button prompt button commands that
need to be entered in order to survive. Here's a list of the commands you'll
see as the characters run to avoid falling statues and leap across gaps:
-> COMMAND INPUT 1 (Both)
Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall.
Type: Rapid button tap
Command: Run
-> COMMAND INPUT 2 (Both)
Sequence: Chris and Sheva leap over the pit that opens in the floor.
Type: Single Button
Command: Jump
-> COMMAND INPUT 3 (Both)
Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall.
Type: Rapid button tap
Command: Run
-> COMMAND INPUT 4 (Both)
Sequence: Chris and Sheva leap over the pit that opens in the floor.
Type: Single Button
Command: Jump
-> COMMAND INPUT 5 (Both)
Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall.
Type: Rapid button tap (Much more extended than the rest of the taps)
Command: Run
-> COMMAND INPUT 6 (Both)
Sequence: Chris and Sheva leap over the pit that opens in the floor.
Type: Single Button
Command: Jump
-> COMMAND INPUT 7 (Main player [single play] or random player [co-op])
Sequence: While both characters are standing on the other side of the final
pit, the ledge along the side falls out from underneath a character
and that character has to grab onto the side.
Type: Two Button Press
Command: Grab
The dashing button prompt is always the run button and the jump command inputs
will be either the action button or the assist button.
.---------------------------------- EXTRA ------------------------------------.
| In single player mode, the character that grabs onto the side of the ledge |
| near the end of the sequence will always be the player. During co-op play, |
| the character that grabs onto the side will randomly be either character. |
'-----------------------------------------------------------------------------'
-- CHECKPOINT
Fall to the room ahead. Both players need to use the assist button to pull on
both chains with handles in the area below. This will lower the north
staircase to the labyrinth ahead.
Move down the stairs to enter the labyrinth area. Don't mode down the second
set of stairs just yet. Break the --VASE-- off to the left after moving down
the first set of stairs.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Off to the left when the characters first step into the labyrinth
area.
--> Random Item
-------------------------------------------------------------------------------
If you look off the left (west) side of the beginning area, a red statue with
two chain handles attached to it is on the floor below. Throughout this area,
both characters will have to pull chain handles in order to make stairs rise
and move up to form walkways and other staircases, but that red statue right
there holds the final two chains that need to be pulled. Don't you just hate
it when a game places your ultimate destination right in front of you
beforehand and blocks it off slightly?
I'll go ahead and let you in on the BSAA emblem for this area. Look off to the
west then look up toward the high ledge on the west wall to see a --BSAA EMBLEM
(21/30)-- attached to a wall on the high ledge up above. You'll need a rifle
to hit it from this far away, but later in this area, I'll call your attention
to it again when it can easily be hit with a normal weapon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #21
/ BSAA \
(------------) LOCATION: Labyrinth - Chapter 4-1
\ EMBLEM / DETAILS: Right when the characters enter the labyrinth, after
\________/ opening the door to it, move down the first set of stairs. A
vase will be to your left. Aim and look up toward the high wall
in the west to see this emblem attached to a wall on a high
ledge above. The sniper rifle is really the only weapon that
can hit this when you first enter, but later on in this area, it
can easily be hit with any weapon. After pulling the chains on
the green status, follow the walkway that forms in front of it
then turn and face the green statue and look directly up. This
is the closest viewpoint that is available for hitting it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Turn to the right and move along the east path. The path in the back leads to
a dead end and there are no items or breakable objects waiting for the
characters down that path; the characters can get a full view of the BSAA
emblem for the area at the end of the path but it's still really far away. Use
the jump command to hop over to the walkway on the left. Follow the wooden
stairs upward. Once the characters reach the midportion of the stairs, take
out a gun and aim up toward the ceiling to see a ++TOPAZ (SQUARE)++ treasure
attached to the ceiling near the hole in the wall. Shoot it down then collect
it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Topaz (Square) [1,000 gold]
|_________________| DETAILS: After entering the labyrinth (going down the
stairs past the entrance door), turn to the right and hop
across the gap to reach the walkway with wooden stairs to
the north. Follow the staircase to the middle then stop.
Look up on the ceiling near the top of the stairs then
shoot this treasure down from the ceiling portion near the
hole in the ceiling.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Move up the stairs and turn to the right then break the two --VASES-- further
back toward the wall. Return to the staircase at the beginning of the
labyrinth.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - In the area where the Topaz (Square) treasure is found, this is at
the end of the dead end to the right of the top of the staircase.
--> Random Item
[ ] Vase - In the area where the Topaz (Square) treasure is found, this is at
the end of the dead end to the right of the top of the staircase.
--> Random Item
-------------------------------------------------------------------------------
Move down the stairs directly ahead to the north. Stand in the center floor
piece. The area to the northwest is your destination but there is a statue
there that requires both characters to be on opposite sides of some rock debris
in order to activate it. If you're playing solo, then you'll have to enter
from both sides but if two people are playing then both players should enter
the northwest area from opposite ends - the path to the north (then turn left)
and the path to the west (then turn right).
Follow the path directly ahead to the north. Turn to the left after stepping
into the grassy area and find the --VASE-- behind the tall grass off to the
left then break it.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - After moving to the center of the labyrinth, run to the north and
step into the grassy area to the left. This vase is hidden behind some
tall grass off to the south in the grassy area.
--> Definite Item: First Aid Spray
-------------------------------------------------------------------------------
.----------------------------------- EXTRA -----------------------------------.
| The bats that fly above the grassy section of the labyrinth can be shot |
| down. They appear on your kill record in the "Records" menu. |
'-----------------------------------------------------------------------------'
Run toward the chain with the handle on it that is hanging from the front of
the blue statue in the northwest. On co-op mode both characters should stand
on opposite sides and pull the chain handle. On single player, examine the
handle and your partner will stand at this chain handle and tell your character
to pull the other one. Simply run back along the outside walkway then head
around the northwest side and pull the other handle.
Along the way to the handle, turn to the left before entering the grassy area
and open the metal case on the block to the left then take the ++GRENADE
LAUNCHER++ from the case. The grenade launcher comes equipped with a full set
of 12 explosive rounds, which is perfect for normal enemy crowds and for a much
bigger enemy later in this area!
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: Grenade Launcher
Location: Labyrinth - Chapter 4-1
Details: After moving down the stairs and stepping to the center of the
labyrinth, this is down the path to the west. Turn left once you reach the
west wall then open the metal case on the block and this will be inside.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Along the way to the chain on the west side, there is a treasure on the side of
the broken second floor walkway overhead. Look directly up once you reach the
midportion of the west side and you'll see a green ++EMERALD (SQUARE)++
attached to the side of the broken overhead walkway.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Emerald (Square) [1,000 gold]
|_________________| DETAILS: While in the northwest section of the first floor
with the blue statue, the character that moves around the
west side should look up once that character reaches the
mid portion, in between the statue and the west entrance,
and this will be attached to the side of the broken
overhead walkway above. Look for a green circular object
that glimmers along the side of the damaged overhead
walkway.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
The other player is waiting on you, so get your ass to that other chain on the
blue status and pull it! When the statue slides back into the wall, pick up
the ++SAPPHIRE (SQUARE)++ where it used to lie. The south end of the area will
be sealed off once the two handles are pulled as a staircase moves up out of
the floor.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Sapphire (Square) [1,000 gold]
|_________________| DETAILS: Once the blue statue slides into the wall after
both chains along its side have been pulled, this will be
on the floor where it was previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Run over to the east (right) end of the current area and follow the path back
to the middle of the labyrinth. Turn right this time and you'll be greeted
with a staircase that leads to the second floor of the labyrinth. Move up this
west set of stairs and a green statue will lie in view at the very top. Don't
pull the chains at this moment though. Turn to the left while facing the
statue then hop across the gap in the walkway to the left and open the chest
then pick up the ++IDOL (GOLD)++ from inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Idol (Gold) [3,000 gold]
|_________________| DETAILS: Before pulling the chains on the green statue on
the west side, turn to the left then hop across the gap
further along the left side then open the chest on the
other end to collect this treasure from inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Hop back across. Now both characters should pull the chain handles on the
green statue. The green statue will slide back into the wall behind it and
leave behind an ++EMERALD (SQUARE)++. Did you see what happened there? The
stairs behind the characters rose up to a form a walkway, the stairs along the
far east side rose up and the stairs in the north rose up as well.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Emerald (Square) [1,000 gold]
|_________________| DETAILS: Once the green statue slides into the wall after
both chains along its side have been pulled, this will be
on the floor where it was previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
-- CHECKPOINT
Turn around and move along the newly formed east walkway. If you are trying to
shoot the BSAA Emblem in this area with a normal gun instead of a rifle then,
while standing on the middle of this walkway, turn and face the green statue
then look directly up. This is the closest the characters can get to it in
order to shoot it with a normal weapon.
Follow the walkway in front of the green statue then turn to the right and
follow that south walkway. Arm a rifle now since some Majini will attack from
off to the east in just a moment. Once the characters move to the midportion
of the south walkway, Wetland Majini will appear from the high east walkway.
Stand along the portion of the wall with the hole for a little cover then aim
up toward the high east walkway with the rifle and shoot the Majini with the
explosive arrows then aim toward the east stairs with a rifle and shoot the
other Majini with explosive arrows. It's really best to stay on the current
walkway and allow the Majini to move around the corner and attack your
character instead of moving around the far corner and meeting up with them;
this way when the second wave of Majini arrive, your characters won't be out
the open when the next Majini with explosive arrows appears.
Once the Majini group together along the walkway, take out the grenade launcher
and fire at them. This weapon's explosive rounds will cause an explosion that
will knock down and badly damage a group of Majini. Don't be afraid to use
some of its ammo here; you'll want to keep around six explosive rounds for the
big enemy that will appear in this area later though. Eventually another
(smaller) wave of Wetland Majini will arrive. Take out the rifle once again and
find the Majini with the explosive arrows up on the lower east walkway then
shoot him. The second wave isn't all that bad, so you really don't need the
grenade launcher for them. Use the H&K MP5 for the Majini with the shield.
You probably haven't picked up on it yet thanks to the changed stairs and
blocked off entrance but the characters are actually back at the beginning of
the labyrinth on the side that they started from. There is a difference this
time though; the path to the far east is no longer a dead end! Move along the
path to the east and go down the stairs off to the left that lead to the middle
of the labyrinth. Turn right and follow the north set of stairs upward.
The characters will be face to face with a yellow statue. Both characters
should pull the two chain handles along the sides of the yellow stature just
like the other statues. The yellow statue will move back into the wall and
reveal a ++TOPAZ (SQUARE)++ below it. The staircase to the east will now lower
and reveal a walkway leading to the east area below.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Topaz (Square) [1,000 gold]
|_________________| DETAILS: Once the yellow statue slides into the wall after
both chains along its side have been pulled, this will be
on the floor where it was previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
-- CHECKPOINT
Turn to the right and look around the side of the stair railing to see a path
with a chest at the end. Run along the path then open the chest at the end to
find two sets of ++FLASH ROUNDS (+3)++ inside.
--------------------------------------------------------------------- ITEM LIST
[ ] Flash Rounds (+3)- Inside of the chest around the east side of the
staircase railing in front the yellow statue.
[ ] Flash Rounds (+3)- Inside of the chest around the east side of the
staircase railing in front the yellow statue.
-------------------------------------------------------------------------------
The purple statue along the northeast side of the nearby walkway is bit more
tricky to activate than the others. There are actually two purple statues.
One of them is on the second floor and the other is on the bottom floor below
the first. You can get one character to stay up on the current floor then have
the other character move down to the bottom floor, but the character that moves
down to the bottom floor will get ambushed by enemies.
The top floor character can play sniper at that time and shoot the enemies from
up above. I find it best for both characters to move down to the bottom floor
to take on the enemy wave below, just in case one enters dying status. In
single player mode, if the main player examines the top floor chain then the AI
partner will stay near it until your main character issues the "Come on"
command.
Either way, move back down the stairs in front of the yellow statue then make a
left at the center portion and move along the newly formed walkway to the left.
Turn and step into the south area first of all. Break the three --VASES-- to
the south. One of them holds a proximity bomb, which will definitely come in
handy after the final statue is activated.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - In the south area of the bottom floor which is accessible after both
characters pull the chains on the yellow statue.
--> Random Item
[ ] Vase - In the south area of the bottom floor which is accessible after both
characters pull the chains on the yellow statue.
--> Random Item
[ ] Vase (right) - In the south area of the bottom floor which is accessible
after both characters pull the chains on the yellow statue.
--> Definite Item: Proximity Bomb
-------------------------------------------------------------------------------
Step into the north area with the lower purple statue. When the main character
examines the chain handle in single player, the partner will automatically run
back toward the chain handle on the second floor. The enemy wave will not
appear until the partner is halfway up the stairs while moving toward the
second floor. Both characters should really fight this wave of enemies
together once they appear from the top walkways however. In co-op play, the
enemies sometimes appear on the top floor to attack the top player if one stays
behind.
.----------------------------------- TIP -------------------------------------.
| To keep both players together, examine the bottom floor statue so that the |
| character grabs a hold of the chain handle then wait for the AI partner to |
| move up the stairs and listen for the battle music to start. At that time, |
| press the action button to release the character's grip then quickly issue |
| a "Come on" command to get the AI partner to rejoin your character for the |
| fight below. |
'-----------------------------------------------------------------------------'
Bui kichwa will be the first set of enemies to appear as they burrow out of the
ground. Arm the grenade launcher with flash rounds and shoot a flash round to
get rid of the majority of them. Wetland Majini armed with spears, claws and
torches will attack along with more Bui kichwa throughout the battle. Don't be
afraid to pull out the grenade launcher with explosive rounds if needed to do
major damage to a whole crowd. You'll mainly want to use the shotgun here when
the enemies start to mount up and the usual shot to a vital area + melee works
like always.
Once the battle is over, one player should pull the chain handle on the bottom
statue and the other player should pull the chain handle on the top statue. In
single player, pull the bottom handle and the AI partner will pull the handle
on the top floor. Pick up the ++RUBY (PEAR)++ from the floor in front of the
bottom statue after the two statues slide back into the wall then run upstairs
and grab the ++SAPPHIRE (PEAR)++ from the floor in front of the top statue.
The AI partner will not grab either one. Pulling on the chains will cause the
south staircase to move into the floor and make a walkway, which can be used to
gain entry to the southwest area.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: Once the bottom purple statue slides into the
wall after the chains on both purple statues have been
pulled, this will be on the floor where the bottom purple
statue was previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: Once the top purple statue slides into the wall
after the chains on both purple statues have been pulled,
this will be on the floor where the top purple statue was
previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Since there is a hole in the west wall of the southeast area, both characters
can enter that area and move through the hole on the west wall to gain quick
entry to the southwest portion of the labyrinth. Either way, now that the
staircase in the south portion has sunk beneath the floor, use that walkway to
gain entry to the southwest area.
Pull the chains on the red statue in the southwest area. The south and north
staircases will rise up to form a full stairway to the exit door on the third
floor above!
-- CHECKPOINT
Pick up the ++RUBY (OVAL)++ after the red statue slides back into the wall.
Turn around and walk away from the statue and a cutscene will play.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Ruby (Oval) [2,000 gold]
|_________________| DETAILS: Once the red statue slides into the wall after
both chains along its side have been pulled, this will be
on the floor where it was previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
POPOKARIMU
----------
HP: 12,000
Weak Points: - Reddish back end of tail
Recommended - Proximity Bomb (to stun Popokarimu)
Weapon(s): - Grenade Launcher w/Explosive Rounds (to stun and damage
Popokarimu)
- Machine Gun or Handgun (to blast the back end of his tail from
long range)
- Shotgun (to blast the back end of his tail from close range)
Front Attacks
1) Arm Swipe - Popokarimu swings its right arm forward.
2) Lunge - Popokarimu backs up a bit then stops and races forward then swings
its left arm forward. This can be dodged with a button prompt that appears.
Either the action button or run button will appear. Press both!
3) Shriek - Popokarimu folds out its wings then shrieks. This will stun
whichever character is in front of it as long as the shriek last but it will
not damage a character. This move will also put enough sound pressure on a
proximity bomb to make it explode if one is in front Popokarimu at that
time.
4) Ground Smash - Popokarimu leaps into the air then attempts to fall on a
character. It will take quite a while to recover from this attack if it
misses.
Back Attacks:
5) Tail Swipe - While a character is behind him, Popokarimu swings its
scorpion-like tail at the character.
6) Sticky Slime - Popokarimu lifts its tail behind it then fires out a sticky
greenish slime that will trap any character that it hits. A character must
struggle to break free or have a partner cut them out of the trap with a
partner assist knife attack.
You didn't think your characters could just walk out of here freely did you?
Hah. A Popokarimu much like that pesky bat creature that the characters fought
at the end of chapter 2-2 will be in front of the characters after the
cutscene. This Popokarimu fight is completely optional unlike that bastard
fought in chapter 2-2. He carries all the same moves as the other one except
he can't take flight during the actual battle.
--> THE OLE' RUN OVER THE PROXIMITY BOMB ROUTINE
One way to fight this Popokarimu is to use proximity bombs like in the last
battle, or a character can use the grenade launcher for some extremely good
results. There was a proximity bomb in the right vase in the southeast area of
the bottom floor if a character bothered to break them. A character can place
the bomb then lead the Popokarimu toward it. The blast will knock the boss
over just like before then both characters can run over to his weak end on the
back of his tail and blast at it with powerful weapons.
--> INTRODUCE HIM TO THE GRENADE LAUNCHER
Popokarimu can be taken down insanely fast with the use of explosive rounds
with the grenade launcher. Shoot him anywhere on his body, but wait for him to
recover from each stagger before he is hit with each explosive round. After
three explosive rounds have hit him, Popokarimu will fall. The character with
the grenade launcher can rush to his tail end at that time and dish out some
heavy punishment with constant explosive rounds to the tail and actually kill
him right then.
Flash rounds can also be used to stun him, so the few flash rounds that the
characters picked up earlier can be used at the beginning of the battle as
well. Don't constantly fire the flash rounds however, give him a break in
between staggers to make sure that he falls over after three flash rounds or
else the player might waste some.
--> SURROUND HIM
Both characters can also get on opposite sides of the Popokarimu and the
character in the back can damage the creature from the back end of its tail.
This will eventually make it fall over to where both characters can rush in and
damage it by hitting the back portion of its tail.
--> STILL THE SAME OLE'...
This Popokarimu has half amount of life as in the last battle with the one in
Chapter 2-2, which isn't much, so he isn't that hard to take down at all. At
default M3 shotgun level, the following will kill him on normal mode:
One proximity bomb to knock him over -> shotgun blast (to tail) -> shotgun
blast -> shotgun blast -> shotgun blast -> shotgun blast -> reload through
inventory during fifth blast -> shotgun blast
To avoid inventory reloading, simply upgrade the capacity of the M3.
The Popokarimu will drop a ++SOUL GEM++ treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Soul Gem [10,000 gold]
|_________________| DETAILS: Defeat the Popokarimu in the Labyrinth.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> RUNNING FROM POPOKARIMU
If the players choose to run from the boss, then both characters should run
toward the staircase to the east. Move up the middle set of stairs. A
cutscene will showcase the Popokarimu as it chases the characters once they
reach the middle portion of the stairs. At the very top, another cutscene will
play and both players will need to tap the run button rapidly once the
characters start to run in order to survive the cutscene as the Popokarimu runs
forward and plows into the tunnel while in pursuit of both characters.
-> COMMAND INPUT 1
Sequence: Chris and Sheva quickly dash into the corridor at the top of the
stairs as Popokarimu jumps toward the corridor.
Type: Rapid button tap
Command: Dodge
The Popokarimu will get crushed up under two statues as it tries to enter the
tunnel while following the characters. It's worth seeing this cutscene at
least once and there is no checkpoint afterward so all a players has to do is
restart through the pause menu if that person wants to fight him and gain his
dropped item.
Either way, be sure to taunt his dead body when he finally falls (it's a habit
of mine) then move up the staircase that leads to the third floor in the north
portion of the labyrinth. Both players must use the partner assist button to
open the exit door down the tunnel at the top of the stairs.
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
- - - - - -
___ _ _ _ _ ____ [CH42]
/ __\ |__ __ _ _ __ | |_ ___ _ __ | || | |___ \
/ / | '_ \ / _` | '_ \| __/ _ \ '__| | || |_ ___ __) |
/ /___| | | | (_| | |_) | || __/ | |__ _||___| / __/
\____/|_| |_|\__,_| .__/ \__\___|_| |_| |_____|
|_|
-------------------------------------------------------------------------------
--> Chapter 4-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 35+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <16'00" | 20'00" | 24'00" | 24'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH421]
Chapter 4-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
W O R S H I P A R E A
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The characters will start right outside the door that they opened in the last
chapter. Move up the first set of stairs ahead then turn around and look up on
the wall, above the entrance door to see a ++TOPAZ (PEAR)++ on the high wall.
Shoot it down then collect the treasure. Break the nearby --VASES-- in the
area to the west of the first set of stairs.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Topaz (Pear) [1,000 gold]
|_________________| DETAILS: At the beginning of the chapter, move up the
first set of stairs then perform a quick turn and look up
on the high wall above the entrance door to the Worship
area then shoot this down from that wall.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
-------------------------------------------------------- BREAKAKBLE OBJECT LIST
[ ] Vase - On the west wall at the top of the first set of stairs.
--> Random Item
[ ] Vase - On the west wall at the top of the first set of stairs.
--> Random Item
-------------------------------------------------------------------------------
.------------------------------------ TIP ------------------------------------.
| Before moving up the next set of stairs up ahead, look along the overhead |
| arch that extends across the walkway above to find several bats perched |
| overhead. Toss a flash grenade below them to kill them all and then pick |
| up the gold that they might carry. |
'-----------------------------------------------------------------------------'
Move up the next set of stairs and step toward the middle of the Worship Area.
Whether you play the role of exterminator with the bats in this area is up to
you and your partner... or "pahrtna'".
Walk toward the door with the three circular slots up ahead. This area
requires the characters to find emblems that can be placed onto the door. The
emblems are hidden in the rooms on the east and west side of the Worship area.
The players are completely free as to deciding the route they take and which
emblem to go after first. I'll start with the west side.
----------------------------------------------------------------- INVESTIGATION
[ ] Door with Three Slots - Examine the door with the three slots in the middle
of the Worship Area.
-------------------------------------------------------------------------------
As the characters move toward either side, a cutscene will play that will
showcase a device that fires out a focused blast of sunlight that will produce
a laser. The laser will shoot across each of the narrow side paths and then
stop briefly. Your characters will have a few seconds to run to a destination
in between the laser fire. The trails of fire behind the laser cannot hit your
character; only the actual laser will damage a character. The characters can
take shelter in doorways or along side alcoves. Keep in mind that a few of the
alcoves contain items, which I'll direct you to.
.---------------------------------- TIP --------------------------------------.
| The light pillar lasers are controlled by Majini from the back side of |
| each of them. The Majini can be shot once your characters get right next |
| to the light pillars. The light pillar laser on the west side has a small |
| hole in the wall of the south side where the Majini that controls that |
| laser can barely be seen with a rifle that has a high magnification scope. |
| If you look through the very small opening in the wall to the left of the |
| door with the emblem slots, a player can just BARELY make out his head as |
| it bobs between the left side of the small opening in front of the flames |
| behind the light pillar device. |
'-----------------------------------------------------------------------------'
The lasers will take great damage from either player if one of the beams
manages to hit either character. In single player mode, the AI partner will
usually watch out for the lasers, but the partner sometimes gets caught by the
laser fire, so you might have to heal your partner every now and then.
--> OBTAINING THE SEA EMBLEM (west)
Don't worry too much about the Majini that appears on the west side after the
cutscene. He always stands in the middle of the path and gets killed off by
the laser. Yes, these beams can be used to your advantage to take down
enemies! Ignore the doorway to the south for now and time a run down the south
portion of the west path. The characters can take cover in the nearby alcove
or the doorways along the way. Break the two --VASES-- in the south alcove.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase (left) - In the far south alcove along the west path.
--> Random Item
[ ] Vase (right) - In the far south alcove along the west path.
--> Definite Item: Proximity Bomb
-------------------------------------------------------------------------------
Step through the doorway of the southwest area. A few Wetland Majini will
attack as your characters step onto the bridge ahead. Take out a rifle
immediately and try to shoot the three Majini with explosive arrows on the back
walkway with the burning structure in behind them; you can actually begin
shooting them as soon as the characters enter the area.
.----------------------------------- TIP -------------------------------------.
| A proximity bomb can be placed be placed below the high ledge (broken |
| portion of wall with the torch in the back of it to the north. A torch |
| Majini will be the first of many Majini that will attack after taking the |
| Sea Emblem and this will kill him right from the beginning after he leaps |
| down from the high ledge. Don't place it directly below the ledge. Place |
| it a little ways to the south along the walkway. |
'-----------------------------------------------------------------------------'
Break the two --VASES-- at the end of the right walkway past the bridge to the
west. Move up the stairs along the left portion of the main walkway then take
the **SEA EMBLEM** from the circular slot in the middle of the skull head below
the burning overhead structure. Break the nearby --VASE-- off to the right.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Along the right walkway after stepping over the bridge in the
southwest area.
--> Random Item
[ ] Vase - Along the right walkway after stepping over the bridge in the
southwest area.
--> Random Item
[ ] Vase - To the right of the structure that contains the Sea Emblem.
--> Random Item
----------------------------------------------------------------- KEY ITEM LIST
[ ] Sea Emblem - Attached to the slot below the overhead burning structure in
the southwest area.
-------------------------------------------------------------------------------
A group of Majini and a Giant Majini will step onto the walkway below when the
characters begin to leave. Arm the shotgun or magnum and blast the Giant
Majini. Be sure to take advantage of melee attacks with both characters
(double team) when he is stunned. Use the "Go" command to make your partner
step forward for the second hit after your player attacks with a melee.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Blue Enigma [3,000 gold]
|_________________| DETAILS: After obtaining the Sea Emblem, defeat the Giant
Majini and he will drop this.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
.----------------------------------- TIP 1 -----------------------------------.
| Before stepping through the doorway back out to the path with the laser, |
| your character scan use the cover command to take cover behind the left |
| side of each doorway and you'll be able to watch the laser a bit better as |
| it moves along the path. |
'-----------------------------------------------------------------------------'
.----------------------------------- TIP 2 -----------------------------------.
| Placing an emblem in the door back in the south middle portion will |
| activate a checkpoint per emblem placed. |
'-----------------------------------------------------------------------------'
.----------------------------------- TIP 3 -----------------------------------.
| The Giant Majini and other Majini can be lead back to the path with the |
| laser outside of the area with the Sea Emblem and the laser will destroy |
| the Wetland Majini and cause the Giant Majini to block. The character can |
| run up and hit the Giant Majini with a melee attack shortly after it blocks |
| the laser much like they can after a shotgun blast. |
'-----------------------------------------------------------------------------'
--> OBTAINING THE SKY EMBLEM (northwest)
Leave the area and take the west path to the north while avoiding the laser by
stepping into the side alcoves. Step into the first right alcove along the
path with the laser and break the --VASE--. Run directly ahead then step
toward the area with the stairs off to the left but DON'T step on the walkway
further to the left; stay on the stairs since another laser will be moving down
that walkway. After the laser on the right side passes by again quickly run to
the far north and break the two --VASES-- underneath where the laser shoots.
Both characters are completely safe while standing underneath the laser.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - In a right alcove on the way toward the northwest laser.
--> Random Item
[ ] Vase - At the end of the path directly underneath the right overhead laser.
--> Random Item
[ ] Vase - At the end of the path directly underneath the right overhead laser.
--> Random Item
-------------------------------------------------------------------------------
Time a run as the laser passes and step back behind the wall near the west
stairs. Take cover behind the far left side of the wall along the stairs in
order to watch the second laser more carefully. Quickly time a run and step
into the second alcove with the torch along the left wall. Break the torch and
grab the ++TOPAZ (SQUARE)++ from inside. Two more alcoves down (fourth
alcove), there are two spiders on the wall inside the alcove that can be
killed.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Topaz (Square) [1,000 gold]
|_________________| DETAILS: Move along the west path toward the north laser
then quickly move onto the stairs and take cover behind the
section of wall before stepping onto the next walkway.
Break the torch in the second alcove against the left wall
and this treasure will be inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Take cover in another alcove along the way to the north to avoid the laser
again then run to the stairs up ahead and collect the ++GREEN HERB++ from the
top of the staircase. Take cover behind the left pillar at the top so that the
view point of the northwest area is in view. Watch the Majini with shields as
they move along the walkway to the west and allow them to get killed off by the
lasers.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - At the top of the stairs to the north. This is beside the
left cover point in the doorway.
-------------------------------------------------------------------------------
The north walkway that your characters are beside actually has two lasers that
run along it. One of them starts in the west and the other starts in the east.
The two of them appear at each end then quickly zip to the opposite end. Time
a run so that your characters can run all the way to the west after the lasers
move past the current opening.
Run to the walkway in the northwest then break the two --VASES-- along the
right walkway after escaping the lasers. An assist jump action will need to be
used to obtain this next emblem and only Sheva can fetch it. Use the assist
jump command so that Chris tosses Sheva over the west gap.
.----------------------------------- TIP -------------------------------------.
| From the northwest walkway, find the damaged portion of the north wall then |
| look up behind the lever and shoot the Majini stationed behind the light |
| pillar laser in order to deactivate it. He can be shot with just about any |
| weapon from the northwest walkway. |
'-----------------------------------------------------------------------------'
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - In the northwest area along the right walkway after escaping the two
lasers along the north walkway.
--> Random Item
[ ] Vase - In the northwest area along the right walkway after escaping the two
lasers along the north walkway.
--> Random Item
-------------------------------------------------------------------------------
> > > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < < <
Sheva will land on the opposite side and a few Wetland Majini will move down
the stairs and attack. A Giant Majini is at the very top of the stairs and it
might come after Sheva or Chris, so both of the characters really need to be
prepared to deal with it. The Sheva player can always escape the area by
dropping down the east end of the area above.
Collect the ++GREEN HERB++ in the center of the stairs, then pick up the **SKY
EMBLEM** attached to the slot below the burning overhead structure. Drop down
the east ledge to regroup with Chris.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the middle of the stairs that only Sheva can get access to
in the northwest.
----------------------------------------------------------------- KEY ITEM LIST
[ ] Sky Emblem - In the slot below the burning structure in the northwest.
Sheva has to get access to the area via an assist jump command.
-------------------------------------------------------------------------------
> > > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < < <
Chris can provide some slight cover fire for Sheva, but not much. Most of this
portion is up to the Sheva player. Chris needs to watch for the Giant Majini
if it decides to drop down the walkway to his right. Have the magnum or
shotgun ready for him.
-------------------------------------------------------------------------------
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Blue Enigma [3,000 gold]
|_________________| DETAILS: Defeat the Giant Majini in the northwest area
when both characters go to retrieve the Sky Emblem.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> OBTAINING THE EARTH EMBLEM (east)
Once the characters regroup, return to the path with the two lasers zipping to
the west and the east along it. After a laser movement, quickly run to the
east and take shelter in the area with the stairs. Wait for the lasers to move
by again then make a mad dash to the east and move up under the overhead
bridge. Haul ass until you reach the broken wall up ahead. Once the
characters step past the broken wall in the east, they are safe from the lasers
on the north walkway.
Break the nearby --VASE-- while catching your breath. Step along the small
wooden walkway to the east and break the --VASE-- along the way. Around the
left corner, break the torch on the ground and take the ++EMERALD (PEAR)++ from
it.
.---------------------------------- TIP --------------------------------------.
| From the north end of the wooden walkway, the Majini stationed by the east |
| light pillar laser can be seen. Aim up at him with any weapon and shoot |
| him to deactivate the east light pillar laser. |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: Break the torch along the floor while walking to
the end of the wooden walkway in the far north along the
east path.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - Near the broken wall at the far north end of the east path.
--> Random Item
[ ] Vase - Along the small wooden walkway at the far north end of the east
path.
--> Random Item
-------------------------------------------------------------------------------
If the characters took down both light pillar lasers by shooting the Majini
behind them, step toward the middle of the north walkway and look at the
ceiling of the bridge near the middle. Shoot down the ++RUBY (PEAR)++ from the
bottom portion of the bridge then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: Along the north walkway near the middle, look up
at the bottom portion of the overhead bridge while passing
underneath it then shoot this down from the ceiling. It's
best to deactivate both light pillar lasers before
attempting to find this.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Run back to the east and face the path to the left (southeast). Time a run and
move to the first right alcove along the southeast walkway. Time another run
then move on further to the south and step into the left alcove ahead. Time
yet another run then move to the south and step onto the walkway to the left
(east). Break the two --VASES-- to the left along this walkway.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Vase - In the south portion of the east walkway, you'll find this on the
east side while moving toward the Earth Emblem.
--> Random Item
[ ] Vase - In the south portion of the east walkway, you'll find this on the
east side while moving toward the Earth Emblem.
--> Random Item
-------------------------------------------------------------------------------
You'll basically get the drop on some Majini by entering from the second floor.
They will be to the east and below the nearby stairs. Several of them will
attack. Try to take down the ones with the explosive arrows first of all and
you'll want to focus attention on the one with torches as well. One of the
Majini with explosive arrows is up on a high ledge on the south wall, though he
likely won't be much of a problem unless the characters try to run toward the
emblem up ahead right away.
After the battle, step up to the top of the second set of stairs in this area
and look on the south wall. Along the damaged portion, find a brick along the
wall with a ++SAPPHIRE (PEAR)++ hanging out of it then shoot it and collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: In the east area where the Earth Emblem is
obtained, move to the top of the top floor staircase then
look along the damaged wall to the south. Find a brick on
the wall with this treasure attached to it then shoot it to
make it fall.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Run to the far east burning structure and take the **EARTH EMBLEM** from the
slot below it then grab the ++GREEN HERB++ on the ground to the left.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the ground to the left of the structure where you get the
Earth Emblem.
----------------------------------------------------------------- KEY ITEM LIST
[ ] Earth Emblem - Attached to a slot below a burning structure in the far east
of the Worship Area.
-------------------------------------------------------------------------------
Leave the area by moving down the set of stairs next to the stairs that lead to
the second floor. Move along the path and you'll come to the outside path with
another possible laser (if the Majini is still behind the nearby light pillar).
Time a run if the light pillar is there, so that your characters run to the
south as the laser moves down the path ahead then quickly step onto the third
alcove along the left wall. Break the torch on the floor in that alcove then
pick up the ++SAPPHIRE (SQUARE)++ from inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Sapphire (Square) [1,000 gold]
|_________________| DETAILS: While moving to the south along the bottom east
walkway, this will be in the third alcove on the west wall.
Break the torch on the floor to obtain it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Follow the walkway the rest of the way to the south and step behind the west
wall to the side if needed. Return to the door in the middle south area and
place all three emblems on the door.
-- CHECKPOINT
Move up the stairs that lead to the north behind the door. Before using the
partner assist prompt to open the doors to the next area, stand away from the
doors and look up toward the wall above it then shoot down the ++DIAMOND
(TRILLIANT)++ from the wall up above the doors.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Diamond (Trilliant) [4,000 gold]
|_________________| DETAILS: After using the three emblems to open the door,
run to the far north and approach the exit doors then look
up above the doors to see this stuck on the wall above the
doors. Shoot it down then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Open the doors ahead to exit the area.
[CH422]
Chapter 4-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
P Y R A M I D
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Kill the spider and the snake on the floor in this first area for some possible
gold and an egg. Even the spider on the west wall might drop some gold. The
vermin in this area are loaded.
Move down the stairs to the north. There should be another spider toward the
end of the stairs. Examine the door in the north and it will slide open. Once
the characters enter the room ahead, the door will seal off.
--> MIRROR PUZZLE ROOM 1
The characters will now be in a room with several stone mirrors that reflect a
beam throughout the middle portion of the room. Coming into contact with the
beam in any way will kill a character.
In order to move a stone mirror, stand in the back of it, where the handle is
located then hold the aiming button to make your character grip the handle.
The mirror can be turned to the right or left. To avoid accidentally turning
the mirror the wrong way and exposing your character to the light beam, let go
of the aiming button quickly if your character begins to turn the mirror the
wrong way and this will keep your character from coming into contact with the
beam.
The stone mirrors in this area must be turned so that the beams focuses light
on the far northwest stone mirror. The stone mirror in the northwest is
actually attached to an elevator that is powered by the beam's energy.
Your AI partner will stand on the north platform with stairs and watch as your
character solves the puzzle. A player can stand on the platform with stairs
and step to the edge for an "Investigate" prompt that will switch to a
viewpoint of the entire area once activated.
----------------------------------------------------------------- INVESTIGATION
[ ] View of Room - Stand at the south end of the north platform for an
"Investigate" prompt that will allow a player to view the entire room.
-------------------------------------------------------------------------------
The diagrams below are based on the default setup for the mirrors as if a
player is facing them from the entrance. Below is the solution for the first
mirror puzzle:
.-----------------------.
| * = light pillar |
| 1-5 = stone mirrors |
| o = elevator mirror |
'-----------------------'
o
4 ------------------------------------------------------------ 3
| |
| * |
| | |
| 1 ---------------------------- 2
|
|
- Rotate Mirror 4 to the left one time.
o
|
4 ------------------------------------------------------------ 3
|
* |
| |
1 ---------------------------- 2
- SUMMARY FOR THE FIRST PUZZLE ROOM:
.------------------------------------------.
| 1) Rotate Mirror 4 to the left one time. |
'------------------------------------------'
Get on the elevator after platform where the glowing mirror is located after
moving mirror 4 to get a "Down" assist command. Press the button to take the
elevator down to the next mirror puzzle room. Your AI partner will join up
with your character if you're playing in single player.
--> MIRROR PUZZLE ROOM 2
Pick up the ++RUBY (PEAR)++ from the left side of the east platform with
stairs. This is the same platform that the AI partner will stand on. The AI
partner will most likely beat your main character to it. I know I wanted to
nearly tie a rope around my AI Sheva when she kept collecting the damn thing
ahead of time while I was trying to record it for my readers.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Pyramid - Chapter 4-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: This is lying on the left side of the east
platform in the second mirror puzzle room.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
In this room, the characters will be able to knock down the pillars that block
the area in between some of the mirrors. The diagram below is from the
viewpoint while standing on the west side of the room and looking toward the
stair platform in the east.
.-----------------------.
| * = light pillar |
| 1-5 = stone mirrors |
| o = elevator mirror |
'-----------------------'
5 4
||
3 2
* --------------|| 1 o
- Knock down the pillar in between the light pillar and Mirror 1. Stand on the
east side while knocking it down to continue to the next step faster.
Obviously, you don't want to stand on the end where the beam will hit your
character so stand to the side of the pillar away from the beam.
5 4
||
3 2 ----------------------------------
|
* ----------------------------- 1 o
- Turn Mirror 2 to the right one time.
--5 4
|
|
| ||
|
|
3 ----------------------------- 2
|
* ----------------------------- 1 o
- Turn Mirror 5 to the left one time.
5 ------------------------------------------------------------ 4
| |
| |
| ||
|
|
3 ----------------------------- 2
|
* ----------------------------- 1 o
- Knock down the pillar in between Mirror 4 and the elevator mirror.
5 ------------------------------------------------------------ 4
| |
| |
| |
| |
| |
3 ----------------------------- 2 |
| |
* ----------------------------- 1 o
- SUMMARY FOR THE SECOND PUZZLE ROOM:
.-----------------------------------------------------------------------.
| 1) Knock down the pillar in between the light pillar and Mirror 1. |
| 2) Turn Mirror 2 to the right one time. |
| 3) Turn Mirror 5 to the left one time. |
| 4) Knock down the pillar in between Mirror 4 and the elevator mirror. |
'-----------------------------------------------------------------------'
Get on the elevator and use the partner assist prompt to take it down to the
next mirror puzzle room.
--> MIRROR PUZZLE ROOM 3
Go ahead and enter the north room in the next mirror puzzle room. Two Bui
kichwa will burrow out of the floor and attack so have a handgun or machine gun
ready. The impaled corpse up ahead can be examined and the spears can be
knocked off of him with a knife or gunfire. Stand at the coffin that he is
suspended over then turn and look up toward the wall above the doorway and then
shoot the --BSAA EMBLEM (22/30)-- above the doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #22
/ BSAA \
(------------) LOCATION: Pyramid - Chapter 4-2
\ EMBLEM / DETAILS: While inside the third mirror puzzle room, enter the
\________/ north room with the impaled corpse above the coffin. Walk
toward the impaled corpse then perform a quick turn. Aim and
look up above the doorway to see this emblem in the middle
portion of the high wall above the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
----------------------------------------------------------------- INVESTIGATION
[ ] Impaled Corpse - Impaled by spears above the north coffin.
-------------------------------------------------------------------------------
Exit the north room. If you want to kill off some extra enemies for possible
random items then arm a flash grenade and open the chest in the middle of the
room. Nothing is inside!? Well, at least the chest didn't snap at your
character like a mimic, right?
After opening the chest, a swarm of Bui kichwa will race out of both side rooms
to the east and the west. The doors will quickly close after the enemies crawl
out of the rooms. Toss a flash grenade or shoot a flash round with the grenade
launcher to defeat them all at once with little effort. Otherwise, prepare to
use quite a bit of handgun or machine gun ammo as they attack.
The diagram below assumes that your character is standing on the west side of
the room and facing the platform with stairs to the east.
.-----------------------.
| * = light pillar |
| 1-5 = stone mirrors |
| o = elevator mirror |
'-----------------------'
|
|
5 ------------------------------------------------------------ 4
|
|
Skull Chest 3 | o
|
|
2 1 *
To avoid having to travel a great distance around the room, turn the following:
- Turn Mirror 1 to the right one time.
- Turn Mirror 2 to the right one time.
- Turn Mirror 5 to the right one time.
5 ------------------------------------------------------------ 4
| |
| |
Skull ---------------- Chest ------------------- 3 | o
| | |
| | |
2 ---------------------------------------------- 1 *
Focusing the beam on the skull statue will make the two side rooms on the east
and west sides of the room open. Enter the west room first. Collect the
++BEETLE (GOLD)++ from the pedestal in front of the burning corpse inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Pyramid - Chapter 4-2
| [ ] | TREASURE: Beetle (Gold) [3,000 gold]
|_________________| DETAILS: After focusing the light beam on the skull statue
in the third mirror puzzle room, both the west and east
rooms will unlock. Step into the west room and this will
be lying on the pedestal in front of the burning corpse.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
----------------------------------------------------------------- INVESTIGATION
[ ] Burning Corpse - The burning corpse in the west room. This can be examined
after picking up the Beetle (Gold) treasure.
-------------------------------------------------------------------------------
Step out of the west room after collecting the Beetle (Gold) inside then enter
the east room. Don't start breaking any of the 9 --VASES-- or 5 --POTS-- just
yet since some of them contain snakes. You don't really want to use your knife
here since you might accidentally break too many and get bitten before your
character can slash the snake.
Here's a diagram and list of the left side and right side of breakable objects:
(* take special note of pot 4 which container multiple snakes)
Idol (Gold)
V4 P3 _______ V5 V6
V2 V3 |_______| P4 V7
P2 V1 |_______| V8 V9
P1 |_______| P5
--------------------------------------------------------- BREAKABLE OBJECT LIST
Vase (V1) - Inside the east room after the beam is reflected onto the skull.
--> Enemy: Snake
Vase (V2) - Inside the east room after the beam is reflected onto the skull.
--> Random Item
Vase (V3) - Inside the east room after the beam is reflected onto the skull.
--> Random Item
Vase (V4) - Inside the east room after the beam is reflected onto the skull.
--> Random Item
Vase (V5) - Inside the east room after the beam is reflected onto the skull.
--> Random Item
Vase (V6) - Inside the east room after the beam is reflected onto the skull.
--> Random Item
Vase (V7) - Inside the east room after the beam is reflected onto the skull.
--> Random Item
Vase (V8) - Inside the east room after the beam is reflected onto the skull.
--> Random Item
Vase (V9) - Inside the east room after the beam is reflected onto the skull.
--> Random Item
Pot (P1) - Inside the east room after the beam is reflected onto the skull.
--> Random Item
Pot (P2) - Inside the east room after the beam is reflected onto the skull.
--> Enemy: Snake
Pot (P3) - Inside the east room after the beam is reflected onto the skull.
--> Random Item
Pot (P4) - Inside the east room after the beam is reflected onto the skull.
--> Enemy: 3 Snakes
Pot (P5) - Inside the east room after the beam is reflected onto the skull.
--> Random Item
-------------------------------------------------------------------------------
Collect the ++IDOL (GOLD)++ from the pedestal at the top of the small set of
stairs. Look on the sidewall to the right and left of the stairs and break the
right goat skull to make a ++RUBY (PEAR)++ fall from it then break the left
goat skull to make an ++EMERALD (PEAR)++ fall from it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Pyramid - Chapter 4-2
| [ ] | TREASURE: Idol (Gold) [3,000 gold]
|_________________| DETAILS: After focusing the light beam on the skull statue
in the third mirror puzzle room, both the west and east
rooms will unlock. Step into the east room and collect
this from the pedestal at the top of the stairs.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Pyramid - Chapter 4-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: After focusing the light beam on the skull statue
in the third mirror puzzle room, both the west and east
rooms will unlock. Step into the east room and break the
goat skull on the back wall to the right of the stairs.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Pyramid - Chapter 4-2
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: After focusing the light beam on the skull statue
in the third mirror puzzle room, both the west and east
rooms will unlock. Step into the east room and break the
goat skull on the back wall to the left of the stairs.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Walk back out into the middle room with mirrors. Now, the mirrors must be
rotated so that the light beam hits the stone mirror on elevator down the north
hallway. Here is the setup the way it stands now. Remember that this is from
the viewpoint of the west side while facing the east platform with stairs.
5 ------------------------------------------------------------ 4
| |
| |
Skull ---------------- Chest ------------------- 3 | o
| | |
| | |
2 ---------------------------------------------- 1 *
One would automatically assume that we would simply turn mirror 3 to the left
so that it moves the light onto the elevator, but that would trap the character
in the middle of the beams like so:
5 ------------------------------------------------------------ 4
| |
| |
Skull Chest CHRIS -> :( 3 ----------- | -------- o
| | |
| | |
2 ---------------------------------------------- 1 *
So, to remedy that, do the following:
- Turn Mirror 1 to the left one time.
5 ------------------------------------------------------------ 4
| |
| |
Skull Chest 3 | o
| |
| |
2 ---------------------------------------------- 1 *
|
|
- Turn Mirror 3 to the left one time.
- Turn Mirror 1 to the right one time.
5 ------------------------------------------------------------ 4
| |
| |
Skull Chest 3 ----------- | -------- o
| | |
| | |
2 ---------------------------------------------- 1 :D <- CHRIS *
Turning Mirror 1 away and then turning it back will make it so that your
character is outside the beam while Mirror 3 shines toward the elevator mirror
once the beam is reflected.
- SUMMARY FOR THIRD PUZZLE ROOM:
.----------------------------------------------------------------.
| 1) Turn Mirror 1 to the right one time. |
| 2) Turn Mirror 2 to the right one time. |
| 3) Turn Mirror 5 to the right one time. (opens treasure rooms) |
| 4) Turn Mirror 1 to the left one time. |
| 5) Turn Mirror 3 to the left one time. |
| 6) Turn Mirror 1 to the right one time. |
'----------------------------------------------------------------'
Run down either side of the north path and be sure to avoid the laser. Step on
the elevator at the end and use the partner assist prompt to take it down.
[CH423]
Chapter 4-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
U N D E R G R O U N D G A R D E N
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Damn, I sure wish all chapters were this easy to explain. Below is your full
walkthrough for this chapter segment:
Walk forward toward the flowers in the distance until a cutscene triggers that
will end this chapter. The cutscene refuses to trigger if you lay down the
controller, so pick it up and press the left analog in the up position to move
forward after the characters start in this area. Simply DO NOT turn off the
system and both characters will make it through this tough chapter segment just
fine, I assure you.
- - - - - -
___ _ _ ____ _ [CH51]
/ __\ |__ __ _ _ __ | |_ ___ _ __ | ___| / |
/ / | '_ \ / _` | '_ \| __/ _ \ '__| |___ \ ___ | |
/ /___| | | | (_| | |_) | || __/ | ___) ||___|| |
\____/|_| |_|\__,_| .__/ \__\___|_| |____/ |_|
|_|
-------------------------------------------------------------------------------
--> Chapter 5-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 7+ | 5 | 4 | <3 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <12'00" | 16'00" | 20'00" | 20'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH511]
Chapter 5-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
U N D E R G R O U N D G A R D E N
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Recommended Weapons:
- Handgun or Machine Gun (for shooting innocent caged animals and insect
enemies during a boss fight)
- Shotgun (for quick knockback on single "new enemies")
- Grenade Launcher w/Acid Rounds [maybe Explosive] (for "new enemy")
- Hand Grenades (alternative weapon for "new enemy" bring these with G.Lancher)
- Proximity Bombs (for setting traps for "new enemy")
The characters will start in front of the metal trunk with the Umbrella logo on
it on the southeast side of the garden. Move over to the northeast side of the
garden by stepping along the east path. Stand near the water pump device at
the end and look up under the bridge and you'll have a side view of a --BSAA
EMBLEM (23/30)-- that is lying on the pump that extends from the water pump
device.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #23
/ BSAA \
(------------) LOCATION: Underground Garden - Chapter 5-1
\ EMBLEM / DETAILS: When the characters first start out in the garden,
\________/ move along the east path and head to the northeast. Stop at the
water pump then look under the bridge to the north that leads
out of the garden to see this medal lying on top of the pump
that extends under the bridge. You'll be able to get a side
view of it. It can be easily hit with any firearm.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
----------------------------------------------------------------- INVESTIGATION
[ ] Metal Trunk - The metal trunk with the Umbrella logo on the southeast side
of the garden. This is the one that the characters start in front of.
[ ] Metal Trunk - The second metal trunk with the Umbrella logo on the
southeast side of the garden. This one is on the way to the metal machine.
[ ] Water Pump - To the right of the bridge that leads out of the garden.
-------------------------------------------------------------------------------
Return to the south portion of the garden and look toward the tunnel where the
characters first started then look up on the cave wall above. Shoot down the
red ++RUBY (SQUARE)++ from the cave wall above then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Underground Garden - Chapter 5-1
| [ ] | TREASURE: Ruby (Square) [1,000 gold]
|_________________| DETAILS: When the characters start out in the garden, turn
around and look up above the south tunnel that they entered
this area from during the last chapter. Aim up toward the
cave wall high above the tunnel then shoot this red ruby
down from the rock wall above. Stop and watch for it to
shimmer.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Run along the path on the west side of the garden that leads to the northwest.
At the very end, step along the area to the right, in front of the water
purifiers at the end of the path, then pick up the ++JEWEL BEETLE++ lying on
the set of stone blocks near the water.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Underground Garden - Chapter 5-1
| [ ] | TREASURE: Jewel Beetle [2,000 gold]
|_________________| DETAILS: Lying on a stone block along a row of blocks near
the water and to the right of the front portion of the
water purifiers at the northwest end of the west path.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
----------------------------------------------------------------- INVESTIGATION
[ ] Water Purifiers - The water purifiers at the end of the west path along the
northwest end of the garden.
-------------------------------------------------------------------------------
Move up either stairway that leads to the center portion of the garden and step
up to the area portion with the red flowers. Walk to the north and stand above
the stairs. Look far above on the cave wall where the sunlight pours in from
up above and watch for a shimmer to pinpoint its location then shoot down the
++EMERALD (PEAR)++ form the high cave ceiling. You might have to move back a
bit in order to see this.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Underground Garden - Chapter 5-1
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: Look up on the high north wall above the bridge
to see this shimmering up above. You'll need to stand at
the top of the north set of stairs above the north bridge
and look directly up toward the wall where sunlight shines
in order to see it. It's much further away than the other
treasure on the high rock wall in the garden area.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
----------------------------------------------------------------- INVESTIGATION
[ ] Flowers - Any portion of the flowers in the center area can be examined so
long as your character is directly facing them.
-------------------------------------------------------------------------------
Run down the stairs to the north and move across the bridge. Be sure to
examine the --CONSTRUCTION SUPERVISOR'S LOG/ADMINISTRATOR'S LOG-- file on the
left side of crates at the end of the bridge. At the end of the tunnel ahead,
there is --FROM CHIEF RESEARCHER BRANDON'S JOURNAL - NO. 1-- file on the first
right metal crate.
----------------------------------------------------------------- INVESTIGATION
[ ] Construction Supervisor's Log/Administrator's Log - On the left set of
crates after passing over the north bridge.
[ ] From Chief Researcher Brandon's Journal - No.1 - Lying on the first right
metal crate down the tunnel past the north bridge.
-------------------------------------------------------------------------------
Use the partner assist command in front of the door to enter the next area.
[CH512]
Chapter 5-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
P R O G E N I T O R V I R U S H O U S E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Have you ever had the feeling that you're being watched? Well, there is
something up ahead. Can you see it? If you stand and look at it for too long,
a sudden rush of Resident Evil memories may suddenly come back to you.
.-------------------------------- EXTRA INFO ---------------------------------.
| There is a creature on the north ceiling down the hall up ahead from where |
| where the characters start this segment at. If it is pointed at with a |
| laser pointer or if your characters try to hit it in any way then it will |
| run off as a cutscene plays. It will automatically leave if the characters |
| get too close. |
'-----------------------------------------------------------------------------'
Open the door to the west computer room and break the two --TALL CRATES-- off
to the right. Collect the ++MACHINE GUN AMMO (+30)++ from the metal crate off
to the right, the ++HANDGUN AMMO (+10)++ from one of the right drawers on the
west wall and the ++INCENDIARY GRENADE++ from one of the left drawers on the
west wall. From the left side of the room, you can examine the --FROM CHIEF
RESEARCHER BRANDON'S JOURNAL - NO. 2-- file then power on the computer using
the action command and examine the --RESEARCH CENTER DIRECTOR BRANDON'S
JOURNAL--. There is also a --TELEGRAM FROM JAMES MARCUS-- in a drawer on the
right side of the west wall.
----------------------------------------------------------------- INVESTIGATION
[ ] From Chief Director Brandon's Journal - No. 2 - Lying on the desk near the
computer on the left side of the west computer room.
[ ] Research Center Director's Brandon's Journal - Power on the computer in the
west computer room then examine it again.
[ ] Telegram from James Marcus - Lying inside of a drawer on the right side of
the west portion of the computer room.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - To the right as the characters step into the west computer
room.
--> Random Item
[ ] Tall Crate - To the right as the characters step into the west computer
room.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - On top of the metal crate near the tall crates.
[ ] Handgun Ammo (+10) - Inside one of the drawers on the right side of the
west wall.
[ ] Incendiary Grenade - Inside one of the drawers on the left side of the west
wall.
-------------------------------------------------------------------------------
Exit the room and step back out into the hall. The creature on the ceiling
down the hall will leave during a slight cutscene once a character steps near
it. We'll deal with him later. Check out the --INVOICE COPY-- on the right
set of shelves. Pick up the ++GREEN HERB++ around the corner then open the
door to the north ahead.
----------------------------------------------------------------- INVESTIGATION
[ ] Invoice Copy - On the right set of shelves while moving down the hall past
the west computer room.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On top of the crate around the east corner by the north door
at the end of the hall.
-------------------------------------------------------------------------------
Power on the terminal with the Tricell logo on it directly ahead then examine
the --TRICELL RESEARCHER MIGUEL'S JOURNAL - NO. 1-- file. Collect the
++SHOTGUN SHELLS (+5)++ along the desk on the right side of the room. Power on
the terminal near the shotgun shell pickup and examine --AN E-MAIL TO AN
ACQUAINTANCE--. Leave the room through the door on the opposite side.
----------------------------------------------------------------- INVESTIGATION
[ ] Tricell Researcher Miguel's Journal - No. 1 - Power on the computer
directly ahead after entering the north computer room to view this.
[ ] Flowers in Tubes (south) - Each set has a different description.
[ ] Flowers in Tubes (north) - Each set has a different description.
[ ] An E-mail to an acquaintance - Power on the computer on the right side of
the room to view this.
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+5) - Lying along the desk on the right side of the north
computer room.
-------------------------------------------------------------------------------
Ah, three claw marks on the wall with a good bit of blood all around them.
Hmm, yet another claw mark at the turn to the left. And as we move down the
hall to the north what do we find? Ah, more blood! Continue further down the
hall and turn to the left again. More claw marks, more blood!
Enough talk about bloodshed and claw marks however. Break the --TALL CRATE--
before turning to the right then approach the door with the valve handle.
Interact with it then rotate the valve handle by using the left thumbstick then
open the door.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Before reaching the door with the valve handle on it, this
will be lying on the floor before the last turn to the right.
-------------------------------------------------------------------------------
Wow. And I thought I was messy. When something woke up this morning it must
have hated everything.
The characters will step into what appears to be a holding area for something
with a lot of built up rage. Pull the lever on the north wall of this room. A
slight cutscene will play.
----------------------------------------------------------------- INVESTIGATION
[ ] Bloody Remains - On the floor right near the doorway.
[ ] Bloody Remains - On the floor further back on the north side of the room.
-------------------------------------------------------------------------------
I think I know that that thing is now, don't you? You'll have to break the
glass windows up ahead in order to exit the holding area. Step into the north
area and the characters will enter a holding area with tons of cages full of
experimental animals.
.---------------------------------- TIP --------------------------------------.
| All of the caged animals killed in this room will help increase your kill |
| ranking at the end of this chapter. One shot from any weapon will kill any |
| of them. |
'-----------------------------------------------------------------------------'
----------------------------------------------------------------- INVESTIGATION
[ ] Cages with Animals - All of the cages with animals inside can be examined.
[ ] Empty Cages - All of the cages without animals inside can be examined also.
* The cages on the north side have a slightly different description than the
cages on the south side.
-------------------------------------------------------------------------------
All of the animals in the area can be left alone or shot. I would shoot that
dog (Adjule) in the north center cage if I were you; it's not going to attack
or anything but I always shoot it because I have this thing for shooting Kijuju
dogs upon sight. I have a feeling that the rats are big enough to hit this
time, so shoot them if you still need a rat kill to add to your kill records.
The goat is exclusive to this one area, so shoot one to add it to your kill
records. Collect the ++GREEN HERB++ from the northwest corner of the room.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the far northwest corner of the room with caged animals.
-------------------------------------------------------------------------------
Walk around the northwest corner of the room with caged animals and- HOLY
FREAKING GOD, NOT YOU AGAIN?! I guess the valve handle on the door should have
told me that some remnants of Resident Evil 2 reside here.
NEW ENEMY: Licker Beta
Anyway, a Licker Beta will bust through the glass window off to the left. Why
do you bastards enjoy shattering glass so much, huh? The Lickers lost the
battle with the last Redfield and they sure as hell won't stand up to the new
and improved uber version of Claire's brother.
Only two Licker Betas will attack from the side room. Take out a shotgun and
aim down at them then shoot to knock them over. Keep in mind that a shotgun
blast isn't always enough to knock over a Licker Beta. They still hop right
back up the same as they do in any Resident Evil, so don't ever assume them to
be down for the count. After knocking one of them down with the shotgun, it is
best to wait until it is fully recovered and about to move again before
shooting it again; this will help to make sure that your character knocks it
down with each blast. If a blast doesn't knock it down then you'll have a
tendency to get hit in between gunshot animations.
The Licker Betas have a special kill that can be achieved on each one of them
once a character moves toward them while they are down on their backside; you
have to watch for them to scream and kick their legs in the air. Once they
perform that action, run up to the downed Licker Beta to get a "Stab" command.
Perform this extra melee attack to finish them off for good. They will only be
stunned like this when they are near death.
.------------------------------ NORMAL MODE TIP ------------------------------.
| Shoot a Licker Beta with an acid round from the grenade launcher and it |
| will immediately fall over to where it can be stabbed in order to finish it |
| off. An acid round's area effect of acid spread will knock down |
| surrounding Licker Betas in the same way, making acid rounds very helpful |
| for grounding and spreading damage among multiple Licker Betas. |
| |
| Licker Betas are much weaker to acid rounds on normal mode. On Veteran |
| mode, acid rounds will not always be enough to knock them down with one |
| shot. |
'-----------------------------------------------------------------------------'
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: Heart Stopper
Description: Defeat a certain enemy by stabbing it in the heart.
Details: Stun a Licker Beta by shooting it and knocking it over then when it
falls on its back and screams then begins to kick it's legs, approach it for a
"Stab" command. Perform the button prompt stab on the Licker Beta to get this
trophy. One of the best ways to knock over and make it kick its legs instantly
is to equip a grenade launcher with acid rounds then run up and stab it.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
These Licker Betas are some of the most dangerous enemies in the game. They
have two types of grabs. Both of them are mid distance. Whenever they shoot
out their blade tongue, they can stab a character in place and hold the
character and whenever they raise a right hand then suddenly jump they can pin
a character to the floor. To escape the tongue stab, your character can
sidestep it and to escape the lunge, your character will have to press the
action and run button at the same time for a counter attack once the button
prompt appears before the lunge. The killing lunge has a slight button prompt
counter attack command where the targeted character can melee the licker back
down to the ground.
Both grabs can be escaped if a partner performs a partner assist melee action
to break the victim free. If a grab connects and a partner does not help then
the tongue grab can be escaped by shaking the left thumbstick but the lunge
grab will instantly kill any character that is not saved moments after the grab
has been initiated.
One of the Licker Betas will drop a ++LION HEART++ treasure. Lickers will drop
this from time to time.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Progenitor Virus House - Chapter 5-1
| [ ] | TREASURE: Lion heart [2,500 gold]
|_________________| DETAILS: One of the Licker Betas in the first set of
Licker Betas will drop this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Move on into the holding area where the Licker Betas were at. Ah, here we go,
another valve handle! Turn the valve hand to unlock the door then step into
the hallway ahead.
Break the --TALL CRATE-- in the left corner up ahead then run down the hall to
the side. Open the door to the right before the next turn and collect the
++RED HERB++ from below the counter in the Monitor room. Open the safe off to
the right below the counter and grab the ++3,000 GOLD++ inside. The ++AK-74
(MG)++ lies inside of the metal case to the side of the safe.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Progenitor Virus House - Chapter 5-1
| [ ] | TREASURE: 3,000 gold
|_________________| DETAILS: Open the safe off to the right after entering the
monitor room down the hall from the area with the first two
Licker Betas.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: AK-74 (MG)
Location: Progenitor Virus House - Chapter 5-1
Details: Open the metal case inside the Monitor room down the hall from the
area where the first two Licker Betas are encountered.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
----------------------------------------------------------------- INVESTIGATION
[ ] The Row of Monitors - The entire row of monitors in the Monitor room can be
examined.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - After opening the door with the valve handle after fighting
the first two Licker Betas, this will be in the left corner of the hall
ahead.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Below the counter in the Monitor room down the hall after
meeting the first two Licker Betas.
-------------------------------------------------------------------------------
Exit the Monitor room and step back into the outside hall. Continue further
down the hall to the south.
-- CHECKPOINT
Could you say that a little louder Chris and Sheva, so that it echoes
throughout the whole Progenitor House? Oh, thank god there weren't more of
them or a whole horde!! Whatever would we do in that predicament, I wonder?
Oy.
Pick up the ++HANDGUN AMMO (+10)++ from off the floor in front of the stairs
then move up the stairs. Break the --TALL CRATE-- off to the left at the top
of the stairs. The lever down the hall to the right doesn't have much
significance. It turns on the light in a room behind the wall to the side.
You can have a peek inside the room through the set of square holes at the top
of the wall. You might just see something move by if you look closely after
flipping the lever to turn on the light. Both characters need to use the
partner assist button prompt ahead to press both green buttons together to open
the door to the next hall.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - At the top of the stairs down the hall from the Monitor room.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - In front of the stairs down the hall from the Monitor
room.
-------------------------------------------------------------------------------
Turn to the left. Dear god...
Each of the holding areas contains a group of Licker Betas. The holding area
on the left contains five Licker Betas and the holding area on the right
contains three Licker Betas. The only thing that separates the character from
them is three glass panels on each side... and we all know that Lickers have
this obsession with breaking all nearby glass. You know its coming, don't you?
DO NOT:
- Break the glass
- Fire a weapon
- Run
- Issue a Partner Command (Go, Come on, Wait, Thanks)
- Taunt
- Kick through a door
If the characters remain silent without performing any of the actions listed
above then the Lickers will stay in their holding cells for the moment.
Strangely, the characters can communicate through requests and partner
responses without alerting the Lickers yet a partner command or taunt will
alert the Lickers.
Gently open the door on the other side of the room with a single tap of the
action button. Kick it open and you'll pay dearly. Four glass panels separate
the five Licker Betas from the characters in the room behind the door. You see
the ventilation duct up ahead? Two more Licker Betas will exit from that air
duct if the characters alert the others right now.
Sadly, the door ahead requires a swift kick from both characters in order to
open it, so both players should walk toward it and press the assist button to
kick it open. Cries of a sudden urgency to break every glass panel in the room
will sound from behind the characters as they kick the door then the Licker
Betas will exit the holding cells and attack. Two Licker Betas will exit the
ventilation shaft off to the side for a grand total of ten Licker Betas. Oh
dear. YOU'VE DONE IT NOAW!1
There are many ways the characters can approach this battle:
- Lay out Proximity Bombs one at a time along the narrow hall and allow the
Licker Betas to move over them (RECOMMENDED).
- Stand at one end of the hall and toss a hand grenade at the Licker Betas as
they begin to group together. Try to get the hand grenade underneath them as
they form a group and it will instantly kill them all. This method can be
bad since it can knock a few Lickers toward the characters.
- Take out a grenade launcher with acid rounds and fire at the Licker Beta
group. Acid will stun a group and set them all up for a stab - DON'T rush in
for a single stab upon a group however or that character will get surrounded
afterward. Acid rounds still work very well at damaging them however. Acid
rounds are really only effective on normal mode however.
- Take out a grenade launcher with explosive rounds and fire at the Licker
Betas when they group together. This is worse than using grenades really
since it tends to scatter them, but it's good for knocking down a whole
crowd.
- Haul ass to the elevator at the end and pray that it opens quickly while your
character and partner hold off the approaching Licker Betas with gunfire from
any weapon.
The characters need to race down the hall ahead and use the action button
prompt near the elevator to call it down. There are a total of three --TALL
CRATES-- outside the elevator that can be broken.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Outside the elevator down the hall from the holding area with
Licker Betas.
--> Random Item
[ ] Tall Crate - Outside the elevator down the hall from the holding area with
Licker Betas.
--> Random Item
[ ] Tall Crate - Outside the elevator down the hall from the holding area with
Licker Betas.
--> Random Item
-------------------------------------------------------------------------------
If the rest of the Licker Betas were taken down then six more Licker Betas will
appear from down the hall to the west. If the rest of the Licker Betas are
still behind the characters then there are now sixteen of the little bastards
in the area.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Progenitor Virus House - Chapter 5-1
| [ ] | TREASURE: Lion heart (x3) [2,500 gold]
|_________________| DETAILS: Three of the Licker Betas will drop this
treasure. Stay behind and fight all sixteen of them
outside the elevator. Proximity Mines and hand grenades
are highly recommended.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: Egg Hunt
Description: Find all 4 types of eggs.
Details: One of the Licker Betas in the group sometimes drops a rotten egg
(1/10 chance for me), which is the hardest type of egg to find in story mode,
so fight them off and see if one of them drops a rotten egg and this will most
likely complete your collection for the trophy/achievement. If it doesn't then
go back to the Chicken Island in chapter 3-1 to collect any missing eggs. A
gold egg is rather common there.
Also, while we're on the subject of rotten eggs, the enemies in the next few
chapters have a tendency to drop a rotten egg rarely, so if you can't get one
here then you might be able to get it in the following chapters. Chapter 6-1
is a really good chapter for rotten egg drops with the number of Majini
present.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
Step inside the elevator and use the assist command to take it down to the next
area.
[CH513]
Chapter 5-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E X P E R I M E N T A L F A C I L I T Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collect the ++HAND GRENADE++, two ++HANDGUN AMMO (+20)++ pickups, ++MACHINE GUN
AMMO (+120)++ and the ++SHOTGUN SHELLS (+15)++ from the ammo rack directly in
front of the elevator. Walk toward the large room up ahead and a cutscene will
play.
--------------------------------------------------------------------- ITEM LIST
[ ] Hand Grenade - On the ammo rack.
[ ] Handgun Ammo (+20) - On the ammo rack.
[ ] Handgun Ammo (+20) - On the ammo rack.
[ ] Machine Gun Ammo (+120) - On the ammo rack.
[ ] Shotgun Shells (+15) - On the ammo rack
-------------------------------------------------------------------------------
.------------------------------------ TIP ------------------------------------.
| You can easily keep hording ammo from the weapon rack to add to your main |
| inventory in between chapters by collecting it then choosing "Quit" from |
| the pause menu. Once the game is quit, the ammo will be saved on your |
| current inventory and can then be added to your main inventory when you |
| restart from the continue point. Since the save is right next to the ammo |
| rack, you can completely stock up on all the ammo listed above. |
'-----------------------------------------------------------------------------'
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
U-8
---
HP: 24,000
.--------------------------------- WARNING -----------------------------------.
| Toward the very end of the cutscene that introduces U-8 be ready to press |
| two buttons to escape the beasts attack during the cutscene or both |
| characters will die. |
| |
| --> COMMAND INPUT |
| |
| Sequence: U-8 swings at Chris and Sheva with its right pincher arm. |
| |
| Type: Two buttons |
| |
| Command: Dodge |
'-----------------------------------------------------------------------------'
Recommended - Machine Gun or Handgun (to hit the weak point on its arms/defeat
Weapon(s): the flying insects)
- Hand Grenade (to damage its main weak point in its mouth)
- Shotgun (to damage its mouth without hand grenades)
Weak Points: - Red section of both gripping arms (shooting them will make him
fall)
- Open mouth (main weak point - button prompt command appears
while standing next to it with a hand grenade in inventory)
- Damaged portion of carapace (once a grenade has been tossed into
its mouth)
Attacks:
1) Pincher Strike - U-8 holds one its pincher arms back and rakes it across the
platform in front of it. The best way to avoid this move is to back off from
the area directly in front of the creature.
2) Blade Snip - U-8 leans backward a bit as his bottom half rises then he snips
forward with his two bottom blade arms. This can either be escaped by pressing
the button prompt command that appears on the screen or by moving far enough
away from the creature. The run button is always the button input command that
appears.
3) Stunning Fall - Whenever U-8 is stunned by hitting his gripping arms, his
head can crush a character and take damage if a character is under his head
portion, so always remain away from his head while attempting to stun him.
4) Head Ram - U-8 moves back and latches onto the wall behind it shortly before
it lunges forward onto the section of the platform in front of it. Much like
the pincher strike, its best to move away from the boss' front half. It's easy
to see this move coming since he gives ample warning with the way he gets into
place along the wall, so simply run to a side.
5) Insect Release - U-8 climbs onto the wall far above then releases several
small insects that will move toward the platform and attack the characters.
The insects can be easily taken down with a shot from any weapon. They have a
tendency to leave behind ammo and hand grenades once defeated. A cutscene will
take place the first time U-8 performs this move then the rest of the times
after that, he will simply move onto the high wall during normal gameplay.
6) Platform Shake - U-8 drives his front pinchers into the platform and shakes
it. This will jar the characters and stagger them for a few seconds. There is
no way to escape the staggering. Since you cannot escape it, why not take
advantage of this time when he will not attack and quickly open up the
inventory menu then reload your guns by combining the ammo with the weapon!
7) Grab and Crush - U-8 will lean back one of its pincher arms and attempt to
grab one of the characters in a slight cutscene. If the on-screen button
prompt command is not pressed then the character that is grabbed will die
automatically. The action button is always the button input command that
appears. He will automatically do this move right after a second grenade is
tossed into his mouth. If the characters are far enough away from the boss
then an input command will not appear since they are too far away and U-8
cannot grab them.
8) Hide - U-8 climbs down toward the walls below and disappears for a few
seconds. He fears that next hand grenade to the kisser.
9) Insect Stab - A flying insect that U-8 releases will fly right into a
character with its blade nose. This will instantly kill the insect enemy but
the character will receive a bit of damage.
--> HIS ATTACKS
U-8 will be attached to the wall throughout the battle and will move along the
sides of the platform that the characters are on. His main attacks are his
pincher swipe, blade snip and head ram. All of these can be dodged by moving
far away from him. The blade snip can also be dodged by pressing the run
button when the button input command appears on the screen. Later in the
battle, he will shake the platform but this will only stagger the characters.
He will eventually begin to perform an instant kill grab move. This move's
warning sign is showcased through a slight cutscene shortly before a button
prompt dodge command appears. Press the action button and the characters will
duck under his pincher. If the characters are far enough away from U-8 then
the cutscene will still play but U-8 will not be able to grab a character, so
the button prompt will not appear. After a hand grenade is tossed into his
mouth for the second time, quick turn and run away from him afterward to avoid
this grab the first time he does this.
--> A BOSS THAT DOESN'T KNOW WHEN TO KEEP HIS MOUTH CLOSED
U-8 will only attack when his mouth is open, so while it is closed, there is no
need to worry about an attack. His mouth is his main weak point and hitting
him in the mouth with any type of gunfire will slowly damage him. Hitting him
in any portion of his damaged head once portions of carapace fall off will
damage him as well.
--> AIM FOR THE GRIPPING ARMS
In order to expose his major weak point to where the characters can hit him for
major damage, both characters need to aim for the red center portion of his
long arms that he uses to move along the wall of the room. He grips the side
walls with both of these arms. They can easily be damaged rather well with a
simple machine gun or handgun. You can also use bigger artillery such as a
shotgun or rifle but these two weapons are not really needed for this task.
Keep in mind that you do not have to be right up next to him in order to damage
his arms. One can simply move far away from him and shoot his arms with a
rifle or handgun and machine gun then rush into him while he is stunned
afterwards.
--> ONCE HIS MOUTH IS FULLY EXPOSED
After his gripping arms have sustained enough damage, U-8 will fall onto the
side of the platform and expose his mouth. A character with a hand grenade can
rush up to him at this point and receive a "Toss in" command. Press the action
button at that time and a cutscene will play where that character will toss a
hand grenade directly into U-8's mouth. The hand grenade will damage the front
portion of his carapace and after that explosion, and then the damaged area can
be hit at any time to damage him whether he opens his mouth or not. If you do
not have any hand grenades then check around the platform to find two.
He can also be damaged in the mouth with normal gunfire. Simply run up to his
mouth while he is stunned and blast him with continuous blast from a powerful
weapon such as the shotgun. All the damage adds up whether a hand grenade is
tossed into his mouth or he receives gunfire to his mouth. Once the shell is
fully damaged, the characters will have to blast U-8 in the mouth with gunfire
such as a shotgun to finish it off if U-8 doesn't fall after the third hand
grenade toss.
.-------------------------------- EXTRA INFO ---------------------------------.
| It is very possible to kill U-8 without a single grenade. A character can |
| rush up to his mouth while he is stunned and fire for a set amount of time |
| before he rises again and if this is continued then it will die without the |
| need to damage its carapace. This will really take longer however, but |
| it's still interesting to try. |
'-----------------------------------------------------------------------------'
--> INSECT RELEASE
Eventually a slight cutscene will play as U-8 climbs up to the top of the wall.
He will release a group of insects that will attack the characters. The
insects can be easily defeated with any type of gunfire. It's really best to
use a machine gun since the insects can be hard to get precise aiming on with
any other type of weapon. They attack by stabbing with their blade nose. If
they attack then they will instantly die after the attack. These enemies will
drop ammo and hand grenades once they are defeated. The characters can get
quite an assortment of ammunition from these creatures.
.----------------------------------- TIP -------------------------------------.
| If you like to use invincibility frames to your advantage then stand near |
| near either the shotgun ammo or the hand grenade pickup on the far ends of |
| the platform then, right as U-8 attacks, pick up the item and his attack |
| will go right through your character if the item grab is timed well. |
'-----------------------------------------------------------------------------'
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying on the northeast side of the center portion of the
platform.
[ ] Green Herb - Lying on the northwest side of the center portion of the
platform.
[ ] Hand Grenade - Lying on the southwest side of the center portion of the
platform.
[ ] Hand Grenade - On the north end of the platform.
[ ] Shotgun Shells (+5) - On the west end of the platform.
-------------------------------------------------------------------------------
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
- - - - - -
___ _ _ ____ ____ [CH52]
/ __\ |__ __ _ _ __ | |_ ___ _ __ | ___| |___ \
/ / | '_ \ / _` | '_ \| __/ _ \ '__| |___ \ ___ __) |
/ /___| | | | (_| | |_) | || __/ | ___) ||___| / __/
\____/|_| |_|\__,_| .__/ \__\___|_| |____/ |_____|
|_|
-------------------------------------------------------------------------------
--> Chapter 5-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 40+ | 25 | 15 | <14 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH521]
Chapter 5-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E X P E R I M E N T A L F A C I L I T Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Recommended Weapons/Items:
- Handgun (for Base Majini)
- Rifle (for distant Base Majini - HIGHLY RECOMMENDED)
- Shotgun (for close encounters, crowds and a Reaper)
- Magnum (for Reaper [a good shotgun can suffice])
- Grenade Launcher w/Acid Rounds, Proximity Bombs, Hand Grenades (for Licker
Betas)
- Grenade Launcher w/Acid Rounds or Flash Rounds (for quick stun on Reaper)
- Bulletproof Vest (for Base Majini weapon fire)
The characters will start on the same platform where they fought U-8 in the
last chapter. The destination is up ahead, but turn around and walk around to
the south end of the middle portion of the platform. Examine the monitor with
Jill's info displayed on it to view the --TEST SUBJECT DATA-- file.
----------------------------------------------------------------- INVESTIGATION
[ ] Test Subject Date file - Make a quick turn after starting then examine the
back monitor on the middle portion of the platform to view this. Wait
until the characters finish speaking.
-------------------------------------------------------------------------------
Run across the catwalk bridge on the north side. The south bridge will only
lead the characters back to the door that they entered this area from in the
last chapter and there is nothing special in that room. Open the door in the
north by having both players use the partner assist command in front of it to
enter the next area.
[CH522]
Chapter 5-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
P O W E R S T A T I O N
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move along the tunnel to the north. In the room ahead, break the four --TALL
CRATES-- off to the right. Crates such as this will now be in more of a
cluster for these later chapters at times.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - To the right in the first room at the end of the first tunnel.
--> Random Item
[ ] Tall Crate - To the right in the first room at the end of the first tunnel.
--> Random Item
[ ] Tall Crate - To the right in the first room at the end of the first tunnel.
--> Random Item
[ ] Tall Crate - To the right in the first room at the end of the first tunnel.
--> Random Item
-------------------------------------------------------------------------------
Open the door ahead then move down the stairs off to the right. A slight
cutscene will play. Wow. Majini's got a gun! So run away. Run away from the
pain!
NEW ENEMY: Base Majini
Oh, that was terrible. Anyway, these new type of Majini now come armed with
guns and some of the Base Majini later in this chapter will carry stun rods and
heavy armor. Battles will now consist of taking cover to avoid gunfire. The
rifle has become an almost absolute necessity for his new form of Majini since
many of them will take cover and only move out a bit to fire at the characters.
.-------------------------------- EXTRA INFO ---------------------------------.
| Some Base Majini groups such as this one will randomly come equipped with |
| metal armor. For instance, a player might play a chapter segment one time |
| and not have to deal with any armored enemies, but if the player restarts |
| that same chapter then the Majini that didn't have armor before might have |
| some on their body. |
'-----------------------------------------------------------------------------'
The Majini will notice the characters in a bit as they move down the stairs, so
you might as well take advantage of this free shot opportunity. Take out the
rifle and aim for the head of the Base Majini on the right side past the
doorway up ahead and wait for the one in the other back to bob in the back of
his head then shoot to hit them both. You might not kill the one in the back
but you'll damage him a bit.
The Majini will begin to take cover behind the door and that is your cue to
take cover as well. Run behind the crates up ahead then use the action button
prompt to take cover behind the crates when the action button "Take Cover"
command appears. Fire at the Majini with a handgun or rifle.
.------------------------------ SINGLE PLAYER TIP ----------------------------.
| While your main character is taking cover behind an object, issue the "Go" |
| command to have the AI partner move ahead. The partner can provide |
| distraction for the Majini allowing your character to more easily shoot the |
| Majini. The partner will also scout ahead for items. Issue the "Come on" |
| command to make your AI partner return to your character. |
'-----------------------------------------------------------------------------'
Once the first three are defeated, run toward the doorway where they were then
quickly take cover behind the door. Two Majini will open the door to the north
and step into the room ahead. One of them has a stun rod, so quickly dispose
of him with gunfire before he moves too close to the doorway. Shoot the second
Majini whenever he pops up from cover in the back of the crates ahead.
|_|_| (Crates)
Cover area --> |_|
_| |_ (Doorway)
Cover Area --> <-- Cover Area
|_|_| (Crates)
Cover Area -->
Pick up the ++GREEN HERB++ from off the covered crate in the next room then
break the --TALL CRATE-- around the side of the metal crates before opening the
next door.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - On the opposite side of the second row of crates in the room
where the Base Majini are first encountered.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the covered crate among the second row of crates in the
room where the Base Majini are first encountered.
-------------------------------------------------------------------------------
Off to the immediate left in the next room you'll find a row of the three
--TALL CRATES--. Move around the side of the room up ahead.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - After stepping through the door once the first wave of Base
Majini are dealt with, this will be off to the left.
--> Random Item
[ ] Tall Crate - After stepping through the door once the first wave of Base
Majini are dealt with, this will be off to the left.
--> Random Item
[ ] Tall Crate - After stepping through the door once the first wave of Base
Majini are dealt with, this will be off to the left.
--> Random Item
-------------------------------------------------------------------------------
You can take cover behind the left side of the wall near the corner before
moving into the room to the west. Do so, then shoot the first Majini behind
the first set of barrels. Once he is disposed of, wait for a break in gunfire
then move behind the set of crates that we was taking cover near and take cover
behind them then rise up and fire at the other Majini in the back of the room.
_
|_| <-- Cover Area
_
_ |_| <-- Cover Area _
|_| |_| <-- Cover Area
|_| <-- Cover Area |_|
|_| _
|_| |_| <-- Cover Area | <-- Cover Area
| |
| | (Entrance corridor)
| |
A few more Majini will enter the room one after the other. Some of them carry
stun rods and will rush directly toward the characters so shoot them and defeat
them quickly before they make it to your cover area. You can run back behind
the first wall and have plenty of cover area to deal with them and perform
melee attacks. Use the rifle to shoot the Majini further in the back of the
area.
There is a ++MACHINE GUN AMMO (+30)++ pickup on a metal crate to the left after
stepping around the wall and a --WOODEN CRATE-- right next to it that can be
broken.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - Next to the Machine Gun ammo pickup in the second area with
Base Majini.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - Off to the left after stepping around the side of
the wall in the second area with Base Majini.
-------------------------------------------------------------------------------
Find the doorway in the back left portion of the area then step inside the side
room once all the Base Majini are finished. A Majini with a stun run will move
down the damaged set of stairs whenever a character walks toward the two --TALL
CRATES-- and ++RED HERB++ down the left corridor, so prepare to deal with him
when he is heard.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - In the area with the second encounter of Base Majini, move
through the left doorway in the back of the room.
--> Random Item
[ ] Tall Crate - In the area with the second encounter of Base Majini, move
through the left doorway in the back of the room.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - To the right of the two tall crates mentioned above.
-------------------------------------------------------------------------------
Both characters need to use the partner assist command on the buttons along the
opposite sides of the door in the big room to open it.
-- CHECKPOINT
Break the two --TALL CRATES-- in the corridor ahead before following it to the
right.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - In the corridor past the room with the second encounter of
Base Majini.
--> Random Item
[ ] Tall Crate - In the corridor past the room with the second encounter of
Base Majini.
--> Random Item
-------------------------------------------------------------------------------
A character can take cover behind the wall off to the left up ahead before
stepping into the room ahead. There is a Majini behind some metal crates in
the next room and one will move down the stairs and come after the characters
with his stun rod. If the characters step back into the corridor, the Majini
with the stun rod will eventually enter the corridor as well so the characters
can easily take him down with a handgun and melee attacks.
A player can shoot him in the leg and perform an instant kill melee from behind
to stop him from becoming a Cephalo (its scripted) or... go for a tag team!
Yes, even in single player mode. (Shot to arm for a stun, "Go" command, Hook,
Knee [from Sheva AI], Haymaker that bad boy with tons of uber Redfield flare)
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: The Works
Description: Chain the maximum number of combos together in one go.
Details: In single player mode, lure the Majini with the stun rod into the
narrow corridor. Let him move into the middle portion and keep shouting
continuous "Come on" commands to keep your AI partner from shooting. When he
gets close, quickly shout a single "Go" command and the AI partner will rush
behind him then shoot the Majini in the arm for an arm stun. Melee him toward
the AI partner and the AI partner will melee him back to your character and
your character will receive the special tag team command.
This has worked just about every time I have tried it in single player mode and
there is a checkpoint right at the beginning of this hallway, so quickly
restart your game through the pause menu if you miss. I always have my AI
partner equipped with a rifle as that character's stronger weapon to keep that
character from attacking very quick while that character is in attack ("Go")
mode.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
___________
_|_|_|_|_| _
| _|_|
| |_| <-- Cover Area
| |_|
| |_|
| | <-- Cover Area
|___________ | |
_|_|_|_|_| | | (Entrance corridor)
| |
Move behind the wall once again or quickly step behind the metal crates in the
next room. Arm a rifle and look up toward the metal planks forming a cover
area up above then wait for the two Majini behind them to pop up then take them
down with a headshot each. Break the two --TALL CRATES-- off to the left side
of the room and the two --TALL CRATES-- on the right side near the metal
crates.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - To the left in the room where Majini take cover behind a set
of high metal planks.
--> Random Item
[ ] Tall Crate - To the left in the room where Majini take cover behind a set
of high metal planks.
--> Random Item
[ ] Tall Crate - To the right in the room where Majini take cover behind a set
of high metal planks. This is behind some metal crates.
--> Random Item
[ ] Tall Crate - To the right in the room where Majini take cover behind a set
of high metal planks. This is behind some metal crates.
--> Random Item
-------------------------------------------------------------------------------
.---------------------------------- TIP --------------------------------------.
| Instead of rushing for a cover wall up above the stairs, a character can |
| slowly creep up the stairs on each side and shoot at each of the two Majini |
| in front of the metal crates on the floor above. This will definitely make |
| the make the next part much easier, but this method may not always work. |
| Afterwards a character can shoot the explosive canisters from behind the |
| two cover walls with little threat from the middle area. |
'-----------------------------------------------------------------------------'
.------------------------------- MAJOR TIP -----------------------------------.
| If you move up the right set of stairs and stand about in the middle then |
| look through a sniper scope, you will be able to see one of the explosive |
| canisters on the far side of the top area. Shoot the explosive canister |
| and you'll defeat a good majority of the Majini on the other side, even |
| some of the ones with stun rods. You have to stand near the center of the |
| stairs (not near a railing) in the center from the top and bottom of the |
| staircase to see the explosive canister. |
'-----------------------------------------------------------------------------'
Run up either set of stairs then QUICKLY take cover behind one of the sidewalls
directly in front of either staircase. Two Majini will be firing machine guns
from the front of the set of two crates up ahead. Don't worry about them at
the moment since you're properly concealed behind the wall. Look to the
opposite railing next to their location and you'll see a group of Majini with
stun rods running down the catwalk. Once they step near the corner with the
explosive canister, quickly step out and fire at the explosive canister in that
corner. Sometimes is easier not to use the "Take Cover" command, but simply
take cover manually in order to get a more precise aim without a constant
change in viewpoint from stepping around the side of the wall. Now, focus fire
on the two Majini with machine guns.
Once the Majini with machine guns behind the boxes are finished, quickly run to
the opposite side of the wall in front of the opposite side staircase. If you
look toward the railing across from the middle boxes, another set of Majini
will run down that catwalk. Quickly step out and fire at the explosive
canister in the corner near them as they step around by it.
.----------------------------------- TIP -------------------------------------.
| The Majini with stun rods will not come after a character until a character |
| steps behind either of the cover areas in front of the two staircases and |
| they will always conveniently run out from the opposite side where the |
| player will have a perfect view of the explosive barrel on that side. Keep |
| this in mind to easily take down these two annoying enemy waves quickly by |
| shooting the red explosive barrel as they move by it while standing on |
| either side. |
'-----------------------------------------------------------------------------'
Now all the characters have to worry about are the Majini armed with machine
guns in the very back of the area. Heaven shines down upon thee friend,
because they are standing in front of explosive canister, so simply run toward
the middle set of crates by the railing up ahead then take cover and quickly
pop up in between the break in their gunfire and shoot the explosive canister
behind them. b
_| <-- Cover Area
|
| _
| |_| <-- Cover area
| |_|
|
_
| <-- Cover Area
Break the --TALL CRATE-- on the left side of the second floor area by the
railing then follow either catwalk to the back of the area. Enter the elevator
then both players should use the partner assist command to take it up.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - On the left side of the second floor area of the third room
with Base Majini.
--> Random Item
-------------------------------------------------------------------------------
[CH523]
Chapter 5-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E X P E R I M E N T A L F A C I L I T Y P A S S A G E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ah, there are three claw slashes on the left wall complete with intense
violence and extreme gore on the floor up ahead. Break the --TALL CRATE-- in
the right corner up ahead then take the ++GREEN HERB++ from off the floor.
Step around the corner and there is another --TALL CRATE-- to the right.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - In the left corner down the starting corridor.
--> Random Item
[ ] Tall - Around the corner to the left, then turn right and it's in the
nearby corner.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the right corner down the starting corridor.
-------------------------------------------------------------------------------
The upcoming corner before the hall up ahead can be used as cover. DON'T run
into the hallway ahead. The Licker Betas in the corridor ahead are unaware of
your progress if the characters stay silent; that means no taunting, partner
commands, firing (yet) or running.
___ ___
| |__| |
| |
| __ |
| | | |
___________| <-- Cover Area
| | |
_______________| | |
The characters can either fight or run at this part. If the characters defeat
the Licker Betas then they will receive two ++LION HEART++ treasures as drops
from two of the Lickers.
Since the Licker Betas are so spread out, the best way to defeat them is to run
down the corridor and allow them to group up. Run up and down the corridor
(right by them) until they are all in a group then shoot them with acid rounds
from the grenade launcher or place a single proximity bomb on the floor and
allow them to crawl over it while grouped to take them all down with one bomb.
They will likely not attack if you run right by them and don't stop. The
characters can also stand and toss hand grenades at a group. It's best to
shoot them off the ceiling with a handgun if they decide to crawl along the
ceiling while chasing the characters since the blast will only knock them off
the ceiling instead of making them explode. Very far off shots with a rifle
can be useful against distant Licker Beta but make sure that they're tongue
impale will not hit a character.
.----------------------------------- TIP -------------------------------------.
| On lower difficulties such as Amateur or maybe Normal, a rifle can help out |
| here. Since the characters start at a distance, one character can stand at |
| the starting end of the hall and shoot at each Licker Beta individually |
| then keep blasting it with rifle gunfire. This will alert the others but a |
| character might be able to defeat at least two before the Licker Betas can |
| reach the side that the characters are on. |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Experimental Facility Passage - Chapter 5-2
| [ ] | TREASURE: Lion heart (x2) [2,500 gold]
|_________________| DETAILS: Two of the Licker Betas in the passage that
leads east will drop this treasure if the characters choose
to fight the Lickers.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Continue down the corridor to the east and make a right then follow the next
corridor. Two Licker Betas will bust through separate vents on the left wall
then crawl along the wall. When the characters progress further, one more
Licker Beta will move through a vent from behind then two more will leap
through another vent further down the hall. Once again, fight or run. If the
characters fight all of them off here then three ++LION HEART++ treasures will
be dropped from the Licker Betas.
The characters can make all five of the Licker Betas group together by
constantly running back and forth by them then take them down with hand
grenades or a few proximity bombs (by laying them in their path) just like the
last group. Acid rounds will work effectively as well on normal mode, but not
really on Veteran.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Experimental Facility Passage - Chapter 5-2
| [ ] | TREASURE: Lion heart (x3) [2,500 gold]
|_________________| DETAILS: Three of the Licker Betas in the passage that
leads west will drop this treasure if the characters choose
to fight the Lickers.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Open the door at the end with the partner assist button to exit this area.
[CH524]
Chapter 5-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M I S S I L E A R E A 1 S T F L O O R
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Don't you just love entering a new area that is almost completely silent and
devoid of life where you know that all hell is going to break loose when a
certain point is reached or a certain action is done? I wonder if that will
happen here? Let's hope not.
To the left of the characters is a conveyor belt with explosive cylinders that
move toward a disposal furnace at the end of it. These can be shot and used to
your advantage just like other explosive barrels once the characters progress
further.
While we are standing here, look off the railing to the south and find the high
overhead walkway with the single explosive canister on it. Keep that walkway
and explosive canister in mind. Move along the current walkway to the right
and head west.
.------------------------------------ TIP ------------------------------------.
| Before falling down the ladder at the west end of the high walkway, look |
| to the left below and take out a rifle then shoot one of the Majini before |
| falling. You DO NOT want to stay up on the walkway once the cutscene plays |
| however, or the characters will not have any cover from the rest of the |
| Base Majini's gunfire. The second that a Majini is shot at or manages to |
| spot a character, the cutscene will play. |
'-----------------------------------------------------------------------------'
Break the two --TALL CRATES-- at the end of the walkway then hop off the side
where the ladder is.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - At the far right end of the first top floor walkway.
--> Random Item
[ ] Tall Crate - At the far right end of the first top floor walkway.
--> Random Item
-------------------------------------------------------------------------------
A cutscene will play that will show tons of Majini run out from their hiding
spots. If you read the tip above and killed at least one Majini on the current
side then that kill will help out a bunch. Stand behind one of the metal walls
on the characters' current side to have cover against the Majini gunfire on the
south side then shoot the approaching Majini. A character can run up and
perform a melee but it is a bit risky. Remember that a character is invincible
during the melee animation, just not directly afterward.
There is a ++RED HERB++ on the metal crate to the right after falling and a
--TALL CRATE-- near that metal crate.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Near the metal crate, to the right after falling from the
ladder from the first high walkway.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On top of the metal crate, to the right after falling from the
ladder from the first high walkway.
-------------------------------------------------------------------------------
Take out the rifle here. It's best to use a rifle and not a handgun. Take
cover behind one of the metal wall pieces along the side of the conveyor belt.
Surely you've noticed all the annoying flash grenades here that have likely
blinded your vision at least once. A Majini on the raised platform in the
south is tossing flash grenades from the other side of the conveyor belt and
there is one clever little bastard in the west that is tossing them from a high
walkway with an explosive canister on it. If you remember earlier, I pointed
out that walkway with the explosive canister on it to you. Take out a handgun
and shoot the explosive canister on the overhead walkway to the east to remedy
one flash grenade problem.
.------------------------------------ TIP ------------------------------------.
| A button prompt command will appear at each end of a metal wall, so that |
| your characters can take cover behind each end. If a player stands in the |
| middle of a metal wall then that player will not get a button prompt |
| command. |
'-----------------------------------------------------------------------------'
The characters will be forced to shoot at the Majini on the other side while
metal crates move down the middle conveyor belt. These metal crates can cause
some missed shot opportunities for both sides, so keep them in mind.
Alright Raiden, it's time to play sniper. Take cover behind a nearby metal
wall then look toward the raised platform in the south near the west wall.
Score a headshot on the Majini that tosses flash grenades from that platform.
For the rest of the Majini on the other side, simply wait for their gunfire to
end then step out and shoot. They're really not a problem after the characters
take down the flash grenade throwers. Any Majini on the other side might move
across the high walkway in the east, so they can move to your current side but
not likely most of the time.
| || |
| || |
| ^ Cover Area |
|_ _ | |
|_|_| | |
| <-- Cover Area |
| | |
| || <-- CONVEYOR BELT
| || |
| ^ Cover Area |
| | |
| || |
| || |
^ Cover Area
Move along the side of the conveyor belt while taking cover every now and then.
The Majini from the cutscene are all over the west side, so you'll need to
scope them out then take each one down. One of them stands at the top of a
high walkway in the southwest. He has a stun rod and if you look closely he
has hand grenades strapped to his chest. He tosses pipe bombs from up high and
can actually knock the characters out of cover with one. Take out the rifle
and fire at a hand grenade on his chest strap to make him explode.
Keep these hand grenade Base Majini in mind since they will appear every now
and then with a group. You don't ever want to fire at them when they are close
or the explosion (if the grenade strap is hit) will damage your character.
They can be used to your advantage to defeat other enemies much like an
explosive object however, but keep in mind that the blast radius is rather
close range instead of mid range.
Pick up the ++HANDGUN AMMO (+10)++ on top of the metal crate that the
characters can take cover behind then pick up the ++MACHINE GUN AMMO (+30)++
further up ahead from the top of the bottom crate with another crate stacked on
top of it.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - On top of the metal crate that a character can get
behind for cover.
[ ] Machine Gun ammo (+30) - On top of metal crate that has another crate on
top of it shortly before climbing the ladder on the north side of the
conveyor belt.
-------------------------------------------------------------------------------
Climb up the ladder then drop to the south side. Move ahead then turn to the
left and run toward the three --TALL CRATES-- against the east wall then break
them for some items. The battle music should still be playing since there is
one more Majini left in front of your main destination. Look past the railing
to the northeast to see a Majini guarding your destination door above. Shoot
him now or wait until the characters get closer to him in a few moments. He
will toss pipe bombs at the characters.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - After moving over the first conveyor belt, this will be among
two others off to the east.
--> Random Item
[ ] Tall Crate - After moving over the first conveyor belt, this will be among
two others off to the east.
--> Random Item
[ ] Tall Crate - After moving over the first conveyor belt, this will be among
two others off to the east.
--> Random Item
-------------------------------------------------------------------------------
The other side offers a few metal crates to take cover behind if, for some
reason, the Majini are still alive and have shot your characters all the way up
till this point. Now you can take cover with your little health and fire back
at them! A character can take cover behind each side of them. Let's go ahead
and list them below for kicks.
Cover Area -->_ | |
|_| | |
Cover Area --> | |
| |
_<-- Cover Area | CONVEYOR |
|_| | BELT |
<-- Cover Area | |
| |
| |
There is a single --TALL CRATE-- to the left of the raised platform up the
stairs. Move up the stairs then drop down to the middle conveyor belt by
stepping off the right side of the platform. Moving into the fire on the west
side of the conveyor belt is instant death for a character, so don't allow the
metal crates to push your character back into it.
Run along the conveyor belt and dodge through the oncoming metal crates while
your characters head to the east. Step up onto the platform at the end then use
the lever off to the right to turn off the conveyor belt; there's really no
reason to do this but let's do it anyway to be thorough.
Move up the stairs. There might be a Majini at the top of the stairs if the
character haven't bothered to defeat him just yet - he tosses pipe bombs from
the top stairway. Use the partner assist action to kick down the door at the
top of the stairs.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - On the south side of the raised platform with the stairs on
the south side of the first conveyor belt.
-------------------------------------------------------------------------------
-- CHECKPOINT
Break the --TALL CRATE-- off to the left then take the ++GREEN HERB++ and
++HANDGUN AMMO (+10)++ from the top of the metal crate beside the tall crate.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - To the left after stepping through the doorway that both
characters have to knock down the door to.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On top of a metal crate to the left after stepping through the
doorway that both characters have to knock down the door to.
[ ] Handgun Ammo (+10) - On top of a metal crate to the left after stepping
through the doorway that both characters have to knock down the door to.
-------------------------------------------------------------------------------
The characters are now going to have to jump down onto the conveyor belt with
explosive canisters that move toward a furnace at their end. There is a little
problem that the characters should take care of first however. When a
character steps toward the conveyor belt dropoff, a Majini will rush out onto
the first high walkway to the south up above. Take out a rifle shoot him
before he tosses a pipe bomb.
.---------------------------------- TIP --------------------------------------.
| If you take out the rifle and stand near the edge of the dropoff then look |
| to the south, you'll be able to see the bottom half of the Majini with hand |
| grenades on the second walkway. Shoot him to remedy this problem right now |
| like the first. |
'-----------------------------------------------------------------------------'
Make sure that an explosive canister is not incoming at the moment then drop
off the side of the platform and run to the south along the platform. Once the
characters reach the third overhead walkway, aim up with the handgun and shoot
the explosive barrel next to the Majini that tosses hand grenades to make quick
work of him. Many of the upcoming Majini can be disposed of from a distance
with a rifle or by simply shooting an explosive canister near them from your
current side.
.---------------------------------- TIP --------------------------------------.
| Stand in the very center of the two conveyor belts to keep your character |
| from moving backwards while your character advances forward. |
'-----------------------------------------------------------------------------'
Further ahead, two Majini with metal shields and another Majini will race down
the conveyor belt toward the characters. Make the Majini step near an
explosive canister then simply shoot it to finish them off with one shot. If
you have to, then run by them and turn around then wait for an explosive
canister to move toward them. They're pretty slow. A character can always aim
for their legs and shoot then run behind them for an instant kill melee
command.
Two Majini are on the very back high walkway in the south. As you may have
guessed, they will toss pipe bombs down at the characters when the characters
get near them. This duo can be quite dangerous since they are up high enough
to toss their pipe bombs a good distance and then the pipe bombs will roll
toward the characters and set off any explosive canister in the way of the
explosion.
Arm the rifle then fire at the two Majini on the high walkway in the south when
all other Majini along the conveyor belt have been finished off, or at least
stop appearing for a moment. Fire at the grenade strap for the one with the
metal helmet. More Majini with stun rods and metal shields will drop from the
platform in the south and race out onto the conveyor belt, so prepare to use
more explosive canisters to your advantage once again to get rid of them.
Two final Majini with metal shields and a near fully armored Majini will step
off the walkway once the characters make it to the very end. The only part
that isn't armored on the Majini with heavy armor is his arms. Try to shoot an
explosive canister near them when they step on the conveyor belt to easily get
rid of them as well. The heavily armored Majini can also be defeated with a
magnum to any portion of the body since it will shoot right through his armor
with its piercing properties. Keep in mind that a magnum shot will not pierce
through a metal shield however. Run back down to the north end of the conveyor
belt if needed and allow the Majini to line up with an explosive canister.
Step onto the platform to the left at the very end. The lever off to the right
can be pulled to stop the conveyor belt that the characters just got off of.
Move down the nearby staircase then break the two --TALL CRATES-- off to the
right (while facing the bottom of the stairs).
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Near the staircase the characters move down after moving
across the conveyor belt with explosive canisters.
--> Random Item
[ ] Tall Crate - Near the staircase the characters move down after moving
across the conveyor belt with explosive canisters.
--> Random Item
-------------------------------------------------------------------------------
Look inside the nearby open dumpster to see a --BSAA EMBLEM (24/30)-- inside.
Even though it is a little awkward to aim at, it can be hit with a handgun from
up close.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #24
/ BSAA \
(------------) LOCATION: Missile Area 1st Floor - Chapter 5-2
\ EMBLEM / DETAILS: After moving across the conveyor belt with explosive
\________/ canisters and going down the stairs along the side of the
platform at the end, there is an open dumpster to the left of
the bottom of the stairs. Walk over to this dumpster and look
inside to see this emblem. It can be hit with a gun by standing
near it then aiming at the top of it and firing.
For a Sheva player, this BSAA medal will be harder to hit
because she isn't as tall as Chris, so a player might want to
take out a hand grenade and toss it inside of the dumpster to
hit the BSAA medal while playing as Sheva.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If you walk over to the conveyor belt, you might see something that might cause
an RE fanboy to squeal with excitement. The bodies that lie along the conveyor
belt moan and move about like some familiar ghoul we all know and love. They
can be shot but they cannot be killed! I wonder... nah, they're not the Z-
word; they are known as "discarded test subjects".
Move over to the nearby table then take the ++INCENDIARY GRENADE++ from it and
examine the --REGARDING THE MUTANT ORGANISM FOUND IN THE FACILITIES-- file.
Take the ++SIG 556 (MG)++ from the metal case. This gun will come in handy in
a moment.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: SIG 556 (MG)
Location: Missile Area 1st Floor - Chapter 5-2
Details: After moving across the conveyor belt with explosive canisters and
going down the stairs along the side of the platform at the end, open the metal
case on the table near the railing off to the right.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
----------------------------------------------------------------- INVESTIGATION
[ ] Regarding the Mutant Organism Found in the Facilities file - On top of the
table to the right below the stairs after moving across the conveyor belt
with explosive canisters.
--------------------------------------------------------------------- ITEM LIST
[ ] Incendiary Grenade - On top of the table to the right below the stairs
after moving across the conveyor belt with explosive canisters.
-------------------------------------------------------------------------------
Walk up the stairs to the west. The lever has no power to it at the moment, so
flipping it is useless. A character can step down onto the conveyor belt to
the left but a metal crate blocks the way around the east side of top of the
railing. The characters can't simply vault over the railing because there is
most likely some hidden plexiglass that separates the top portion from the
other side. Our characters are too smart to even attempt it because one of
them knows Wesker all too well.
Find the stairs to the north then walk up them. Another staircase will come
into view as the characters go further north, so take these stairs to the east.
The characters will be met with pulsating slimy eggs that hang from the ceiling
at the end of the walkway past the stairs. I wonder what secret surprise these
contain? Eh, it's nothing a little Haymaker to the face won't cure I'm sure.
Pick up the ++MACHINE GUN AMMO (+30)++ on the metal crate near the railing
along the other side. Move along the walkway on the opposite side the run up
the stairs. Chris will comment on the missiles along the top walkway.
----------------------------------------------------------------- INVESTIGATION
[ ] Egg on Wall - The single egg that is strapped to the wall can be examined.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - On the second crate to the left after arriving at
the area with the pulsating eggs that hang from the ceiling.
-------------------------------------------------------------------------------
Run to the far north and break the two --WOODEN CRATES--, two --TALL CRATES--
then pick up the ++RED HERB++. Run back to the center section of the area, in
the shaft structure, then both characters should use the assist button to pull
both of the levers. Pulling the levers will power on the lever that triggers
the conveyor belt back to the south.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - Up the stairs and to the north from the area with the
pulsating eggs. This is on a shelf.
--> Random Item
[ ] Wooden Crate - Up the stairs and to the north from the area with the
pulsating eggs. This is on a shelf.
--> Random Item
[ ] Tall Crate - Up the stairs and to the north from the area with the
pulsating eggs.
--> Random Item
[ ] Tall Crate - Up the stairs and to the north from the area with the
pulsating eggs.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Up the stairs and to the north from the area with the
pulsating eggs. This on a shelf.
-------------------------------------------------------------------------------
-- CHECKPOINT
Now all we have to do is go back through the area with creepy pulsating eggs
and... the second the characters step out of the shaft, the sound of something
breaking out of a hard shell along with a scream followed by the clambering of
little legs can be heard in the distance. The music will suddenly get moody
much like a REmake Aqua Ring sort of tone. Well, let's go back to the area
with the pulsating eggs and see what all the commotion is about.
.---------------------------------- EXTRA ------------------------------------.
| If you arm the rifle and inch toward the edge of the shaft then quickly |
| look through the scope while facing the southeast the moment the sound is |
| heard you can see the pulsating egg open as a creature falls out. |
'-----------------------------------------------------------------------------'
Once the characters reach the egg area, look up to see that one of the eggs on
the ceiling appears to have hatched. Arm that a grenade launcher with acid
rounds or flash rounds or equip the SIG 556 machine gun right now and it sure
wouldn't hurt to have some machine gun ammo with it as well. When the
characters try to move back toward the stairs in the west a new enemy will fall
from the ceiling above. It that a Brain Deimos? A Chimera? No, it is a...
NEW ENEMY: Reaper
Attacks:
Grab and Impale: The Reaper reaches forward with all of its appendages to grab
a character. If it manages to grab a character then it will stab the character
from the sides for an instant kill. (NOTE: it must have all appendages in order
to perform this move, including its head)
Slice: The Reaper slices forward with one its top appendages.
Stab: Shortly before it recovers from a major weak point stun, the Reaper stabs
forward with its bottom appendages.
Gas Vapor: While walking, the Reaper sprays out a vapor that slightly blocks
the victim's vision of the Reaper's actions.
.----------------------------------- TIP -------------------------------------.
| To avoid being right in the Reaper's face when it falls, inch forward while |
| on the walkway where it drops until it eventually falls and you'll be far |
| away from it when it lands. |
'-----------------------------------------------------------------------------'
Well, even though I said some Haymaker might cure this problem, you certainly
don't want to get close to this bad boy. This enemy is known as a Reaper and
it can really be problem if you don't know how to deal with it. It has an
instant kill grab from close range, so don't ever get close to these things
unless they are stunned or missing an appendage.
There are a few ways to hit this creature. The most obvious is the glowing
white circular area on its stomach that opens up periodically while it moves
and the second is the glowing white sections that stick out of its back that
are visible whenever it dashes toward a character. While playing online, two
players can surround a Reaper and one can hit it in its back portion to stun
it.
When hit in the circular area on its stomach, the creature will kneel down and
showcase one of the circular sections of its back. Blast that back section and
it will lean over again and expose its other back section. Hit the second back
section and its body will lean backward so that it showcases its chest weak
point. At that time, blast it in the weak point. The SIG 556 will do just
fine for hitting all weak points. You could also bring out the shotgun for its
major weak point also. It can still hit your characters with its blade arms
while its major weakness is exposed but it can't grab them at that time.
Once it recovers you'd better haul ass away from it again and allow it to
showcase one its weak points then blast it. Shooting it in a back weak point
from the get go will make it to where a character will only have to shoot one
more back section as it leans over then it will showcase its major weak point
after one crouch.
A Reaper's appendages can be totally dismantled. It's arm appendages can all
be shot off and its head can be shot off also. These all reform in a few
seconds but this will damage it. The most useful part about cutting off its
appendages is that it cannot perform its instant kill grab without all of its
appendages. Even when it is missing a head appendage, it cannot perform its
instant kill grab. A machine gun works extremely well at tearing it apart.
This enemy is very dangerous even when you know how to deal with it. It takes
practice, precise aiming, and plenty of room to back up in order to take one
down effectively. The machine gun is really the absolute best weapon to hit it
with when it showcases its weak points since you'll dish out multiple shots
that will ensure you hit each weak point that it showcases. The shotgun works
well also and the shotgun will damage it faster. If you have good enough aim
with a magnum, this enemy can be take down by blasting each weak point as it
showcases them and by the time it shows its major weak point, the creature will
be close to death or might actually die before showing its main weak point.
A player can also damage a Reaper through a proximity bomb and hand grenade
explosion. These explosions will make a Reaper roll on the ground once the
explosion goes off near it. This will damage it, but the explosion will NOT
stun the Reaper, so it will be headed right back toward a character directly
after rolling.
One way to avoid the frustration of hitting his weak points is to equip a
grenade launcher with acid or flash rounds then shoot the Reaper twice with
either ammo. No matter where the Reaper is hit, it will bend over from the
first shot then bend backward to reveal its chest weak point for the second
shot. It can easily be finished off with powerful weapon to the chest weak
point at that time with little hassle.
It will leave behind a ++POWER STONE++ after being defeated. *snickers* Ah,
you gotta' love the classic Capcom game references in some of their titles.
.----------------------------------- TIP -------------------------------------.
| A player can lead the Reaper all the way back to the lever near the |
| conveyor belt then pull the lever and lead the Reaper onto the conveyor |
| belt. Move past the railing along the side and move around it. The Reaper |
| will usually not move fast enough to keep up with the players and it will |
| get killed by the furnace at the end of the conveyor belt. The players |
| will not be able to collect its treasure by doing this however and it is |
| really more trouble than its worth if you ask me. It's kind of funny |
| though! Add in some taunts while it struggles to make it more hilarious. |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 1st Floor - Chapter 5-2
| [ ] | TREASURE: Power stone [5,000 gold]
|_________________| DETAILS: The Reaper that is fought on the way back from
pulling the two levers will drop this once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
.--------------------------------- EXTRA -------------------------------------.
| The Reaper that is fought is not the same Reaper that hatches from the egg |
| in the egg area. If you look up toward the ceiling where the creature |
| drops from, an egg can be seen in an alcove on the ceiling. Once the |
| Reaper falls, a slimy liquid will pour down from that same egg, which is |
| open after the battle. |
'-----------------------------------------------------------------------------'
Get back to the area with the lever in the south. Pull the lever to activate
the nearby conveyor belt. Step onto the conveyor belt to the side while it
moves. The characters are supposed to move to the east and go around the
railing, but with enough determination and speed, a character can actually run
to the west on the first conveyor belt and make it to the opening in the
railing just before the metal crates move past it.
Otherwise, move to the east and step around the railing. The "discarded test
subjects" along the conveyor belt will actually lash out at times and grab the
characters. The grabbed player will have to shake the left thumbstick to break
free or a partner will have to knock the test subject off the grabbed character
with a partner action command. In single player, be sure to press the assist
button after being grabbed to make the AI partner knock the test subject off
your character. It is possible to weave in between the test subjects and avoid
their grab but they will most likely lash out and grab a few times.
Check near the test subjects along far left and middle conveyor belts and
you'll find two ++DEAD BRIDE'S NECKLACE++ treasures. If you don't find two by
the time your character reaches the end of the conveyor belt then rush back to
the east and wait for more test subjects to come your way from the left and
middle conveyor belts then check them for this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 1st Floor - Chapter 5-2
| [ ] | TREASURE: Dead bride's necklace (x2) [2,000 gold]
|_________________| DETAILS: Two of these can be found on the south (left and
middle) side of the conveyor belt near the fallen test
subjects. If your character reaches the end of the
conveyor belt and you haven't grabbed two of them yet then
rush back to the east and wait for more test subjects to
move out from the doors ahead then step by the test
subjects on the left side and try again.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Run to the far west side of the conveyor belt then, when a metal crate moves by
the opening in the railing, step onto the right conveyor belt and then run to
the far west on that conveyor belt and step up to the platform on the right
side of it. Break the two --WOODEN CRATES-- on top of the nearby metal crates.
Move up the nearby set of stairs. The conveyor belt with the test subjects on
it below can be shut off by using the lever at the top of the stairs. Both
players should use the assist button to open the door ahead and move onto the
next area.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - On top of a metal crate after racing across the conveyor
belt with test subjects and stepping up to the platform at the end.
--> Random Item
[ ] Wooden Crate - On top of a metal crate after racing across the conveyor
belt with test subjects and stepping up to the platform at the end.
--> Random Item
-------------------------------------------------------------------------------
[CH525]
Chapter 5-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
U R O B O R O S R E S E A R C H F A C I L I T Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run down the hall ahead then drop off the ledge at the end. Break the four
--TALL CRATES-- off to the right then collect the ++HANDGUN AMMO (+10)++ from
the back corner.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate (right) - To the right after dropping from the hallway.
--> Handgun Ammo (+30)
[ ] Tall Crate (middle right) - To the right after dropping from the hallway.
--> Flame Rounds (+5)
[ ] Tall Crate (middle left) - To the right after dropping from the hallway.
--> Rifle Ammo (+5)
[ ] Tall Crate (left) - To the right after dropping from the hallway.
--> Incendiary Grenade
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+30) - In the far left corner after dropping from the
hallway.
-------------------------------------------------------------------------------
Both players should use the partner assist action to press the buttons on the
opposites sides of the door to step inside the next room. A cutscene will
activate shortly.
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
UROBOROS MKONO
--------------
HP: 9,000 (3,000 HP for each tentacle weak point)
Recommended - Grenade Launcher w/Flame Rounds (for quick stuns and severe
Weapon(s): damage to a weak point)
- Incendiary Grenades (for a quick stun)
- Flamethrower (available in the area - burns for a prolonged
stun)
- Shotgun (to hit Uroboros' weak points)
- Handgun or Machine gun (for blasting a canister quickly)
Weak Points: - Orange glowing center of each arm (destroys arms and damages
Uroboros)
- Orange glowing portion of three appendages (main weak points
[emerges when flamed badly])
Attacks:
1) Right Arm Swing - Uroboros swings his right arm across the area in front of
him. This attack is mid and close range.
2) Turning Swing - While a character is behind him, Uroboros will swing at the
character with his arm while turning. This attack is very rare, much like
the Executioner Majini's turning swing.
3) Grab and Absorb - Uroboros reaches forward and grabs with both arms. The
partner must save the grabbed character with a partner assist melee or
the grabbed player must shake the left thumbstick to escape. The boss will
eventually let go after a while. He stretches his arms out almost as far as
he swings his arm for the other attack.
4) Arm Extend Grab - From long range, Uroboros will lash out its right arm
directly forward to grab. This attack can be performed when the boss
has only its right arm and it can be escaped by shaking the thumbstick or
through a partner assist melee.
5) Direct Contact - Any type of direct contact with this boss for a slightly
extended period of about 5 seconds will result in your character getting hit
and covered in a black leech-like substance. The character will hold
his/her body as if in caution status until the substance eventually
disappears. The substance drains your character's health much like a poison
for the first seconds that it remains on the character. The substance will
not force a weak character into Dying status.
6) Dissolve - Uroboros can teleport from one area to another by simply
dissolving into the floor and reforming at some other part of the room. He
does this a lot more than the first Uroboros. He uses this to retreat when
he is being damaged real heavily or when he loses an arm. He performs this
move randomly at times also, as if Chris suddenly gave him a smug look.
7) Floor Arm Extend - Uroboros places his right arm on the ground then detaches
the arm as it moves toward a character. The arm will quickly reform. This
move can be dodged by pressing the on-screen button prompt command that
appears. If the attack connects then the arm will surround the character
and a black leech-like substance will remain on the character's body for a
few seconds. The substance slowly drains life while it remains; the
substance will not force a weak character into Dying status.
8) Counter Slap - In retaliation from getting burned with the flamethrower,
Uroboros will duck down then eventually swing its left arm forward. This is
an easy move to see coming since he will duck down while being burned and
that should be your cue to back up or get slapped with his wide left arm.
Oh, ho, ho... if you think this Uroboros fight is going to be like the last
battle then you're completely mistaken. This boss might actually be the reason
why you are reading this walkthrough.
--> A FAMILIAR FOE
This Uroboros has much the same attacks as the first Uroboros that was fought
back in chapter 1-2. He only has a few new tricks up his sleeve. His main new
attack that you'll notice is a floor arm extend that he will perform with his
right arm. He will place his arm on the floor and send it toward a character
then it will detach and try to grab the character. A button prompt command
will appear in order to dodge this attack before it hits a character or the
character could run to a side to avoid it.
He also has a new counter attack that he will perform while being burned. He
will crouch down and charge a slap then swipe the area in front of him with an
arm. It is best to begin to move back whenever you see him duck after being
flamed. He performs this move constantly while using the flamethrower to burn
him since the flamethrower takes so long to stun him.
The main thing that you will notice with this Uroboros in contrast to the first
Uroboros is that this Uroboros is much more aggressive. He wants to hurt the
characters bad. This man must have been locked away with N'sync's "Bye, Bye,
Bye!" tune set to full blast for far too long before he was injected with the
Uroboros virus.
--> DOES HE HAVE A WEAKNESS?
The hardest part in dealing with this boss is realizing how to actually damage
him. Much like the first Uroboros fight, the center glowing portion of his
arms can be damaged to knock them off. Believe it or not this actually damages
the boss since I have killed him by simply knocking off an arm. If you try to
knock off his arms then a shotgun or powerful machine gun is highly
recommended.
The boss has to burned through a variety of ways in order to make it showcase
its weak points. It's main weak points are exposed when it falls over; three
appendages with orange glowing ends move out of the top portion of its body
while it is stunned. The orange portion of the each of the three glowing
appendages can be hit with gunfire at that time to damage the boss badly.
The main problem in damaging his weak point is how quickly he hides them after
they are exposed. He will usually draw them back inside of him in about 5
seconds after they are showcased, not giving the characters much time to react,
so you always want to be ready to fill the top portion of his appendages full
of lead or flames when he exposes his weak points. The only way to make him
expose his weak points for an extended period is to flame him with the
flamethrower; any other type of stun is only a minimal stun.
The following paragraphs discuss methods on how to burn him to make him expose
his weak points.
--> 3 EXPLOSVE CANISTERS
There are three explosive canisters that can be used to the characters'
advantage during this battle:
- Lying against a middle pillar across from the north walkway.
- Down the center grated walkway along the middle pillar.
- On the south wall to the right of a closed door.
Approach each one and press the action button when the "Knock Over" command
displays just like in the first Uroboros battle. The Uroboros will get the
canister stuck up in its body and will drag the canister along with it. Aim
for the canister and shoot it to instantly stun the boss and make it showcase
its weak points.
He can hit a character while the character knocks over a canister, so make sure
that he is at a distance before the startup animation for knocking one over.
The canister explosion will only stun Uroboros for a short amount of time, so
get in your hits with gunfire on his weak points very quickly!
--> THE FLAMETHROWER
A Flamethrower sits in a charging cradle on the center of the east wall. It
will start charging with fuel at the beginning of the battle and will be
completely fueled once the battle has progressed for exactly 30 seconds.
Collect and equip the flamethrower by standing near it and pressing the action
button to pick it up. The flamethrower can be dropped at any time by equipping
any other weapon, event the knife. It can be picked back up by pressing the
action button over it. To make the AI partner pick up the flamethrower, press
the assist button while standing near it in its charging cradle or while
standing over it once it has been dropped. The AI partner must be nearby of
course. Press the assist button again to make the AI partner drop the
flamethrower.
The flamethrower's remaining fuel is showcased on the bottom right hand portion
of the screen much like any weapon. It always starts at 100 fuel after a full
charge. Once all fuel is gone, it must be returned to the charging cradle on
the east wall so it may recharge again after another 30 seconds. It can also
be returned to its charging cradle early.
Step near Uroboros and flame his body. This will cause his body to catch on
fire and it will slowly begin to eat away at his body and make him fall and
expose his weak points. The weak points can be burned with the flamethrower or
they can be shot with any type of weapon.
Flaming him with the flamethrower is a very slow way to stun him BUT it will
make it to where his glowing weak point appendages are exposed for a longer
period of time while he is stunned. There is an even tradeoff here in that
regard.
Exclusive to a flamethrower burning, the character will also have to watch out
for a counter slap while flaming him. Whenever he suddenly kneels down during
a flaming, be sure so back off instantly since he will slap the area in front
of him with his left arm.
On Veteran mode, it is best to allow the AI partner to take the flamethrower
while your main character focuses on destroying Uroboros' arms. The AI partner
will automatically return the flamethrower to its charging cradle once it is
out of fuel. On Normal mode, the main character shouldn't really have much of
a problem with flaming Uroboros with the flamethrower. If the AI partner is
commanded to grab the flamethrower on Normal mode then you'll need to destroy
the Uroboros' arms to protect that character since the AI will not back up to
avoid its attacks.
--> FLAME ROUNDS AND INCENDIARY GRENADES
Both flame rounds from the grenade launcher and incendiary grenades can be used
to burn Uroboros and make it showcase its weak points. Both of these weapons
will instantly stun Uroboros. With good aim, a flame round that hits a weak
point appendage will take major damage from Uroboros. The only bad part about
using these methods to stun him is that he will not expose his tentacle weak
point appendages for that long at all. He will only showcase them for a few
seconds, much shorter than a flamethrower burn stun.
.-------------------------------- MAJOR TIP ----------------------------------.
| As I said above, flame rounds from the grenade launcher will take some |
| extreme damage from Uroboros' tentacle weak points. A character can simply |
| stand in front of him and shoot him with a flame round to stun him then |
| blast his tentacle weak points. If a character brings enough flame rounds |
| (around two sets) to this battle, then Uroboros can be taken down rather |
| quickly with just flame rounds alone. Simply stun him with a flame round, |
| blast the tentacles, stun him with a flame round, blast the tentacles and |
| so on. Be sure to time the stunning shot to when he is fully recovered - |
| basically right before he attacks after recovering. |
| |
| If you need to buy some extra flame rounds then they are now in the store |
| if the flame rounds inside one of the tall crates was picked up in the |
| room outside of this boss room, so simply pause the game and choose |
| "Restart" then buy as many as you need to bring down Uroboros much faster. |
'-----------------------------------------------------------------------------'
--> ABOUT THOSE ARMS OF HIS
Even though it is going to take more firepower on the characters' behalf, it is
really best to knock off his arms with gunfire. His big left arm is his main
attacking arm so destroying it for a bit will make him less aggressive.
Destroying both arms will severely limit his attacks for a while. He will
eventually grow both arms back, but this can help out a lot for setting him up
for a burning with the flamethrower.
On Veteran mode, destroying his arms becomes an absolute necessity since he
becomes incredibly aggressive on higher difficulties. He can't do much of
anything without his arms. Be sure to destroy his arms before or while he is
being flamed. A character that flames him alone on Veteran will suffer damage
from his aggressive arm swings.
--> DOES HE FREAKING DIE? EVER!?
Yes, he does. With both characters constantly laying on gunfire through his
arms and inner appendage weak points, a cutscene will suddenly play and he will
be defeated. The main weak point appendages will be destroyed as he is
damaged, so count the number of appendages that he has left to determine his
remaining health. I'm sure it is hard to understand on your first playthrough
(based on how long it took me the first time) but he will fall with enough
firepower to a glowing appendage area of his body (arms or tentacle weak
points). Like I said earlier, a flame round shot directly at a tentacle
appendage weak point will severely damage him.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate (right) - In the northeast corner.
--> Definite Item: Handgun Ammo (+30)
[ ] Tall Crate (left) - In the northeast corner.
--> Definite Item: Rifle Ammo (+10)
--------------------------------------------------------------------- ITEM LIST
[ ] Incendiary Grenade - Lying on the southwest side of the room on a desk
below a monitor.
[ ] Machine Gun Ammo (+100) - On a shelf in the west portion of the room to the
left of the chair.
[ ] First Aid Spray - On the floor to the right of the chair in the west
portion of the room.
[ ] Incendiary Grenade - On a shelf in the northwest portion of the room to the
right of the chair. Another Incendiary Grenade is next to it.
[ ] Incendiary Grenade - On a shelf in the northwest portion of the room to the
right of the chair. Another Incendiary Grenade is next to it.
[ ] Machine Gun Ammo (+100) - Inside of an open glass case on the middle shelf,
left side, in the northwest portion of the room.
[ ] Handgun Ammo (+30) - Inside of an open glass case on the middle shelf,
middle portion, in the northwest portion of the room.
[ ] Rifle Ammo (+10) - Inside of an open glass case on the middle shelf,
right side, in the northwest portion of the room.
[ ] Shotgun Shells (+20) - On the north walkway, southwest corner.
[ ] First Aid Spay - Inside a glass case on the middle shelf on the northeast
side of the room. The glass MUST be broken first in order to collect this
item.
[ ] Green Herb - Inside an open glass case on the bottom portion of the
northeast side of the room.
-------------------------------------------------------------------------------
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
- - - - - -
___ _ _ ____ _____ [CH53]
/ __\ |__ __ _ _ __ | |_ ___ _ __ | ___| |___ /
/ / | '_ \ / _` | '_ \| __/ _ \ '__| |___ \ ___ |_ \
/ /___| | | | (_| | |_) | || __/ | ___) ||___| ___) |
\____/|_| |_|\__,_| .__/ \__\___|_| |____/ |____/
|_|
-------------------------------------------------------------------------------
--> Chapter 5-3 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 30+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <38'00" | 42'00" | 48'00" | 48'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH531]
Chapter 5-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
U R O B O R O S R E S E A R C H F A C I L I T Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Recommended Weapons:
- Handgun or Machine Gun (for Base Majini and stunning Reapers)
- Rifle (for distant Base Majini HIGHLY RECOMMENDED)
- Shotgun (for close Base Majini, crowds, major damage to Reapers)
- Flash Grenades or Flash Rounds (for Cephalos or Reapers [flash rounds])
- Proximity Bombs and Grenade Launcher w/acid rounds (for Reapers and Licker
Betas)
The characters will start out in the same room where they fought Uroboros in
the last chapter. The flamethrower is now locked up in its charging cradle, so
neither character can use it anymore - just in case you decide to try.
.---------------------------------- EXTRA ------------------------------------.
| Step toward the chair in the west portion of the room to get a "?" command |
| for both the action and assist button. Press the action button to have |
| your main character sit and press the assist button to have your partner |
| sit. It's a reference to Resident Evil 4's emperor's chair where Leon |
| could sit and pose for a while. |
'-----------------------------------------------------------------------------'
Run to the north and step into the room with the fans. Look behind the fan off
to the right on the wall ahead and you'll see a --BSAA EMBLEM (25/30)-- on the
top wall portion in the back of the fan. You'll have to stand in front of the
doorway to see it or right up underneath the fan.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #25
/ BSAA \
(------------) LOCATION: Uroboros Research Facility - Chapter 5-3
\ EMBLEM / DETAILS: Step into the north room from the room where the
\________/ characters fought the Uroboros in the last chapter then stand
in the doorway and look in the back of the right fan on the wall
to the north. This BSAA emblem is on the top middle portion of
the wall in the back of the fan. Time a shot to hit the emblem
when the fan blades move out of the way. It can also be seen
from right underneath the fan.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Climb up the ladder on the west wall. The characters will have a choice of two
paths. Move along the west path and enter the office at the end of the hall.
Collect the ++SHOTGUN SHELLS (+5)++ and ++MACHINE GUN AMMO (+30)++ on the desk
with the computer. There is also a --DIRECTIONS FOR USE OF UROBOROS VIRUS--
memo below the X-rays. Open the safe on the floor near the door and collect
the ++SAPPHIRE (MARQUISE)++ from inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Uroboros Research Facility - Chapter 5-3
| [ ] | TREASURE: Sapphire (Marquise) [3,000 gold]
|_________________| DETAILS: Inside of a safe to the left of the door as the
characters enter the south room after moving up the ladder
past the area where the characters fought the Uroboros in
the last chapter.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
----------------------------------------------------------------- INVESTIGATION
[ ] Directions for Use of Uroboros Virus - On the side of the desk below the X-
rays.
--------------------------------------------------------------------- ITEM LIST
[ ] Shotgun Shells (+5) - On the desk with the computer in the south room after
moving up the ladder past the area where the characters fought the Uroboros
in the last chapter.
[ ] Machine Gun Ammo (+30) - On the desk with the computer in the south room
after moving up the ladder past the area where the characters fought the
Uroboros in the last chapter.
-------------------------------------------------------------------------------
Exit the room then go back down the hall and enter the north corridor this
time. Move up the stairs ahead then pick up the ++MACHINE GUN AMMO (+30)++
from off the metal device at the top. Open the door to the east corridor using
the partner assist button to exit this area.
[CH532]
Chapter 5-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M I S S I L E A R E A 2 N D F L O O R
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
You did bring a rifle, right? I sure hope so because a rifle is definitely
needed here.
At the end of the corridor ahead, turn to the right and break the --TALL
CRATE-- and three --WOODEN CRATES--. Move around the north corner ahead. A
fence blocks the east hall, so open the nearby door and step outside.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Wooden Crate - Down the hall and to the right at the beginning of the area.
--> Random Item
[ ] Wooden Crate - Down the hall and to the right at the beginning of the area.
--> Random Item
[ ] Wooden Crate - Down the hall and to the right at the beginning of the area.
--> Random Item
[ ] Tall Crate - Down the hall and to the right at the beginning of the area.
--> Random Item
-------------------------------------------------------------------------------
Break the two --TALL CRATES-- near the right wall. Take cover behind the
nearby metal piece along the side of the walkway or run to the next metal piece
and take cover behind it. Arm the rifle and shoot the four Base Majini with
machine guns on the south walkway.
_______________________________________________________
--------- ------------
Cover Area --> <-- Cover Areas -->
--------------- ------------------------------ --------
ENTRANCE DOOR
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - After arriving at the fence that blocks the hall, open the
nearby door on the right side of the hall and this will be to the right on
the outside walkway.
--> Random Item
[ ] Tall Crate - After arriving at the fence that blocks the hall, open the
nearby door on the right side of the hall and this will be to the right on
the outside walkway.
--> Random Item
-------------------------------------------------------------------------------
Once the Base Majini on the south walkway are finished, open the next door to
the left and step inside the portion of the hall past the fence. There are a
total of five --TALL CRATES-- in this room. One is to the left upon stepping
inside and the other four are in pairs along the right wall. The tall crate to
the left holds electric rounds. Electric rounds can be a good substitute for
flash rounds against any parasitic enemy such as a Cephalo. Two electric
rounds will finish off a Cephalo.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Step through the door along the outside walkway to enter the
portion of the hall past the fence and this will be off to the left after
entering.
--> Definite Item: Electric Rounds (+12)
[ ] Tall Crate - Step through the door along the outside walkway to enter the
portion of the hall past the fence and this will be off to the right after
entering.
--> Random Item
[ ] Tall Crate - Step through the door along the outside walkway to enter the
portion of the hall past the fence and this will be off to the right after
entering.
--> Random Item
[ ] Tall Crate - Step through the door along the outside walkway to enter the
portion of the hall past the fence and this will be off to the right after
entering.
--> Random Item
[ ] Tall Crate - Step through the door along the outside walkway to enter the
portion of the hall past the fence and this will be off to the right after
entering.
--> Random Item
-------------------------------------------------------------------------------
Return to the outside walkway. Now, let's step under the pulsating Reaper eggs
just waiting to hatch at any second. They won't will they? Not... now. Read
the extra info below about the random Reaper occurrences in this area.
.---------------------------------- EXTRA INFO -------------------------------.
| There is a possibility that the characters will fight a total of three |
| Reapers along this high walkway. There are three possible locations for a |
| Reaper encounter. They all spawn from ceiling eggs. One is above the |
| ceiling above the first cover point labeled below, another is down the |
| corridor portion of the walkway with walls along the sides and the other is |
| right outside the door that leads to the room where the characters can pick |
| up the PSG-1 rifle. All of these are random and based on chance, but |
| usually the characters will have to fight the Reaper down the corridor with |
| walls and the Reaper outside the room where the PSG-1 rifle is collected. |
'-----------------------------------------------------------------------------'
Move further along the walkway as it curves to the south. A Reaper might hatch
from the egg above the first cover point labeled below. If it does then take
out the grenade launcher with acid rounds or flash rounds and shoot it twice
then take out the magnum or shotgun and fire at its white chest weak point to
quickly get rid of it. Lead it back toward the other side of the walkway if
needed.
The electric rounds that were just picked up earlier will work well at stunning
a Reaper also, but only the first shot will phase it. Any more electric rounds
shots after the first stunning shot will not stun it any further, so the
characters will have to resort to hitting its shoulder weak points like normal.
Still, the electric rounds work better than aiming for its stomach weak point
while it walks. The Reaper will drop a ++POWER STONE++ once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3
| [ ] | TREASURE: Power Stone [5,000 gold]
|_________________| DETAILS: The first possible Reaper that attacks from above
the cover point along the walkway next to the corridor
walkway will drop this once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Get to the cover area up ahead to the west. The characters can take cover
behind either side of the wall as Majini with machine guns begin to step out on
the walkway further to the south.
______________________________________________ ____
| ---------
|Cover Area --> <-- Cover Areas
| _________________________________________ ____
| |
| |
| |
Two Majini with the stun rods will move down the corridor with walls off to the
west, so both characters needs to watch for them so they don't sneak up while
the character take cover. Once the Majini with stun rods are dealt with, focus
attention back on the Majini with machine guns along the south walkway. There
should be three of them altogether.
Once all Majini are finished and the battle music has ceased, continue to
follow the walkway to the west and hop across the gap. Arm the machine gun or
a handgun. As the characters enter the corridor to the south, a Reaper might
fall out of the first egg on the ceiling.
Once again, use the grenade launcher with acid rounds (or flash rounds) on him
then aim for its chest weak point with a magnum or aim for his center white
circular weak spot with the handgun then fire at his weak spots on his back as
he leans over. Take out a shotgun or magnum when he exposes his center weak
spot then get right up on him and blast him and he should go down fast. He
will leave behind a ++POWER STONE++ treasure once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3
| [ ] | TREASURE: Power Stone [5,000 gold]
|_________________| DETAILS: The second possible Reaper that attacks in the
corridor area of the walkway will drop this treasure once
defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Continue to the south and step toward the middle shaft area. Move toward the
door on the east wall. Another pesky Reaper might fall out of the egg right in
front of the door so arm the grenade launcher and get to work on stunning him
with acid or flash rounds then give him a little shotgun or magnum love to the
center weak spot. This Reaper likes to wait until the lead character is almost
directly under the egg, so prepare to back up quickly. These enemies are not
that bad at all once a player has had some practice with them. The instant
kill grab will always make the battle with them slightly tense though. This
Reaper will leave behind yet another ++POWER STONE++.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3
| [ ] | TREASURE: Power Stone [5,000 gold]
|_________________| DETAILS: The third possible Reaper that attacks before
entering the east room after moving down the corridor area
along the walkway will drop this treasure once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
.---------------------------------- EXTRA INFO -------------------------------.
| If the third Reaper mentioned above does not drop from his egg before |
| opening the east door, then it might drop when the characters leave the |
| room after the inside lever has been pulled. |
'-----------------------------------------------------------------------------'
Open the door in the east. Wow. What to do, what to do. So many goodies.
Well, first of all, open the metal case to the side and take the ++H&K PSG-1++.
This is a very nice rifle and it should be used for the distant battles head.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: H&K PSG-1 (RIF)
Location: Missile Area 2nd Floor - Chapter 5-3
Details: After the second (or however many you encounter) Reaper encounter near
the walkway corridor, open the east door and this will be inside the metal case
on a metal crate to the right.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Break the four --TALL CRATES-- to the right and the --WOODEN CRATE-- on the
shelf to the right. Pick up the ++RED HERB++ on the nearby shelf then grab the
++RIFLE AMMO (+5)++ and the ++HAND GRENADE++ from the left side of the shelf.
Pull the lever inside of the room to activate the lift on the walkway outside.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - To the right inside the east room shortly after the second
Reaper encounter.
--> Random Item
[ ] Tall Crate - To the right inside the east room shortly after the second
Reaper encounter.
--> Random Item
[ ] Tall Crate - To the right inside the east room shortly after the second
Reaper encounter.
--> Random Item
[ ] Tall Crate - To the right inside the east room shortly after the second
Reaper encounter.
--> Random Item
[ ] Wooden Crate - To the right on a shelf inside the east room shortly after
the second Reaper encounter.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - To the right on a shelf inside the east room shortly after the
final Reaper encounter.
[ ] Rifle Ammo (+5) - To the right on a shelf inside the east room shortly
after the final Reaper encounter.
[ ] Hand Grenade - To the right on a shelf inside the east room shortly after
the final Reaper encounter.
-------------------------------------------------------------------------------
-- CHECKPOINT
Step back out of the room and walk toward the lever for the lift outside by the
shaft area. A cutscene will play and a Big Man Majini and two normal Majini
armed with grenades will get on the lift as it moves toward the current side.
Quickly take cover behind the metal wall to the right of the nearby lever and
fire at the two side Majini's grenade straps to quickly kill them off with an
explosion that will damage the Big Man Majini. Take out the shotgun when the
Big Man Majini steps onto your current side then blast him and perform a melee
and then repeat.
_______
| | <-- LIFT
____| |_________
| ------- |
| Cover area --> <-- Cover area
| |
.-------------------------------- GLITCH WARNING -----------------------------.
| Allow the Big Man Majini to step off the lift before killing him since the |
| Jewel Bangle that he drops will not appear below him if he falls while on |
| the lift. The Jewel Bangle might actually appear on the south platform |
| across the lift if the Big Man Majini is defeated while on the lift. |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3
| [ ] | TREASURE: Jewel Bangle [1,000 gold]
|_________________| DETAILS: The Big Man Majini that moves across to the other
side of the walkway while on a lift will drop this
treasure. Don't defeat him while he is on the lift or he
might not drop it. This happened to me once. Allow him to
step off. The Jewel Bangle may appear on the opposite side
of the area if he is defeated while on the lift.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
If you're playing with an AI partner then the AI partner will get on the lift
and ask your character to start the lift. Not so fast my little partner that
is prone to dying status! It is far better if your main character gets on the
elevator since enemies will attack on the other side. Step near the lever that
controls the lift and use the partner assist button to command your partner to
work it. For the portion below, Partner 1 is the character that gets on the
elevator and partner 2 is the character that activates the lift via the lever.
Partner 1 should equip a rifle while getting on the elevator.
> > > > > > > > > > > P A R T N E R 1 G A M E P L A Y < < < < < < < < < < <
A Majini with a machine gun will shoot from the walkway to the west while the
Partner 1 moves across the platform, so quickly take out the rifle and be ready
for him then shoot him. You really don't even have to worry about using the
cover wall when the character gets to the other side. Just shoot him from the
lift when he starts to fire.
_____
v Cover Area | | <-- LIFT
|| _____| |____
|| | |_| |
|| | |
|_ || <-- Cover Area|_______
| ||
|____ _______|| <-- Cover Area _______
Once Partner 1 reaches the other side, two Majini armed with metal shields and
stun rods will attack from off to the west. Take out a handgun or machine gun
then aim for their legs. Try to stun them and then rush behind each one after
a stun then press the action button to perform an instant kill melee on each
one. Be forewarned that if they are not killed with an instant kill melee,
they will both form into Cephalos.
Partner 1 can also trick the Majini with metal shields into exposing their back
portion to Partner 2, who can simply shoot them from the back with the rifle.
-------------------------------------------------------------------------------
> > > > > > > > > > > P A R T N E R 2 G A M E P L A Y < < < < < < < < < < <
Partner 2 should arm a rifle and fire at any of the Majini with metal shields
that happen to turn their backs.
-------------------------------------------------------------------------------
Partner 1 can hop across the gap in the platforms to the west and break the
three --TALL CRATES-- around the right corner. Partner 1 should run over to
the lever on the current side and flip the lever to make the lift travel back
across. Partner 2 should get on the lift then Partner 1 should flip the lever
again so that the lift moves back across.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Around the corner to the right after jumping across the gap
after riding the lift across to the other side.
--> Random Item
[ ] Tall Crate - Around the corner to the right after jumping across the gap
after riding the lift across to the other side.
--> Random Item
[ ] Tall Crate - Around the corner to the right after jumping across the gap
after riding the lift across to the other side.
--> Random Item
-------------------------------------------------------------------------------
Whenever both character move along the walkway to the east, three Majini armed
with stun rods and two Majini armed with rocket launchers will step out of the
office during a slight cutscene. This part right here can get ugly if your
characters use the cover prompts while behind the walls. Sticking to a wall
will make it to where a rocket blast might hit your character. A rocket blast
will instantly send a character into dying status so both characters should
always be ready to heal one another.
| |
| |_______________________________________
--------- ---------
Cover Area --> <-- Cover Area --> <-- Cover Area
_______________________________________
Stay behind a cover area then move out manually and fire at the Majini with
rocket launchers. Besides the cover walls, the large pipes in between the
walkways can provide some cover for the characters also if the characters move
along the walkway behind them. The Majini armed with stun rods will take a
while to step around the left corner, so take that opportunity to quickly
defeat the first two Majini with rocket launchers. The Majini with rocket
launchers have metal armor at different portions of each of their bodies, so
shoot a portion without armor to damage them.
At least one of the Majini with rocket launchers will form a Cephalo and come
after the characters from around the corner. Another Majini with a rocket
launcher and a few more Majini with stun rods will exit the office, so quickly
try to take down the final Majini with the rocket launcher (he will form a
Cephalo). Some of the Majini that move around the corner have grenades
strapped to their chest, so shoot the grenade straps to defeat multiple Majini
if they group.
.--------------------------------- TIP ---------------------------------------.
| A fourth Majini with a rocket launcher is lying in ambush in the office |
| with a few other Majini. The Majini with the rocket launcher can be seen |
| through a rifle scope from near the shaft in front of the lift, so a |
| character could shoot him early to avoid having to fight him on the other |
| side. You'll have to hit him from his upper torso since he wears an |
| armored helmet. |
'-----------------------------------------------------------------------------'
Continue around the corner when all is quiet. DON'T enter the office from the
east door. There are two Majini with metal shields inside and a Majini with a
rocket launcher near them. Quickly take cover below the north window. The
Majini with the rocket launcher inside has a metal mask so shoot him in the
torso. Both Majini with shields will form a Cephalo once defeated, so take out
a grenade launcher with electric rounds and fire two at each one or toss a
flash grenade at them or shoot a single flash round.
_______________________________ _________________
| OFFICE ROOM |
________________________ | |
| |_____________-__|
Cover Area --> <-- Cover Area
|_______________________|
Pick up the ++GREEN HERB++ off the controls and break the --TALL CRATE-- near
the east door. Take the ++ROYAL NECKLACE++ from off the desk along the east
portion of the room. Examine the --REPORT ON IMPLEMENTATION OF PREVENTING
LEAKS-- file on the small desk near the sofa.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3
| [ ] | TREASURE: Royal Necklace [5,000 gold]
|_________________| DETAILS: This is lying on the desk with a computer inside
the office room in the far south. You'll fight a few
Majini with rocket launchers before and while entering this
room.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
----------------------------------------------------------------- INVESTIGATION
[ ] Bulletin Board - The bulletin board on the east wall in the office room.
[ ] Bulletin Board - The bulletin board on the south wall in the office room.
[ ] Report on Implementation of Preventing Information Leaks file - On the desk
beside the sofa in the office room.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Near the east door inside the office after fighting the Majini
with rocket launchers.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the controls in the office after fighting the Majini with
the rocket launchers.
-------------------------------------------------------------------------------
Open the door on the south side of the room then run down the corridor. Both
players should use the partner assist button to open the door in order to move
on to the next area.
[CH533]
Chapter 5-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M O V I N G P L A T F O R M
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Be sure to bring a rifle for this chapter segment. This portion is extremely
hard without one.
Pick up the ++GREEN HERB++ from the corner of the wall up ahead then step
around the right corner. Break the six --TALL CRATES-- lined up on the right
wall then step out into the open area ahead. Move along the catwalk that
stretches to the east and break the two --TALL CRATES-- off to the right before
moving down the stairs.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Lying against the right wall after turning the first corner.
--> Random Item
[ ] Tall Crate - Lying against the right wall after turning the first corner.
--> Random Item
[ ] Tall Crate - Lying against the right wall after turning the first corner.
--> Random Item
[ ] Tall Crate - Lying against the right wall after turning the first corner.
--> Random Item
[ ] Tall Crate - Lying against the right wall after turning the first corner.
--> Random Item
[ ] Tall Crate - Lying against the right wall after turning the first corner.
--> Random Item
[ ] Tall Crate - Lying against the right wall after turning the first corner.
--> Random Item
[ ] Tall Crate - To the right on the catwalk leading to the stairs.
--> Definite Item: Rifle Ammo (+5)
[ ] Tall Crate - To the right on the catwalk leading to the stairs.
--> Definite Item: Rifle Ammo (+5)
-------------------------------------------------------------------------------
Step onto the center platform from the stairs. Look off to the east while on
the platform then look up and find the high platform on the wall up above. It
has a grated metal floor and through that grated metal floor, a --BSAA EMBLEM
(26/30)-- can be seen. Shoot through the grating to hit it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #26
/ BSAA \
(------------) LOCATION: Moving Platform - Chapter 5-3
\ EMBLEM / DETAILS: When the characters first step onto the center
\________/ platform in the big open area, step to the east side then find
the high platform up above. Look through the metal grating of
the high platform floor to see this BSAA emblem through the
grating. Shoot it through the metal grating. With good aim, a
handgun can shoot it, or just use a rifle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Find the green monitor with the two levers below it on the west side of the
platform then both characters should use the assist button to pull the levers.
This will start the platform's ascent to the floor above.
Three Majini with machine guns will rush out from the catwalk to the west that
the characters just got off of and start to fire at the character. Either
shoot back at them with a rifle or get behind the center portion of the
platform to avoid their gunfire as the lift rises. They really won't be much
of a threat so killing them is unneeded.
.---------------------------------- TIP --------------------------------------.
| If you're ever under heavy fire then simply run along the platform. The |
| Majini with guns cannot hit a character if that character stays moving. |
| Stepping behind the opposite side of the middle portion of the platform can |
| help as well. As the platform continues to rise, stay away from the sides |
| since a few Majini that the characters might not have shot will still be |
| trying to hit the characters. |
'-----------------------------------------------------------------------------'
--> FIRST LEVER HOLDER
Eventually a cutscene will play where a Majini on a side platform will rush out
and pull then hold a lever. Two Majini with machine guns will accompany him on
the same platform. The platform in question is to the east. Run to the east
side and fire at the Majini that is holding the lever. Shoot him with a rifle.
The speed of the platform rotation will likely throw off your aim quite a bit.
I find it best to find his location then move the scope to the left of him and
allow the platform's rotation to bring my scope back toward him then fire the
instant the scope lines up with him. One shot will kill him. A Majini on a
high north platform will fire down at the characters during this time as well -
don't worry too much about him though.
--> SECOND LEVER HOLDER
After the Majini that is holding the lever has been defeated, the platform will
starts its ascent once again. Soon a Majini will rush out onto a lower west
platform and hold a lever that will stop the lift once again. Aim toward him
and shoot him to make the lift continue its ascent. Three Majini on a north
platform will fire at the characters while they try to hit the second Majini
that pulls the lever. It's best not to focus on them though since the lift
will continue to rise once the Majini that holds the second lever has been
defeated.
--> THE TOP CATWALK
The platform will move up to a catwalk staircase then stop; the catwalk is to
the east. Majini with machine guns will group up along the stairs. Don't
simply rush up the stairs and start firing at the Majini armed with machine
guns or the characters will get their asses handed to them with gunfire,
instead, rush behind the opposite end of the middle section of the platform to
take cover from their gunfire.
Move out a bit then begin to shoot them one by one with a rifle. There are
five of them altogether; the final one is along the catwalk above the stairs.
As long as the characters take cover behind the center section of the platform
then the Majini with machine guns will not be a problem.
Run up the stairs once all the Majini have been defeated then move across the
top catwalk. At the end of the corridor, both characters can use the assist
button to open the door to the next area.
[CH534]
Chapter 5-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M O N A R C H R O O M E N T R A N C E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Alright, here's the checklist of what to bring for this chapter segment. Bring
all of this and you will not have any problems:
- 5 Proximity Bombs
- Grenade Launcher (doesn't have to be loaded, though about two acid rounds
would help)
- Magnum
- 5 Hand Grenades
This area can be one of the hardest portions of the game if you're not
prepared. If you are prepared though then you'll be able to tear right through
it!
Follow the corridor ahead and move down the ladder then the characters will
enter a cave up ahead. Right before reaching the first lit up overhead light,
look on the ceiling of the cave tunnel and watch for a sudden glimmer then
shoot down the ++RUBY (BRILLIANT)++ from the ceiling.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Ruby (Brilliant) [2,500 gold]
|_________________| DETAILS: After moving down the starting corridor, the
characters will enter a cave tunnel with overhead lights
above. Right before stepping under the first lit up
overhead light, look up toward the ceiling to see this
stuck in the ceiling. Shoot it down then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
The characters will begin to engage in conversation after entering the
excavation site. The bridge up ahead needs to be lowered and the lever for
lowering it just so happens to be inside the building up ahead, but it's locked
from the inside.
Break the two --TALL CRATES-- outside the building then move around to the
opposite side and break the single --TALL CRATE-- near the raised bridge. Pull
the lever off to the right to power the elevator in the west. Rush over to the
elevator on the west side of the area. Move around the back side of the
elevator shaft and pick up the ++RIFLE AMMO (+5)++ from off the ground.
----------------------------------------------------------------- INVESTIGATION
[ ] Building Door - It's locked.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Outside the building door.
--> Random Item
[ ] Tall Crate - Outside the building door.
--> Random Item
[ ] Tall Crate - In the back of the building next to the raised bridge.
--> Random Item
[ ] Tall Crate - To the left of the elevator shaft.
--> Random Item
[ ] Tall Crate - To the left of the elevator shaft.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+5) - Lying on the ground on the opposite side of the elevator
shaft.
-------------------------------------------------------------------------------
Before messing with the elevator, step beside the elevator shaft or around the
opposite side of it by taking the path that moves behind it then look on the
east wall of the shaft below the elevator. Shoot the --BSAA EMBLEM (27/30)--
on the wall below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #27
/ BSAA \
(------------) LOCATION: Moving Platform - Chapter 5-3
\ EMBLEM / DETAILS: Run toward the elevator in the west portion of the
\________/ excavation site then step to the left of it or move around the
other side of it then look down into the shaft. This BSAA
emblem is hanging on the east side of the elevator shaft below.
It can be shot through the elevator if the elevator has already
been lowered.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
It's best if you command your partner to pull the lever to bring down the
elevator. You DO NOT want the AI partner to go up there. The character that
goes up there should bring the following:
- 5 proximity bombs
- grenade launcher with acid rounds
- shotgun or magnum
- 5 hand grenades
-- CHECKPOINT
> > > > > > > > > > > P A R T N E R 1 G A M E P L A Y < < < < < < < < < < <
Partner 1 should get on the elevator and allow Partner 2 to pull the lever to
raise the elevator. Leap over the elevator railing and step onto the high
catwalk. Move to the north along the catwalk.
Soon a cutscene will play as a few Licker Beats crawl out of some holes in the
ground. They will climb over the fence ahead. Two Licker Betas will appear on
the catwalk ahead. The character could toss a hand grenade at them to possibly
kill one or both; they won't notice the character at first. Otherwise arm a
grenade launcher with acid rounds or a shotgun or magnum then defeat the two
Licker Betas that appear along the walkway ahead. Run up and stab them when
they fall on their back and kick their legs. On normal mode, one acid round
shot will automatically knock them on their backs to where they can be finished
off with a stab. The second Licker Beta will leave behind a ++LION HEART++
treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Lion heart [2,500 gold]
|_________________| DETAILS: The second Licker Beta in the first pair of
Licker Betas along the high walkway will drop this once
defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Follow the catwalk further ahead. Eventually another cutscene will play that
will show off another Licker Beta as it enters the area while the character
runs along the walkway to the north. Run directly ahead and break the --TALL
CRATE-- to find some acid rounds.
.----------------------------------- TIP -------------------------------------.
| The character can actually shoot the tall crate before the second Licker |
| cutscene plays in order to speed up the pace of collecting the acid rounds |
| afterwards. |
'-----------------------------------------------------------------------------'
Load the acid rounds into the grenade launcher. Quickly move to the east along
the walkway. Shoot any Licker Betas that get in your way with an acid round to
knock it down or stagger it then run by it. Break the next --TALL CRATE--
before stepping onto the southeast catwalk to the right.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - On the west side of the high north walkway.
--> Random Item
[ ] Tall Crate - On the east side of the high north walkway.
--> Random Item
-------------------------------------------------------------------------------
Quickly move onto the southeast catwalk then plant a proximity bomb at the
beginning of that walkway. Move forward a bit then plant another proximity
bomb shortly before reaching the large blue crate at the end of the walkway.
The character must push the crate to the far end of the walkway. The proximity
bombs placed will begin to go off eventually as Licker Betas move over them and
explode. From here, Partner 1 can back up just a bit every now and then and
place another proximity bomb or turn around and toss a hand grenade at the
crowd of Licker Betas that will mount up on the other end of the catwalk.
Acid rounds can be fired at them from a distance if all the Hand Grenade are
used up but don't rush toward the entire group to stab one. Place a proximity
bomb in front of a group of Licker Betas even when right next to one if all
else fails. Your character might get hit, but you'll take a few of them with
that explosion. Keep in mind that the Licker Betas might jump off the catwalk
and attack Partner 2 below. If this happens try to help out Partner 2 with
some gunfire.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Lion heart [2,500 gold]
|_________________| DETAILS: One of the many Lickers in the second wave of
Licker Betas will drop this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Push the large blue metal crate all the way to the end of the south side of the
catwalk. The character will eventually push it to a ledge. Look off to the
right and drop off from the side of the catwalk without railing. Pick up the
++GREEN HERB++ to the left then break the --TALL CRATE-- up ahead while
stepping onto the rooftop of the building.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - On the rooftop of the building accessible after pushing the
blue crate.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the rooftop of the building accessible after pushing the
blue crate. This is to the left after falling from the catwalk.
-------------------------------------------------------------------------------
Fall down the center rooftop opening to enter the building. Each of the three
lockers inside contains an item. Open the left locker to find a ++CHALICE
(GOLD)++, the middle locker for a ++FIRST AID SPRAY++ and the right locker for
++MAGNUM AMMO (+6)++.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Chalice (Gold) [3,000 gold]
|_________________| DETAILS: After pushing the blue metal crate across the
high catwalk step onto the rooftop of the nearby building
then drop through the opening in the roof. Open the left
locker inside the room below to receive this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - In the middle locker after dropping into the building
from the opening on the rooftop.
[ ] Magnum Ammo (+6) - In the right locker after dropping into the building
from the opening on the rooftop.
-------------------------------------------------------------------------------
Flip the nearby lever to lower the outside bridge then unlock the door and
rejoin with Partner 2.
-------------------------------------------------------------------------------
> > > > > > > > > > > P A R T N E R 2 G A M E P L A Y < < < < < < < < < < <
Partner 2 can only provide a bit of cover fire for Partner 1 while a rifle is
equipped. The best cover fire that can be provided is when Partner 1 has to
fight the first two Licker Betas. Partner 2 can help to bring down the Licker
Beta horde as well while using a rifle. Keep in mind that the Lickers can drop
off the high catwalk at any time to attack Partner 2.
-------------------------------------------------------------------------------
Run across the bridge then look up after the characters get off the bridge to
see a shiny ++TOPAZ (BRILLIANT)++ stuck on the wall above the corridor that
leads to the Tricell logo door. Shoot it down then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Topaz (Brilliant) [2,500 gold]
|_________________| DETAILS: Once the bridge has been lowered, move across it
then stop before entering the corridor with the Tricell
logo door at the end. Look up to see this shining on the
wall above the corridor. Shoot it down then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Both players should now move toward the Tricell door and use the assist button
to enter the next area.
************************ WARNING: MAJOR SPOILERS AHEAD ************************
DO NOT SCROLL DOWN ANY FURTHER UNTIL YOU HAVE WATCHED THE NEXT CUTSCENE
THE BOSS NAMES ARE COMPLETE SPOILERS
AND I'M MAKING UP SENTENCES HERE...
TO KEEP YOU FROM ACCIDENTALLY SCROLLING AHEAD.
SO...
...
HAVE YOU...
WATCHED THAT CUTSCENE FOR THE NEXT CHAPTER SEGMENT YET?
YOU HAVE BEEN WARNED
************************ PREPARE FOR MAJOR SPOILERS **************************
[CH535]
Chapter 5-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M O N A R C H R O O M
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
JILL AND WESKER
---------------
HP: 5,000 (Jill)
HP: 30,000 (Wesker)
Recommended - Rocket Launcher (quickest way to defeat Wesker from
Weapon(s): behind)
- Handgun (to shoot rocket once Wesker catches it)
- Magnum (to stun Wesker from behind (L. Hawk Magnum can
be found during battle)
Weak Points: - Wesker's front or back when he has lost sight of a character (he
can be hit while he's trying to find a character)
- Jill's front or back (Jill can be gotten into a hold or thrown
to knock her out from the back or front respectively)
Wesker's Attacks:
1) Sweep: Wesker ducks down and performs a sweep kick with his right leg.
2) Mustang Kick - Wesker steps forward with a straight kick.
3) Jump Kick - Wesker hops into the air and kicks with his right foot.
4) Windfall - Wesker quickly holds up his right leg then slams it down in front
of him.
5) Flip Kick - Wesker performs two somersault kicks in a row after he has
dodged gunfire a few times. These flip kicks are more than just for dodging
since they can hit your character if Wesker manages to make contact.
6) Ram - Wesker dashes forward (sometimes twice in a row, depending on your
distance from him). If this connects then Wesker performs a knee to the
chest followed by an uppercut with his left arm. This can be countered when
the "Counterattack" button prompt command (button is random between action
and run) appears shortly before Wesker hits a character. Chris holds up his
arms to block the knee then punches Wesker down to the ground. Sheva flips
around to the other side of Wesker then performs an upward kick to knock
Wesker down.
7) Samurai Edge Shot - Wesker pulls out his handgun and fires a few shots. He
can fire up to three shots at a time. The shots can be dodged by pressing
the action button when the "Dodge" button prompt command appears.
8) Grab - Wesker reaches out and grabs the character then holds the character
by the shoulder. The character will begin to hit at Wesker's face; at that
time a partner assist melee can be performed by the partner to knock Wesker
off. A button prompt "Counterattack" command will appear at the end of the
grab if a partner fails to save the character. If the counterattack command
is entered successfully, Chris will slowly unsheathe his machete then
suddenly slash at Wesker's face but Wesker will quickly dodge out of the
way. Sheva will perform the same type of counter but she reaches for the
knife which is on a lower section of her body. If the player fails to press
the button then Wesker will toss the character behind him.
Jill's Attacks:
1) Machine Gun Fire: Jill stands in place and fires a machine gun.
2) Jumping Flip Kick: Jill leaps into the air and performs a quick somersault
followed by an overhead kick. The character that is targeted will get a
special "Dodge" button prompt command in order to escape from the attack.
The character will roll out of the way.
--> LONG TIME NO SEE, CHRIS.
Wesker will mention a seven minute time limit for this battle at the start of
the battle. There are two ways to win this battle:
a) Survive until the seven minutes are up by hiding from Wesker and allow
Wesker to retreat.
b) Hide in the various area of the room and damage Wesker when he lowers his
guard. Damage him enough and he will instantly retreat.
The beginning portion of the battle has Chris and Sheva fighting against Jill
and Wesker in the middle room. Wesker will dodge just about any gunfire that
is shot toward him and a player doesn't want to hurt Jill; if Jill dies then
the game is over. There is really not too much that Chris and Sheva can do in
the middle room except stun Jill through a button prompt melee attack from
close range and possibly hit Wesker through a move counter (see "Knocking
Wesker Out of His Melee Attacks). When stunning Jill, approach her from the
front or back for a "Restrain" of "Throw" command with either character. The
"Throw" is an instant stun and the "Restrain" will make it so that your partner
can run in front of Jill and perform a stunning melee attack with the "Throw"
button command.
Eventually a cutscene will play where Wesker will kick Chris (or Sheva if
you're playing with her) through the metal door on the east side of the room.
.----------------------------------- TIP -------------------------------------.
| If the metal door on the east side of room is examined early in the battle, |
| like right at the beginning, then the cutscene where Wesker kicks a |
| character through the door will play and the battle can carry on to the |
| second floor without having to waste time in the middle room. |
'-----------------------------------------------------------------------------'
--> DEALING WITH JILL (MAKING JILL SEE STARS)
Jill's machine gun fire from out in the open can be very damaging if your
character stands still. She will often dodge the second a laser pointer from a
gun makes contact with her.
.----------------------------------- TIP -------------------------------------.
| In co-op play and even on single player, a character can circle Jill while |
| next to her in order to make her constantly turn and raise her machine gun. |
| She will not be able to fire because she has to constantly turn a different |
| direction and adjust her aim. This is especially good to use on higher |
| difficulties. |
'-----------------------------------------------------------------------------'
Neither character should damage Jill with any type of gunfire or weapon attack
during the battle since she can actually be killed, ending the battle early
with a game over. She will actually begin to show signs of damage much like
the main characters by holding her side when she is weak due to being hit with
a weapon.
Throughout the fight with Wesker and Jill, one player can get behind Jill and
restrain her with a "Restrain" button prompt command from close range while the
other player moves in for a follow-up melee attack.
Chris = Throw (from Sheva restrain)
Sheva = Throw (from Chris restrain)
Jill can also be approached from the front at any time during the battle to
sometimes receive the commands listed above. Both ways of performing the
command will instantly knock her out for a few seconds allowing the characters
more time to deal with Wesker alone.
If Jill manages to escape from a restrain then the restraining character will
have to input a button prompt "Dodge" command in order to dodge her counter
punch. The character will roll out of the way.
.----------------------------------- TIP -------------------------------------.
| Anytime that a partner is seen restraining Jill during the Jill and Wesker |
| battle, approach Jill from the front side for a melee command. The melee |
| attack that is performed will stun Jill. The AI partner will be constantly |
| trying to restrain Jill in a single player game. |
'-----------------------------------------------------------------------------'
--> DEALING WITH WESKER
Trying to hit Wesker normally is pretty much useless, though not impossible
(see next section). Most of the time, he will simply dash to a side extremely
quick as your gunshot flies right by him. Be sure to press the action button
during the "Dodge" button prompt command or quickly run to the side in order to
dodge Wesker's handgun fire since it is extremely damaging per shot!
A character must hide from Wesker and Wesker must not know that the character
is near him in order for a character to sneak in a gun attack. This can be
done by simply leaving him and stepping behind a wall or entering a room. You
need to watch his location on the mini-map. If he stops then he is most likely
looking around for a character, so you don't want to step into view unless
you've got a good viewpoint of him and he has his backed turned. If he is
moving in one direction then he will have his back in the opposite direction.
A player can take cover behind a variety of different walls on the second floor
to hide from Wesker. The northwest area (the room and nearby halls) is the
easiest portion of the area where one can hide from Wesker. Your character can
easily step in and out of the northwest and room and run back and forth down
the corridor while Wesker is in one location in order to get the drop on him.
Even if he discovers your character, you can easily lose him fast.
A partner can also help out in catching Wesker's attention. When Wesker spots
a partner, the other player can sneak up on Wesker and hit him from the back
with gunfire. Just because he sees one character doesn't mean that he has
noticed the other.
When Wesker has lost sight of your character, he will begin to look around and
mention phrases such as:
"You can't hide forever!"
"You're merely postponing the inevitable."
"There's no point in hiding.
"I tire of wasting my time with you."
"You disappoint me. Is that the best you've got?"
Once he turns his back when he has lost sight of a character, that character
can hit him in the back a few times with any weapon. The magnum is the best
weapon to hit him with if you want to stagger him quickly. The ++L. HAWK++
magnum weapon can be obtained by having both characters push open the coffin in
the northwest room.
Once Wesker is in a staggering pose where he leans backward, a character can
run up to him a trigger a special timed button press melee combination on him
all starting through a single button prompt command from close range.
CHRIS MELEE COMBO
Commands = Left Hook - Right Hook - Body Blow - Heavy Blow - Finishing Combo
.-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Left Hook" command starts the combination and the rest of the commands
are timed presses.
SHEVA MELEE COMBO
Commands = Reverse - High Kick - Front - Knee - Double Heel
Kick Kick Strike Hop
.-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Reverse Kick" command starts the combination and the rest of the
commands are timed presses.
Once Wesker has found a character, he will mention one of the following
phrases:
"Ah, there you are!"
"Found you!"
Once Wesker has caught sight of a character, he will chase after that
character, so the targeted character will need to quickly run down a corridor
or step into the northwest room and keep away from him until Wesker has lost
sight of the character again. Once again, keep in mind that just because he
sees one character, doesn't mean that he has seen both.
.----------------------------------- TIP -------------------------------------.
| While Wesker searches around the hallways of the second floor, a character |
| can stand on the outside walkway and shoot him through the windows; move up |
| the staircase on the first floor then look through the windows. The |
| interesting part about doing this is that Wesker will see the character but |
| will almost instantly lose sight of the character after passing by the wall |
| near the window, so the other player could stand at a corner near Wesker |
| and allow the outside player to shoot him and stun him completely to set |
| him up for a melee combo from the other player. |
'-----------------------------------------------------------------------------'
--> KNOCKING WESKER OUT OF HIS MELEE ATTACKS
This is more of a last resort for when the seven minutes are almost up rather
than a tactic for the entire battle since it leaves your character wide open to
Wesker's attacks, but Wesker can be knocked out of a kick melee attack by
aiming at him and firing shortly before the attack hits your character. The
shotgun works the best because of its spread. Aim downward just in case he
sweeps.
.---------------------------------- EXTRA ------------------------------------.
| Wesker's sunglasses can be knocked off if he is hit in the face with a |
| gunshot. The easiest way to do this is to shoot him out of a melee attack |
| or shoot him from the other side of a window. He will put the sunglasses |
| back on after a few seconds if he is not engaged in combat. |
'-----------------------------------------------------------------------------'
Knocking him out of a melee attack can stun him and set him up for a follow-up
melee attack from your character. Chris can sometimes Uppercut, Straight
Punch, or Hook Wesker after knocking him out of a melee attack. Wesker will
sometimes block the follow-up melee however. Hitting him out of a melee attack
will damage him just like if a character hit from the back without being
noticed and these frontal hits will sometimes stun him to where a character can
perform the full melee combination of attacks.
Hitting him before his attack will count as the first hit toward stunning him
for a melee combo also, so your character could shoot him out of a kick attack
with a magnum then shoot him again and stun him. This will set him up for the
melee combo mentioned above. Shooting him out of one of his attacks is still
very risky, but it's fun to try when you know the timing for hitting him.
--> THE ROCKET LAUNCHER
If a player brings a rocket launcher to this battle then the fight with Wesker
can be ended very early. Hide from Wesker then wait for him to turn his back.
Fire a rocket at him when he turns and he will grab the rocket. Shoot the
rocket while he holds it and the resulting explosion will stun him and he will
leave directly after the stun. This is an easy way to get the Bad Blood
trophy/achievement.
NOTE: If Wesker leaves the battle early from suffering too much damage, the
cutscene afterwards remains the same as if the characters allowed him to end
the battle himself. The only difference in making him leave early is that
Wesker will simply end the battle early by rushing toward the middle room.
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: Bad Blood
Description: During the first fight with Wesker, damage him a set number of
times.
Details: Wesker must be hit enough times during the Jill and Wesker battle so
that he leaves the battle before the time limit. This can be done by hitting
him with a magnum while he is not looking then running toward him to perform a
melee combo while he is stunned. The melee combo will heavily damage Wesker.
It is best to hit him twice with a magnum before attempting to run toward him
for the command. Two quick shots will usually stun him for a few seconds.
An extremely easy way to get this trophy/achievement is to bring a rocket
launcher to the battle then fire a rocket at Wesker from the back when he is
unaware of your presence. He will grab the rocket. Shoot the rocket with any
weapon to heavily damage him and he will leave the battle instantly.
Before he leaves, he will kneel down for a few seconds then raise back up and
suddenly make a quick dash toward the top portion of the middle room.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
.---------------------------------- EXTRA ------------------------------------.
| While Wesker crouches to the floor, right before he leaves the battle after |
| suffering too much damage, a player can shoot him two more times with a |
| magnum and perform yet another melee combo to him. To add more insult to |
| injury, a player can shoot him while he is on the ground after the melee |
| combo to make Wesker attempt his dash attack, to which the player can |
| counter with the on-screen button command that will appear. Once he falls |
| from a successful counter, aim at him again then shoot to make him run. Be |
| sure to taunt afterward to enjoy your moment. Keep in mind that a knife |
| slash can be substituted for any ground shot to make him react. |
| |
| Why in the world would you want to waste bullets and hit him with another |
| melee combo, you might ask? |
| |
| Because you're reading Berserker's guide and in Berserker's guide, we make |
| a complete mockery of bosses when we finally finish them, if possible. |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Emerald (Brilliant) [2,500 gold]
|_________________| DETAILS: In the middle room, move up the right set of
stairs then follow the right path all the way to the south
to find two vases. Facing them, this treasure is inside
the left vase.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Sapphire (Oval) [2,000 gold]
|_________________| DETAILS: On the second floor, northwest room, break the
pot lying next to the mummified body on the wall stand to
find this treasure. This is only obtainable during the
Wesker and Jill portion of the battle.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Sapphire (Brilliant) [3,000 gold]
|_________________| DETAILS: During the battle with Jill and Wesker, move up
the stairs to the second floor and enter the northwest
room. Both characters must use the partner assist button
to open the stone coffin in the south portion of the
northwest room. This will be inside along with another
treasure and the L. Hawk Magnum.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Emerald (Oval) [2,000 gold]
|_________________| DETAILS: During the battle with Jill and Wesker, move up
the stairs to the second floor and enter the northwest
room. Both characters must use the partner assist button
to open the stone coffin in the south portion of the
northwest room. This will be inside along with another
treasure and the L. Hawk Magnum.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Heart of Africa [10,000 gold]
|_________________| DETAILS: If a character causes Wesker to leave early by
damaging him too much during the Jill and Wesker fight then
this treasure will be lying in between the stairs in the
middle room during the battle with Jill alone. The easiest
way to make Wesker leave early is to sneak up on him and
fire a rocket from a rocket launcher then shoot the rocket
when he grabs it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: L. Hawk (MAG)
Location: Monarch Room - Chapter 5-3
Details: During the battle with Jill and Wesker, move up the stairs to the
second floor and enter the northwest room. Both characters must use the
partner assist button to open the stone coffin in the south portion of the
northwest room. This will be inside along with two treasures.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
--------------------------------------------------------- BREAKABLE OBJECT LIST
- MIDDLE ROOM
[ ] Vase - Northeast corner.
--> Random Item
[ ] Vase - Northeast corner.
--> Random Item
[ ] Vase - Upstairs northwest corner.
--> Random Item
[ ] Vase - Upstairs west corner. Near a metal crate.
--> Random Item
[ ] Vase - Upstairs west corner. Near a metal crate.
--> Random Item
[ ] Vase - Upstairs northeast corner.
--> Random Item
[ ] Vase (left) - Upstairs southeast corner. Near a metal crate.
--> Definite Item: Emerald (Brilliant)
[ ] Vase (right) - Upstairs southeast corner. Near a metal crate.
--> Random Item
-- SECOND FLOOR
[ ] Vase - In between staircases on east side.
--> Random Item
[ ] Vase - East side of hall, near middle, in a corner.
--> Random Item
[ ] Vase - Middle portion of hall. East side.
--> Random Item
[ ] Vase - Middle portion of hall. West side
--> Random Item
[ ] Vase - Outside east door of west room.
--> Random Item
[ ] Vase - In west room, near east entrance.
--> Random Item
[ ] Vase - In west room, near east entrance.
--> Random Item
[ ] Vase - In west room, near east entrance.
--> Random Item
[ ] Pot - In west room, on a wall platform.
--> Definite Item: Sapphire (Oval)
[ ] Vase - In west room, near middle doorway.
--> Random Item
[ ] Vase - In west room, near middle doorway.
--> Random Item
[ ] Vase - Outside south entrance of west room.
--> Random Item
[ ] Vase - Southwest side, inside west doorway
--> Random Item
[ ] Vase - West balcony, near a metal crate.
--------------------------------------------------------------------- ITEM LIST
- MIDDLE ROOM
[ ] Green Herb - To the right of the west staircase.
[ ] Green Herb - To the left of the west staircase.
- SECOND FLOOR
[ ] Red Herb - West side of hall, near middle, in a corner.
[ ] Red Herb - On west balcony, southwest end.
-------------------------------------------------------------------------------
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
JILL
----
HP: 1,500
HP: 10,000 (device on chest)
Weak Points: - Chris' words through Entreat command (causes Jill's device to
malfunction)
- Jill's back (get behind and restrain her)
- Jill on ground (can be restrained while fallen)
- Device on chest (main weak point/must be shot or torn off
through action command)
Attacks/Moves:
1) Machine Gun Fire - Jill aims at a character with both machine guns and fires
at that character. Run to the side or sidestep to avoid the gunfire.
2) Somersault Grab - Jill jumps toward a character and somersaults in the air.
If this hits then she will latch her arms onto the character's back and flip
that character onto the ground behind her.
3) Sliding Machine Gun Fire - Jill quickly slides toward a character and fires
her machine guns while sliding.
4) Circular Machine Gun Fire - Jill holds out both her arms to her sides then
begins to fire her machine guns as she brings her arms to her front portion.
If a character is not behind her to restrain her, consider shooting her with
a low power weapon such as a machine gun.
5) Ceiling Machine Gun Fire - Jill runs up a pillar then sticks to the ceiling
and fires her machine guns. If she is shot off the ceiling then she will be
stunned when she lands, allowing for a "Tear Off" command to appear while
near her.
6) Kick - While crouched down, Jill will performs a kick forward. Step away
from her to avoid this.
7) Second Floor Machine Gun Fire - Jill runs up a pillar then jumps to the
second floor. She will lock onto a character and fire at that character.
Run to the side to avoid this or sidestep. A character can also move up
under the floor of the balcony she is positioned on to avoid this.
--> DON'T YOU TRUST YOUR PARTNER?
The majority of this battle is spent trying to get button prompt commands on
Jill. Just about all of her attacks can be avoided by stepping or running to a
side. Even though shooting her too much will kill her, she has some attacks
that can only truly be avoided by shooting her such as her circular machine gun
fire. Use a low powered machine gun to shoot her in order to cancel the
attack.
A Chris player can get a special "Entreat" button prompt command while standing
near Jill; Chris doesn't have to be directly beside Jill to get this. Chris
will talk to Jill with one of the following phrases when the "Entreat" command
is performed:
"Jill! What are you doing!?"
"Stop this! Jill! Answer me!"
"It's me Chris. Don't you recognize me!?"
"Come on! Snap out of it!"
"Don't do this Jill!"
"I don't want to hurt you!"
The phrases are always mentioned in that order then they will repeat. If a
Chris player keeps using the "Entreat" command while close to Jill, the device
will eventually malfunction as Jill struggles to gain control. Jill will
stagger in place while the device malfunctions and that is one of the best
times to attempt to get a button prompt command on her from close range. A
character can also wait until she recovers from an attack such as her kick then
get a button prompt command from either side of Jill at that time.
--> DAMAGING THE DEVICE ON HER CHEST
There are two ways to damage the device on Jill's chest:
a) Through a button prompt "Tear Off" action command while she is restrained or
down on the ground.
b) Through gunfire pointed directly at the device while she is restrained.
--> DAMAGING THE DEVICE THROUGH GUNFIRE
Anytime that a partner is restraining Jill, approach Jill and aim directly at
the red device on her center chest then fire at it with a weapon and the device
will receive heavy damage. The best type of weapon to use is a rifle (for
precision aiming) but a character can also use a handgun or machine gun.
Believe it or not, a character can actually damage the device with a shotgun
and not hit Jill in the process. Now hold steady Jill and allow Chris to get
that nasty device off your chest with his triple-barrel Hydra! Even a knife
slash will work if aimed properly.
.--------------------------------- EXTRA INFO --------------------------------.
| All gun attacks that hit the device will take the same amount of damage |
| from it. Whether a character uses a handgun, machine gun, magnum or rocket |
| launcher, the damage per shot to the device will always be the same. |
'-----------------------------------------------------------------------------'
Shooting the device can be slightly risky in that the player might accidentally
hit Jill and damage her, but the hit detection window is very forgiving for
attempting to hit the device. The gunfire does not have to be exactly precise.
Directly after shooting the device during a restrain, the character that shoots
can take advantage of a "Throw" command while standing in front of Jill then
toss her to the ground. Either character might be able to get the "Tear Off"
action button command while Jill is grounded after that Throw.
Hitting Jill with gunfire normally is not always a bad thing to do. As already
mentioned, hitting her with a low power machine gun can cancel her machine gun
blasts (tap the trigger once while aiming at her). If she runs up the wall and
hangs off the ceiling to fire her machine guns, a gun attack that hits her will
knock her down to the floor and stun her, allowing a character to get the "Tear
Off" command while standing above her.
It is very possible to hit the device on her chest with gunfire anytime during
the battle, but precise aiming is needed. One of the best times to aim for the
device is when she performs her circular machine gun fire. You're not going to
hit the device near as much while aiming for it while she is not restrained
however.
--> DAMAGING THE DEVICE THROUGH MELEE (BUTTON PROMPT COMMANDS)
- Chris Actions:
Entreat = Chris action while near Jill when she is not stunned. This causes
Chris to talk to Jill and weaken the chest device's control on her.
Tear off = Chris action while standing in front of Jill during Sheva restrain.
Tear off = Chris action while Jill is grounded after Sheva's Throw or Chris'
Throw. Stand over Jill.
Restrain = Chris action from Jill's back side while she is stunned.
Throw = Chris action from Jill's front side while she is stunned.
- Sheva Actions:
Tear Off = Sheva action while standing in front of Jill during Chris restrain.
Tear off = Sheva action while Jill is grounded after Sheva's Throw or Chris'
Throw. Stand over Jill.
Restrain = Sheva action from Jill's back side while she is stunned.
Throw = Sheva action from Jill's front side while she is stunned.
- Both Player Action
Dodge = Chris or Sheva command anytime Jill escapes from a "Restrain" or
ground "Tear Off" command. The character performing the "Restrain"
or the character performing a ground "Tear Off" command will have to
use this command to avoid damage from Jill's counterattack. This
command occurs right before her punch counterattack.
Both Chris and Sheva can restrain Jill or toss her to the ground then attempt
to tear off the device on her chest through a button prompt command. The
button will differ depending on the type of restraint. A standing "Tear Off"
requires the use of the assist button, while a ground "Tear Off" requires the
use of the action button.
A character must wait until Jill is slightly stunned from her device
malfunction or while she is recovering from one of her attacks before the
restrain or throw command will appear while standing next to Jill. A character
can also perform the same command directly after a partner shoots Jill's device
since she will stagger for a while afterwards.
.----------------------------------- TIP -------------------------------------.
| Jill can be stunned briefly with a flash grenade or flash round that is |
| thrown/shot near her. This will make it to where both characters will get |
| the "Restrain" command from behind or a "Throw" command from the front of |
| Jill. This little technique is very important on Veteran mode since the AI |
| partner will be getting hit while trying to restrain or throw Jill. The |
| Entreat command is not that useful on Veteran mode. |
'-----------------------------------------------------------------------------'
--> THE DIFFERENCES BETWEEN TEARING THE DEVICE OFF AND SHOOTING IT
Attempting to tear off the device will do less damage to it when compared to
shooting it. Shooting the device will do extreme damage while she is
restrained and attempting to tear it off will require many more attempts. A
player should resort to shooting the device on Veteran mode when the AI partner
restrains Jill. Also there is a trophy/achievement involved with tearing the
device from her chest.
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: Masters of Removing
Description: Work together to save someone special.
Details: The device on Jill's chest must be removed through a button command
while Jill is standing in order to receive this trophy/achievement. Again, the
final attack must show the character removing the device from her chest while
Jill is standing NOT on the floor. A partner must restrain Jill from behind
and the other character must remove the device through the button prompt assist
"Tear Off" command.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
- - - - - -
___ _ _ __ _ [CH61]
/ __\ |__ __ _ _ __ | |_ ___ _ __ / /_ / |
/ / | '_ \ / _` | '_ \| __/ _ \ '__| | '_ \ ___ | |
/ /___| | | | (_| | |_) | || __/ | | (_) ||___|| |
\____/|_| |_|\__,_| .__/ \__\___|_| \___/ |_|
|_|
-------------------------------------------------------------------------------
--> Chapter 6-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 40+ | 25 | 14 | <14 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <26'00" | 31'00" | 36'00" | 36'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH611]
Chapter 6-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
S H I P D E C K
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Recommended Weapons:
- Machine Gun or Handgun
- Shotgun
- Rifle (w/scope upgrade of two for a BSAA medal)
- Magnum
- Flash Grenades or Flash Rounds (for Duvalias)
- Melee Vest and Bulletproof Vest (for both characters)
- Hand Grenade (for a certain BSAA medal)
The characters will start out on the northwest end of the boat that they saw at
the end of the last chapter. If you look off to the south from where the
characters start and use a Rifle (PSG-1) with a scope level of 2 then a player
can see a --BSAA EMBLEM (28/30)-- on a high cross-shaped structure in that
direction. It's near the very top of the structure. This can be shot later in
the level also from a closer area, but it's still really hard to hit with a
normal rifle scope magnification other than an upgraded scope on the PSG-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #28
/ BSAA \
(------------) LOCATION: Ship Deck - Chapter 6-1
\ EMBLEM / DETAILS: Look off to the south from the starting point on the
\________/ Ship Deck and find the cross-shaped structure on the south side
of the boat to find this medal on the very top of it. You'll
really need a PSG-1 rifle with a level 2 scope magnification to
be able to make out the actual emblem. Without it, you'll only
see a glowing speck on top of the structure from the current
distance. It can be shot later on in the area before entering
the exit door to move onto the next area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.----------------------------------- TIP -------------------------------------.
| There is a Majini behind the vent to the south. Turn around and face the |
| south then move toward the ladder to see a Majini armed with a stun rod, on |
| a railing beside the current one to the south. Take out a rifle and shoot |
| him and he will leave behind a ++TOPAZ (OVAL)++ treasure. In order to get |
| this treasure, he must be shot before the crane drops the cage trap later |
| in the area. The characters must also make sure that the crane actually |
| drops the cage trap by NOT shooting the Majini near the controls of the |
| crane. This is one place to shoot him and I'll point out the next place |
| later on in this area. |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: Topaz (Oval) [2,000 gold]
|_________________| DETAILS: From where the characters start, turn to the
south and back up toward the ladder then keep looking to
the south to see a Majini armed with a stun rod on a
walkway behind a vent close to the platform that the
characters are on. Shoot him and he will drop the topaz
treasure. He can also be shot when the characters climb on
top of the metal container to push the blue crate in front
of the locked gate. The treasure is along the north side
of the walkway behind the area with the locked gate. When
a character opens the gate by using the keycard, on that
character's way to raise the cage, this will be off to the
right once the character moves up the stairs.
In order to collect this treasure, the characters MUST NOT
kill the Majini that activates the cage trap on the crane
tower or the way to this treasure cannot be accessed. The
characters must also shoot this Majini BEFORE the cage
drops. The character that has to raise the cage will meet
this Majini after moving up the stairs past the locked
gate. If he is shot at that time, he will not drop this
treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
If you stand from where the characters start out and look up on the northeast
tower, a Majini with grenades strapped to his chest can be seen. This Majini
will toss down pipe bombs at your characters in the battle up ahead, and he can
be eliminated right now with a rifle.
Drop down the side with the ladder up ahead then break the two --TALL CRATES--.
When the characters move up the stairs to the side, three Majini with stun rods
will attack along the walkway as one of them alerts the others. One Majini on
the second floor of the high platform to the north will toss pipe bombs at the
characters so take out the rifle and shoot him quickly. The other Majini along
the high walkway will leap down and attack the characters with a stun rod
before too long.
Both characters could get some easy tag team melees here if the players want to
try for them. The majority of the Majini that the characters will run into on
this stage have armor attached to different places of their body, so you'll
need to aim at unarmored portions of their body in order to hit them. The only
gun that can break through their heavy armor is a magnum. The magnum will
ignore the armor and shoot directly through it.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Right next to the first set of stairs.
--> Random Item
[ ] Tall Crate - Right next to the first set of stairs.
--> Random Item
-------------------------------------------------------------------------------
Move up the stairs then use the ladder to climb to the first high platform.
Don't drop from the other side just yet; climb the ladder to the very top
platform instead. Pick up the ++RIFLE AMMO (+5)++ near the pole at the top and
break the --TALL CRATE--.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - On the very top of the first high platform portion of the
boat. Climb the first ladder then the second ladder on top after defeating
the first set of Majini.
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+5) - On the very top of the first high platform portion of the
boat. Climb the first ladder then the second ladder on top after defeating
the first set of Majini.
-------------------------------------------------------------------------------
.---------------------------------- TIP --------------------------------------.
| 1) From the third high platform on the north end of the boat, look off to |
| the south and kill the two Majini armed with stun rods on the top |
| portion of the crane. A ++TOPAZ (OVAL)++ treasure will be dropped by |
| each of them and can be obtained near the area where the cage falls (two |
| separate areas). |
| |
| 2) The Majini with the stun rod above the first crane ladder off to the |
| south can be shot now as well. He will toss pipe bombs later. |
| |
| 3) If you have a rifle scope with a 2x magnification then look toward the |
| platform above the Majini on the platform with the ladder a Majini is |
| right across from a crane lever. If he is killed then the cage trap |
| later in the stage will not fall on a character and also shooting the |
| crane operator cancels out many enemies that would normally appear in |
| the middle of this area and it also cancels the need of a crane keycard |
| and need to get on the crane. |
| |
| NOTE: Shooting the crane operator Majini will make it to where a collection |
| of gold worth 3,000 gold will be unattainable and it also makes it to where |
| a Topaz (Oval) treasure mentioned above cannot be obtained. |
'-----------------------------------------------------------------------------'
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: Topaz (Oval) x2 [2,000 gold]
|_________________| DETAILS: From the starting point of the Ship Deck chapter,
move forward and fight the Majini like normal then climb
all the way up both ladders on the high platform. Arm a
rifle (preferably with a level 2 scope magnification) then
look off to the south. Find the crane that extends across
the middle portion of the area up high then shoot each of
the two Majini on top of the crane. They will each drop a
Topaz (Oval), which can be obtained later in the area.
Once the characters reach the ladder on the side of the
metal container beyond the area where the cage drops (or
doesn't drop if you shot the crane operator early), climb
the ladder on the metal container to the east and you'll
see a glowing treasure off to the left. That will be the
first Topaz (Oval). Continue on around the east corner
where the characters have to raise both lifts and the
second Topaz (Oval) will be on the floor in front of the
two lifts.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Hop back down the side then fall down the north end of the lower platform.
Climb up the north ladder then break the five --TALL CRATES-- on the walkway
above and then collect the ++GREEN HERB++ from the left end. Three crates are
to the left and two crates are to the right.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - On the far north walkway, west end.
--> Random Item
[ ] Tall Crate - On the far north walkway, west end.
--> Random Item
[ ] Tall Crate - On the far north walkway, west end.
--> Random Item
[ ] Tall Crate - On the far north walkway, east end.
--> Random Item
[ ] Tall Crate - On the far north walkway, east end.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the far north walkway, west end.
-------------------------------------------------------------------------------
Hop back down the side with the ladder and move up the stairs. Have a shotgun
handy. Shortly after the characters step onto the stairs, the crate behind
them to the east will bust open as two Adjules attack and two Majini with stun
rods will attack the characters from the north. It's best to rush back down
the stairs and focus on the Adjules first of all. Of the two Majini, one of
them will form a Cephalo unless an instant death melee kill is perform from the
back of him after a leg stun.
Move back up the stairs then down the next set of stairs on the opposite side
after the battle. A Majini with a stun rod and two Adjules will attack from up
ahead then a Big Man Majini will be waiting from off to the left. The Big Man
Majini is still nothing a little up close shotgun blast followed by a melee and
another shotgun blast followed melee (then repeat) can't handle, so take care
of him first of all then use a shotgun to focus on the Majini and the Adjules.
The Big Man Majini will leave behind a ++JEWEL BANGLE++ as usual.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: Jewel Bangle [1,000 gold]
|_________________| DETAILS: The Big Man Majini that attacks along with the
Majini and the two Adjules will drop this treasure once
defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
A single Majini will attack further around the corner or he might attack with
the others if you step to far. He will form into a Duvalia once defeated.
It's best to toss a flash grenade to deal with the Duvalia. Luckily there is a
++FLASH GRENADE++ and ++RED HERB++ lying along the side of crate to the left so
grab the flash grenade and toss it at him if your characters need one. If you
choose to fight the Duvalia without a flash grenade then you'll have to shoot
him in the legs then blast his mouth when he fall on his knees.
.----------------------------------- TIP -------------------------------------.
| Defeat the Majini that normally forms a Duvalia with an instant kill melee |
| to stop him from changing into a Duvalia. Shoot him in a leg then rush |
| behind him while he is stunned and perform a melee with either character. |
'-----------------------------------------------------------------------------'
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Lying on a crate off to the left after the fight with the Big
Man Majini, normal Majini and two Adjules.
[ ] Flash Grenade - Lying on a crate off to the left after the fight with the
Big Man Majini, normal Majini and two Adjules.
-------------------------------------------------------------------------------
Drop off the side of the platform with the ladder ahead. Break the two --TALL
CRATES-- against the large containers to the south.
-------------------------------------------------------- BREAKABLE OBJECTS LIST
[ ] Tall Crate - Drop from the platform where the first Duvalia is fought and
this will be against the large metal containers to the south.
--> Random Item
[ ] Tall Crate - Drop from the platform where the first Duvalia is fought and
this will be against the large metal containers to the south.
--> Random Item
-------------------------------------------------------------------------------
Move in between the large metal containers to the south. If you look up onto
the lower container to the left of the one with the railing, a safe can be seen
and it can be opened in a moment. The white metal block to the left past the
stack of tires is actually another safe also, but our characters can't very
well step over tires to get to the safe now, can they? Walk over to the right
and step in between the third and fourth crate off to the left then break the
single --TALL CRATE-- in between them.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - In between the third and fourth crate in the row of crates
that the characters will come across while heading south after fighting the
Duvalia.
--> Random Item
-------------------------------------------------------------------------------
The path that keeps moving to the west eventually forms a dead end. Press the
green button to the left of the metal platform. These metal platforms are
actually lifts. The green button can also be shot in order to activate it;
keep that in mind. The metal lift beside the button will rise and allow the
characters through to the south, so move underneath it.
-- CHECKPOINT
Another metal lift is directly ahead but the button for it is on the other
side. The gate to the side requires a keycard in order to open it. Break the
two --TALL CRATES-- near the ladder up ahead. Climb the ladder.
.----------------------------------- TIP -------------------------------------.
| At the top of the ladder of the metal container, the characters can look to |
| the north and shoot the Majini with the stun rod that is on the walkway |
| behind the locked gate and he will drop a ++TOPAZ (OVAL)++ treasure that |
| one of the characters can pick up in a few minutes after a cage drops and |
| if the crane operator Majini was NOT shot earlier. This Majini could have |
| been shot at the beginning of the area as well. |
'-----------------------------------------------------------------------------'
----------------------------------------------------------------- INVESTIGATION
[ ] Locked Door - To the right after stepping under the first metal lift.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Right across from the ladder outside of the locked gate that
requires a keycard.
--> Random Item
[ ] Tall Crate - Right across from the ladder outside of the locked gate that
requires a keycard.
--> Random Item
-------------------------------------------------------------------------------
.----------------------------------- EXTRA -----------------------------------.
| If either character shot the crane operator from the far north high |
| platform then the characters will not have to worry about the cage at this |
| part. |
'-----------------------------------------------------------------------------'
Both characters should use the partner assist button prompt command to move the
big crate at the other end of the metal container. The first character that
falls below and steps toward the area in the middle will get trapped by a metal
cage that is on a crane above the characters. A cutscene will trigger before
the character gets trapped. In single player mode, the trapped character will
always be the AI partner no matter who goes first. The trapped character will
have three --TALL CRATES-- and a ++FIRST AID SPRAY++ in the area around the
character.
The untrapped character will be forced to fight a few Majini as they leap out
of the two containers along the sides. One of the Majini will toss pipe bombs
from an open crate so aim for his grenade strap on his chest then fire at them
to finish him off quickly. The last Majini in the wave of Majini will carry a
metal shield and he will transform into a Duvalia once defeated. Have a flash
grenade ready for the Duvalia to quickly kill it. Otherwise, the characters
will need to aim for its legs and hopefully make it fall on its knees then
shoot it in its mouth when it leans over. The Duvalia will leave behind the
**CRANE KEYCARD**. Break the two --TALL CRATES-- to the left in the north.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - In the exact area where the cage lands.
--> Random Item
[ ] Tall Crate - In the exact area where the cage lands.
--> Random Item
[ ] Tall Crate - In the exact area where the cage lands.
--> Random Item
[ ] Tall Crate - In the area where the untrapped character fights the Majini
and Duvalia.
--> Random Item
[ ] Tall Crate - In the area where the untrapped character fights the Majini
and Duvalia.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - In the exact area where the cage lands.
----------------------------------------------------------------- KEY ITEM LIST
[ ] Crane Keycard - Defeat the Duvalia after the cage drops.
-------------------------------------------------------------------------------
.----------------------------------- TIP -------------------------------------.
| Even while the partner is trapped in the cage, the other character can |
| still swap or request items from the partner while standing near the side |
| of the cage. |
'-----------------------------------------------------------------------------'
Move toward the metal lift up ahead and a cutscene will play that will show off
a button that is on the top metal piece above the lift. Shoot the button to
make the metal lift rise up and allow your character through. Did you just see
that? During the lift rising cutscene, the cutscene actually gave us a glimpse
of a BSAA emblem. But it's inside of the left crate next to the metal lift, so
how in the hell do we hit it? You need to toss a hand grenade through the
opening of the crate in order to hit the --BSAA EMBLEM (29/30)-- inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #29
/ BSAA \
(------------) LOCATION: Ship Deck - Chapter 6-1
\ EMBLEM / DETAILS: After collecting the crane keycard from the Duvalia in
\________/ the area where the cage drops, shoot the green button on the
north end to make the lift rise. During the cutscene when the
lift rises, a BSAA emblem can be seen inside the open metal
container to the left of the metal lift. Toss a hand grenade
through the opening of the metal crate in order to hit this BSAA
emblem. An explosive round shot toward the back portion of the
ceiling of the crate will work as well.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Rush through the area below the metal crate then use the crane keycard on the
control panel near the locked gate to unlock the gate. Open the door then move
up the stairs. A Majini with a stun rod will rush the character. He has a
grenade strap attached to his chest, so don't him in the chest from up close;
go for his legs.
.----------------------------------- EXTRA -----------------------------------.
| If the Majini mentioned above was shot before the cage was dropped then he |
| should have left behind a ++TOPAZ (OVAL)++ treasure, so pick it up along |
| the north section of the walkway if it is there. |
'-----------------------------------------------------------------------------'
.---------------------------------- WARNING ----------------------------------.
| From the moment the locked gate is opened with the keycard, the character |
| in the cage will get attacked by Adjules from both sides of the outside |
| portion of the cage. The other player can run back and help defeat them, |
| but they will keep respawning for the time being, so the other player |
| should hurry and lift the cage quickly! |
'-----------------------------------------------------------------------------'
Look up above the first ladder that the character comes to and notice the
Majini with the pipe bombs up above it. Aim for his chest strap of grenades
then shoot them to kill him off fast. Climb both sets of ladders to reach the
top of the crane. Fight off the Majini at the top then flip the lever to the
side to raise the cage that traps the other character.
The crane will move further to the north so the stairs will be a bit closer
this time when the character moves back down to the walkway below. Fall back
down the sides of the ladders. Open the gate once again and run up under the
lift to the south. Adjules that were attacking the character might still be in
the area, so have the shotgun ready. Both characters should meet at the ladder
near where the cage dropped.
Climb the ladder of the metal container then break the --TALL CRATE-- off to
the right. Collect the ++GREEN HERB++ from near the sandbags.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - To the right at the top of the ladder past the area where the
cage traps one character.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near some sandbags after climbing the ladder past the area
where the cage traps one character.
-------------------------------------------------------------------------------
NOTE: The following items can only be collected if a character was trapped and
the cage was lifted, otherwise the cage will not be placed in between the
containers to make a walkway to the tall crate and safe.
Move directly to the north and break the --TALL CRATE-- off to the left after
stepping across the metal cage walkway. Hop across the metal containers
further ahead to the right then open the safe at the end and collect the
++3,000 GOLD++ inside. Majini will drop from an opening in an overhead metal
container after collecting the gold, so fight them off as they jump across the
containers. Some of them have grenades strapped to their chest. Hop back
across the crate after grabbing it.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - After climbing the ladder along the side of the metal
container, past the area where the cage drops, move over the metal lift
walkway to the north and this will be to the left.
--> Random Item
-------------------------------------------------------------------------------
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: 3,000 gold
|_________________| DETAILS: After climbing the ladder along the side of the
metal container, past the area where the cage drops, move
over the metal cage walkway to the north and hop to each
metal container further ahead to the right. A safe is on
the other side and it will contain this gold pickup.
NOTE: In order to collect this pickup of gold, the cage
trap portion of this area must be activated since the crane
moves the cage and drops it in between the containers,
which forms a bridge to the safe containing this.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
-- CHECKPOINT
Two Big Man Majini will attack as the characters move to the east back around
the corner. Both of them will drop a --JEWEL BANGLE-- once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: Jewel Bangle (x2) [1,000 gold]
|_________________| DETAILS: After moving to the east along the metal
containers after picking up the first 3,000 gold from the
nearby safe, two Big Man Majini will attack. After they
are defeated, each of them will leave behind a Jewel
Bangle.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Hop across to the three --TALL CRATES-- to the east and break them. Look to
the south to find two metal lifts with buttons on the top portion of the metal
pieces to the side of them. Each character must stand on a lift then shoot the
green button on the metal piece beside them so that both lifts rise with both
characters on them. The character on the left is partner 1 and the character
on the right is partner 2.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crates - After moving to the east along the metal containers, after
picking up the first 3,000 gold from the nearby safe, this will be on the
opposite side of the next area. Leap over to it.
--> Random Item
[ ] Tall Crates - After moving to the east along the metal containers, after
picking up the first 3,000 gold from the nearby safe, this will be on the
opposite side of the next area. Leap over to it.
--> Random Item
[ ] Tall Crates - After moving to the east along the metal containers, after
picking up the first 3,000 gold from the nearby safe, this will be on the
opposite side of the next area. Leap over to it.
--> Random Item
-------------------------------------------------------------------------------
> > > > > > > > > > > P A R T N E R 1 G A M E P L A Y < < < < < < < < < < <
After Partner 1's east lift is raised break the two nearby --TALL CRATES--.
Adjules will attack as they jump from an open metal container to the right
before dropping off the side with the ladder. They will continue to spawn for
a while but will eventually stop if Partner 1 moves on. Fall off the side with
the ladder then drop off the north side below. Push the button next to the
lift in the far north to make the lift rise. An Adjule that is already in
plagas mode will attack from the other side of the area, so toss a flash
grenade or shoot a flash round at it to kill it off quickly. Run up under the
lift then grab the ++3,000 GOLD++ from the safe off to the left on the other
side.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Near the top of the east lift after both players shoot the
lift to raise each other.
--> Random Item
[ ] Tall Crate - Near the top of the east lift after both players shoot the
lift to raise each other.
--> Random Item
-------------------------------------------------------------------------------
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: 3,000 gold
|_________________| DETAILS: Once the lift on the east side has been raised
and the partner has gotten off that lift, fall to the north
end of the area ahead and press the button to raise the
lift. An Adjule will attack from the other side. Blast
him with a shotgun then move to the opposite side and pick
up this gold from the safe off to the left at the other
end.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Climb back up the ladder to the south then drop from the south end this time.
Both characters should meet up here.
-------------------------------------------------------------------------------
> > > > > > > > > > > P A R T N E R 2 G A M E P L A Y < < < < < < < < < < <
Partner 2 will rise up in front of a --TALL CRATE-- so take out the knife that
all breakable objects fear and slash it. In order to break the two --TALL
CRATES-- in the center of the metal containers below, one partner must jump
down toward them from the south side of the metal container, otherwise you'll
only get a "Jump" command instead of a "Jump Down" command. Both characters
will have to fall down again and reshoot the lifts while on top of them - once
to make them lower then once to make them rise again (once the characters are
in place).
.------------------------------------ TIP ------------------------------------.
| In single player mode, choose to go up the east lift and don't shoot the |
| lift for your AI partner until your character falls down to the area with |
| the tall crates and slashes them then falls and move all way back to the |
| lift. This will save you from having to reshoot the partner lift to make |
| it lower. |
'-----------------------------------------------------------------------------'
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Right in front of the partner that moves up the west lift.
--> Random Item
[ ] Tall Crate - In between some crates that the west lift leads to. The
characters will have to jump down to them from the north side of the crates
in order to get the "Jump Down" command instead of the "Jump" command. The
characters will have to shoot the lifts once again to lower them then shoot
them yet again to raise them in order to get back up to where they were.
--> Random Item
[ ] Tall Crate - In between some crates that the west lift leads to. The
characters will have to jump down to them from the north side of the crates
in order to get the "Jump Down" command instead of the "Jump" command. The
characters will have to shoot the lifts once again to lower them then shoot
them yet again to raise them in order to get back up to where they were.
--> Random Item
-------------------------------------------------------------------------------
Partner 2 should fall down the east side of the metal container ahead. After
moving forward, an Adjule will jump out of an open metal container above. They
will continue to spawn as long as Partner 2 stays in the area but they will
eventually stop if Partner 2 moves on. Partner 2 will meet up with Partner 1
after falling from the ladder up ahead.
-------------------------------------------------------------------------------
Move up the stairs and break the two --TALL CRATES-- to the right. Run up the
next set of stairs then both characters should use the partner assist button to
open the door and move onto the next area.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - When both characters meet up below the stairs toward the end
of the Ship Deck area, this will be near the top railing of the stairs.
--> Random Item
[ ] Tall Crate - When both characters meet up below the stairs toward the end
of the Ship Deck area, this will be near the top railing of the stairs.
--> Random Item
-------------------------------------------------------------------------------
[CH612]
Chapter 6-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
S H I P H O L D
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ah, we're finally inside the boat. What a hell of time we had getting in here,
eh? Well, not if you've been reading this guide, but still it could have been
hard without it. Keep that in mind.
Pick up the ++MACHINE GUN AMMO (+30), ++HAND GRENADE++ and ++GREEN HERB++ from
the shelf near the railing of the staircase. Run to the bottom floor then
break the two --TALL CRATES-- in the corner at the bottom.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Beside the bottom staircase below the first room.
--> Random Item
[ ] Tall Crate - Beside the bottom staircase below the first room.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo - On the shelf near the entrance door.
[ ] Hand Grenade - On the shelf near the entrance door.
[ ] Green Herb - On the shelf near the entrance door.
-------------------------------------------------------------------------------
Drop from the opening with the ladder down the hall. The characters will begin
to discuss Wesker as they move down the staircase. Just what has Chris done to
piss Wesker off so much? Was it a favorite pair of Oakley sunglasses that
Chris Haymakered into little pieces during one battle, or perhaps Wesker is
jealous of how much free time Chris had with Rebecca during the Mansion
Incident. No one will ever know but them two I suppose.
Break the three --TALL CRATES-- in the bottom area then open the metal case and
pick up the ++JAIL BREAKER (SG)++. Keep in mind that this shotgun comes with a
pretty low attack power for right now, so if you've already got a boosted
shotgun, I'd keep using that one for the moment. The Jail Breaker is good for
distant firing and it still packs quite a punch from up close.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
H I D D E N W E A P O N
Weapon: Jail Breaker (SG)
Location: Ship Hold - Chapter 6-1
Details: On the bottom floor of the staircase in the room where the characters
chat about Wesker.
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - On the bottom floor of the staircase in the room where the
character chat about Wesker.
--> Random Item
[ ] Tall Crate - On the bottom floor of the staircase in the room where the
character chat about Wesker.
--> Random Item
[ ] Tall Crate - On the bottom floor of the staircase in the room where the
character chat about Wesker.
--> Random Item
-------------------------------------------------------------------------------
Run down the hall ahead and both players should now use the partner assist
button to open the door. A cutscene will play afterwards.
Chris and Sheva seemed to have messed up Excella's little cool streak. Oh,
she's even sexy when she looses confidence though. I bet Chris followed every
movement of that highly entertaining strut to the door.
Speaking of sexy, let's talk item pickups. Turn around and break the glass
that covers the middle shelves then pick up the ++RIFLE AMMO (+5)++. Turn on
the second monitor in the room to view the --TRICELL RESEARCHER MIGUEL'S
JOURNAL - NO. 2-- file. There is some ++RIFLE AMMO (+5) on the right end of
the second desk and a ++GREEN HERB++ on the back shelf.
----------------------------------------------------------------- INVESTIGATION
[ ] First Monitor - The first monitor off to the left.
[ ] Tricell Researcher Miguel's Journal - No. 2 - Turn on the second monitor
off to the left.
[ ] Progenitor Flowers - The east end of the Progenitor Flowers can be
examined.
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+5) - Break the glass on the shelves in the room with the
Progenitor flowers then pick this up from the middle shelf.
[ ] Rifle Ammo (+5) - On the far end of the second middle desk in the room with
the Progenitor flowers.
-------------------------------------------------------------------------------
And last but certainly not least, I spy with my little eyes our final BSAA
emblem and it's on the second cabinet from the left on the north wall! Shoot
the cabinet to break the glass then shoot the BSAA EMBLEM (30/30) to get your
Badge of Honor trophy/achievement.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #30
/ BSAA \
(------------) LOCATION: Ship Hold - Chapter 6-1
\ EMBLEM / DETAILS: After the cutscene with Excella in the room with the
\________/ Progenitor flowers, look at the row of cabinets on the high
north wall to see this emblem inside the second cabinet from the
left. Shoot the glass to break it then shoot the emblem.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: Badge of Honor
Description: Find all the BSAA emblems.
Details: If you've been following this guide up until now then you should have
been able to shoot all the BSAA emblems in the game or either you've admired
their beautiful shine and moved on. Either way, congrats!
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
The door that Excella closed cannot be opened or even examined, so move on over
to the other door and open it then step out into the hall.
This next path can be done with full stealth without raising an alarm. If the
alarm is set off then both characters will have to deal with tons of armed
Majini.
--> STEALTH
Through the doorway up ahead, you should be able to make out a Majini with a
gun on a far walkway in the room ahead. Take out the rifle and shoot him with
a headshot now. Step out onto the walkway behind the door. Look at the floor
below the walkway to find two Majini with machine guns. Shoot them both with
headshots, but shoot the Majini on the left first or he may see the other one
once it is shot. Every Majini that your characters shoot right now will not
have to be fought in just a few minutes.
.----------------------------------- TIP -------------------------------------.
| To make the stealth method easier in single player, take away all of the AI |
| partner's guns. Thankfully, the AI partner will not run down and slash the |
| Majini! |
'-----------------------------------------------------------------------------'
Now that we've thinned out the group below, take out the rifle and look to the
high metal walkway in the south. Look behind the yellow railing and shoot the
Majini that is surveying the area around the middle of that walkway. Quietly
move down the walkway to the east and take cover behind the left side of the
wall at the end. Pop out and go for headshot on the Majini around the corner.
That's good, Snake. Now let's move further down the walkway that curves to the
north.
A Majini will step into view on the bottom floor to the west (he moves up the
trapdoor ladder below), so allow him to move into view while your characters
are on the walkway then go for a headshot when he stops. The lookout Majini
are all gone now. Congrats, you just got through a pretty tough area with
complete stealth. If you're the type of gamer that yells out "Hurt me more!"
at the sound of battle like a crazed Gray Fox then follow the method below.
--> FULL ALERT
Run in and allow them to see your characters. It's best to stay on the first
floor and take out as many Majini as possible before moving below. Use the
metal walls as cover.
ENTRANCE DOOR
--- ------------------------------------------------------------------.
Cover Area Cover Area --> _______ <-- Cover Area --> _______ <-- Cover Area
v v -------------------------------------------------------- |
________| | Cover Area
-------- | v |
|| |
|| |
|| |
|| |
^
Cover Area
When the characters step down below, the top metal crate on the left toward the
back will open a Majini with a stun rod will jump out.
Two Majini armed with pipe bombs will appear on the walkway: one next to the
doorway that your characters entered from and the other is further toward the
middle of the walkway so shoot the grenades on their grenade straps to finish
them off. There is another Majini with pipe bombs inside the metal crate that
the Majini with the stun rod leaps out of. Be sure to stay behind the large
crate in the back of the area while dealing with the pipe bomb throwers.
______________________
| <-- Cover Area |
__| <-- Cover Area |
/ <-- Cover Area |
| | | <--_Cover Area
| |___| | | <-- Cover Area
| ^ ^ ^ |____| <-- Cover Area
| Cover Areas --> <-- Cover Area
| |
| ____ ______ |
|| | | |<-- Cover Area
||____| Cover |______|<-- Cover Area
| <-- Area --> <-- Area
| _ _|
| |_| |_|
Cover --> |
Area _ _ |
|___ ___ _ | | | |
| | | | |_|_| |
|___|___|_| ^ ^ |
| <-- Cover Areas |
'--------------------------'
Two Majini with machine guns will eventually move up the ladder through the
trapdoor by the south wall. As your characters move further back, a Majini
with a metal shield will run toward your location then a Majini with a machine
gun will appear in the top crate in the back right portion of the room and
another will appear behind the crates on the back left portion of the room.
I recommend running back to the large crates in the back and luring the Majini
with the shield back there to take him down easily. Just aim for his feet or
wait for him to attempt an attack with the stun rod then shoot him. Run back
toward the smaller crate and go for headshots with the rifle on the other two
Majini. Two more Majini armed with machine guns will appear from behind the
crates in the back on the south side.
However the room is approached, pick up the ++MACHINE GUN AMMO (+30)++ on a
north wooden crate near a caged area and grab the ++GREEN HERB++ on the south
side near the large metal crate and metal barrel.
--------------------------------------------------------------------- ITEM LIST
[ ] Machine Gun Ammo (+30) - On a north wooden crate near the caged area with
boxes on the first floor of the room past the room with the Progenitor
flowers.
[ ] Green Herb - On the south side near a large metal crate and metal barrel on
the first floor of the room past the room with the Progenitor flowers.
-------------------------------------------------------------------------------
Drop down the ladder of the trapdoor on the south side of the room. A Majini
armed with a machine gun is in the first hall past the turn, so take cover
around the side of the hall then shoot him with a headshot from the rifle after
stepping out.
___________________________
| |
| ___________________<-- Cover Area
| | | |
| ^ Cover Area | |
| | | |
| | | |
_| |_______________ | |
| <-- Cover Area| | |
|_________________ | | |
| <-- Cover Area
| | | |
| | | |
| | | |
________________| | | |
| Cover Area --> | | |
|____________________| |___|
As the characters reach the turn to the east while moving down the corridor
that goes north, a Majini will pop out from around the corner, so shoot him
with a headshot. One Majini lies in wait down the south corridor with his bare
arms exposed through his metal armor, just begging to be tag teamed with a
Skull Crusher ending, so don't disappoint him. The only surprise left is the
Majini with a machine gun that will hop down from the top of the ladder at the
end of the final corridor. He will change into a Duvalia upon being shot a few
times so try to shoot him in either leg and perform an instant kill melee to
cancel the Duvalia transformation or quickly toss a flash grenade or shoot him
with a flash round while he changes. Climb the ladder afterwards.
The characters will exit to the other side of the room after climbing the
ladder. Pick up the ++RED HERB++ from behind the metal crate with another one
stacked on top of it to the right, the ++SHOTGUN SHELLS (+5)++ on the metal
crate near the explosive canisters and the two ++INCENDIARY GRENADES++ on the
metal crate to the left of the one with the shotgun shells.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - After moving up the ladder from the long corridor, this is
behind a metal crate with another crate stacked on top of it to the right.
[ ] Shotgun Shells (+5) - After moving up the ladder from the long corridor,
this is behind a metal crate with another crate stacked on top of it to the
right.
[ ] Incendiary Grenade - After moving up the ladder from the long corridor,
this is behind a metal crate with another crate stacked on top of it to the
right.
-------------------------------------------------------------------------------
A cutscene will trigger as either character moves by the flat crate up ahead
and a new enemy will appear.
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
GATLING GUN MAJINI
------------------
HP: 8,000
Why can't they just call him JJ Majini or Ever Bigger Man Majini. Ah, well.
They would all fall the same with Berserker's help anyway, so let's get down to
business.
Attacks:
Gatling Gun Fire - Gatling Gun Majini raises his gatling gun and begins to fire
a blast of bullets for about 5 seconds. A character can run to the side or get
behind/take cover behind some type of object to avoid this. If several bullets
hit the character in succession then the character will fall.
Gatling Gun Strike - While close to him, Gatling Gun Majini swings forward with
the barrel of his gatling gun.
Gatling Gun Air Fire - Gatling Gun Majini points his gun upward with both hands
then fires the gun. This is a taunt move.
Pipe Bomb Toss - Gatling Gun Majini tosses a pipe bomb at a character. He
likes to toss a pipe bomb when a character is taking cover, so be sure to
instantly move when he tosses one.
--> THE GATLING GUN MAJINI APPROACHES
The Gatling Gun Majini will move down the stairs on the east side of the room
at the beginning of the fight. He only fires when the characters show
themselves, so it's best to always be near some type of cover area. His
gatling gun fire can also be avoided by running in a direction and circling
around him, but this room is really too small to try that often, so taking
cover is the best option.
--> TWO AGAINST ONE
The best thing you have going into this battle is that fact that it is two
against one. The Gatling Gun Majini can only focus on one character at a time
with his moves, so one character can draw his fire while another plans out a
method of attack. This can even be helpful in single player when he is aiming
for the AI partner.
There is a major exploit here, in that the Gatling Gun Majini will not even
turn toward the other character even if that character runs directly up to him,
so that character could literally stand right next to him and fire without the
worry of getting hit.
--> TAKE COVER (AKA. HEY, GET OUT OF THE WAY!)
Use the crates in the area to take cover behind and keep in mind that your
characters can lead the Gatling Gun Majini all the way back to the other side
of the room by dropping back into the tunnel and having him follow your
characters.
- First Floor (while looking west)
_____________
| FULL COVER |
_______ | ALL SIDES __|
| | |__________|<-- ACCEPT HERE
_ Cover Area --> |_______|
|_| <-- Cover Area <-- Cover Area
- Second Floor (while looking north)
| |
| |
| '----------------------------------- STAIRS
Cover Area --> _______ <-- Cover Area --> _______ <-- Cover Area
'--------------------------------------_|_|_|_|_|__
|| <-Cover Area
|| <-Cover Area
|| <-Cover Area
|
______ |
| | || <-Cover Area
| | _ _ || <-Cover Area
| |_______________________________________________ ||||
| -------- ---------- _|_|_|_|_|_| STAIRS
Cover Area --> ______ <-- Cover Area --> ________ <-- Cover Area
While taking cover behind an object, the Gatling Gun Majini is going to toss a
pipe bomb at the hiding characters eventually, so you'll have to move when he
does this. The pipe bombs can set off a nearby explosive canister, so keep the
explosive canister locations in mind.
--> USING GAS CANISTERS TO STUN HIM
A direct hit while he is next to a red canister will stun him. A direct hit
means that he is very close to the explosive canister when it explodes. If he
is not close then the hit will simply stagger him a bit and he will go back to
walking.
A direct hit with a hand grenade will stun him as well. It should be noted
that an incendiary grenade will knock him out of any attack that he might be
preparing, but it will not stun him.
--> USING PROXMITY BOMBS TO STUN HIM
There are two proximity bombs in the area that can help out. Place a proximity
bomb directly in his path and lead him toward it to stun him instantly when the
explosion goes off. One surefire way of stunning him with a proximity bomb is
to drop back down into the corridor that the characters used to enter this area
and place one in a corridor then take cover behind a nearby wall and watch him.
--> USING A MAGNUM TO STUN HIM
Aim directly toward his head and fire a magnum bullet and this will always stun
him. Don't spam magnum fire, instead, use it to stun him. Magnum fire to the
head is the quickest and less troublesome quick stun that a character can get
during this battle; just make sure your aim is good. Wait until the Gatling
Gun Majini stops moving!
--> WHAT TO DO WHEN HE IS STUNNED
When he is stunned from any type of explosive he will stand and shake his head.
At that time, run up to him and perform a gunshot then cancel that attack in a
the melee prompt button command that appears. The melee command will always be
the character's tag team melee for any hit while he is staggering while
grabbing his head. The characters can double team him with two attacks for
each stun.
When he is hit aggressively with a heavy gunshot such as a shotgun, he will
block the shot, much like a Giant or Big Man Majini then get pushed back. Both
characters can approach him at that time to get in a melee attack each.
Keep in mind that your characters can get in a few shots before performing a
melee; for instance, a shotgun blast then quickly cancel into a Haymaker during
the shot!
--> LEADING HIM INTO THE MIDDLE CORRIDOR
As previously mentioned, both characters can lead him back down into the middle
corridor and set up quite a number of proximity bomb traps and simply take
cover behind a wall then pop out and shoot him. He is at a total disadvantage
while in this corridor if the characters have a heavy stock of rifle ammo.
With a high powered rifle, a character could easily stand at a corner and spam
him with rifle shots then take cover every often to avoid his gunfire. He
usually doesn't toss a pipe bomb far enough down the corridor to hit the
characters while they take cover.
--> TEARING THROUGH THE GATLING GUN MAJINI (AKA. YEAH, SWIPED 'EM CLEAN. YEAH!)
There is a way to completely trap the Gatling Gun Majini in any mode. The
hardest part is getting the first stun, but after that he can be trapped with
supreme aggression through shotgun fire and melee attacks. This has to be done
from a blocked gunshot stun and not a headshot stun.
Allow your partner to serve as bait (wait until he aims at the partner) then
run up to the Gatling Gun Majini while he fires and shoot him with the shotgun
from close range to make him block the shot then run up and melee attack him.
After the melee attack, move forward a bit then blast him twice (maybe just
once depending on the shotgun used) with the shotgun to make him block and push
him back once again. Perform a melee attack as he falls back then run up to
him again and perform two shotgun blasts to stun him then melee him again.
Rinse and repeat until he is dead. Backing him into a wall can sometimes mess
the viewpoint up a bit so be very careful while attempting this near a wall
corner.
Collect **TANKER KEYCARD A** from the Gatling Gun Majini's dead body.
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
There is a ++PROXIMITY BOMB++ on a left metal crate, a ++GREEN HERB++ on a
crate after that, two --TALL CRATES-- near the last crate before the stairs.
Up the stairs there is a ++PROXIMITY BOMB++ on the metal crate covered with a
brown tarp, a --WOODEN CRATE-- on the metal crate covered with a blue tarp and
on the catwalks to the north there is a ++GREEN HERB++ in the corner near the
ladder.
Once the battle is over, run up the stairs that lead to the high south walkway
then slash the two --TALL CRATES-- and open the safe then collect **TANKER
KEYCARD B** from inside.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - In the northeast corner of the area where the characters fight
the Gatling gun Majini.
--> Random Item
[ ] Tall Crate - In the northeast corner of the area where the characters fight
the Gatling gun Majini.
--> Random Item
[ ] Wooden Crate - Next to the back Proximity Bomb pickup, on a metal crate
with a blue tarp over it.
--> Random Item
[ ] Tall Crate - On the south walkway at the west end.
--> Random Item
[ ] Tall Crate - On the south walkway at the west end.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Proximity Bomb - On a left metal crate while stepping into the area with
the crates in the area where the characters fight the Gatling Gun Majini.
[ ] Green Herb - On a crate to the east of the Proximity Bomb pickup.
[ ] Proximity Bomb - Up the stairs, on a crate covered with a brown tarp.
[ ] Green Herb - On the high catwalk in the corner near the ladder.
-------------------------------------------------------------------------------
-- CHECKPOINT
Step toward the locked door up the stairs to the southeast and, after
collecting both keycards, both characters can use the assist button command to
move onto the next room.
No, it's not over yet. A cutscene will show a Majini with a rocket launcher
fire a rocket toward the top crate in the stack of crates in front of the
characters. Quickly run forward after the cutscene and take cover behind the
nearest crate then equip a rifle. These metal crates can be destroyed by
rocket fire, so your shots have to be quick in this area.
___ ___ ___ ___
|___||___||___||___|
|___||___||___||___|
^ ^ ^ ^ ^ ^ ^ ^
Destructible Cover Areas
There are three Majini with rocket launchers in the back of the room. One is
on the southwest side, one is on the southeast side and there is another in the
bottom area in between the two floors. Raise up in between rocket fire and
focus on one at a time then hit it with the rifle. A character can't perform a
simple headshot on the top floor Majini because of the metal masks on these
particular Majini, so find any unarmored area on them and spam rifle fire to
those areas. Get a headshot on the rocket launcher Majini on the bottom floor
first of all then focus on the rest. Each of the three Majini with rocket
launchers will drop a ++DEAD BRIDE'S NECKLACE++ treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Hold - Chapter 6-1
| [ ] | TREASURE: Dead bride's necklace (x3) [2,000 gold]
|_________________| DETAILS: Each of the three rocket launcher Majini in the
room after fighting the Gatling Gun Majini will drop this
treasure once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
It's very possible to take on the rocket launcher Majini from close range if
that is the only option. Each shot delivered to them will make them stagger
backward, which carries the same button prompt melee command as a knee or leg
stun while close to one, so a character can simply shoot one to make it stagger
then run behind it and perform an instant kill melee! The melee sequence will
also provide a slight invincibility animation to shield the character from any
rocket fire.
In some regards, fighting them from close range is much easier since all you
have to do is fire then perform an instant melee kill from behind, but when
your characters step to the bottom area while the rocket launcher Majini are in
the area, four Bui kichwa will bust out of the metal crate on the stack of
crates to the right, so this sort of complicates matters a bit. A flash
grenade could instantly get rid of them though and then you could simply shoot
+ instant kill melee your way through the Majini with the rocket launchers.
Your choice.
As previously mentioned, all eight of the bottom --METAL CRATES-- can be
destroyed by the Majini with rocket launchers and the crates will leave behind
an item, but keep in mind that these serve as your character's cover. There is
a --WOODEN CRATE-- and a --TALL CRATE-- to the right on the current side of the
room and a ++GREEN HERB++ on a covered crate as well. There is a --TALL
CRATE-- right below the stack of two large crates to the right after dropping
down to the middle area.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers.
--> Random Item
[ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers.
--> Random Item
[ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers.
--> Random Item
[ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers.
--> Random Item
[ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers.
--> Random Item
[ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers.
--> Random Item
[ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers.
--> Random Item
[ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers.
--> Random Item
[ ] Tall Crate - On the right side of the room with the rocket launcher Majini
after first entering.
--> Random Item
[ ] Wooden Crate - On the right side of the room with the rocket launcher
Majini after first entering.
--> Random Item
[ ] Tall Crate - Near the stack of two crates off to the right in the center
area of the room with the rocket launcher Majini.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the right side of the room with the rocket launcher Majini
after first entering. This is on a covered crate.
-------------------------------------------------------------------------------
Once all the pretty explosions have ceased, move up the stairs on the south
side then find the corridor ahead. Run all the way down the corridor then open
the elevator door with the Tricell logo on it. Both players should use the
assist command to take the elevator up to end this chapter.
- - - - - -
___ _ _ __ ____ [CH62]
/ __\ |__ __ _ _ __ | |_ ___ _ __ / /_ |___ \
/ / | '_ \ / _` | '_ \| __/ _ \ '__| | '_ \ ___ __) |
/ /___| | | | (_| | |_) | || __/ | | (_) ||___| / __/
\____/|_| |_|\__,_| .__/ \__\___|_| \___/ |_____|
|_|
-------------------------------------------------------------------------------
--> Chapter 6-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 35+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 28'00" | 33'00" | 33'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH621]
Chapter 6-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M A I N D E C K
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The characters will start outside the elevator that they took up from the last
chapter. Notice the mound of dead bodies to the right off to the south. Walk
toward the pile of dead bodies to trigger a cutscene.
Immediately after the cutscene, both players must engage in a cutscene with
button prompt inputs that must be pressed in order to survive the on-screen
action while Chris and Sheva run from the Uroboros' tentacles. The button
prompts must sometimes be tapped once if the buttons appear without an arrow
above them but if the button appears on the screen with an arrow above it then
it must be tapped rapidly for a few brief seconds.
-> COMMAND INPUT 1
Sequence: The Uroboros tentacle quickly moves toward the characters as they
move up the stairs to the walkway above and it tries to smash them
against the wall as they attempt to jump to the right.
Type: Single button pres/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 2
Sequence: The tentacle continues to follow the characters as they run along the
walkway then it tries to slap them as the characters attempt to jump
and roll.
Type: Single button press/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 3
Sequence: The characters recover from the roll and the tentacle rakes across
the top portion of the walkway but the characters jump and roll out
of the way again.
Type: Single button press/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 4
Sequence: The characters look up to see a tentacle and quickly jump out of the
way of the tentacle as it tries to smash them almost directly after
they roll from the last tentacle strike.
Type: Single button press/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 5
Sequence: The characters rush to the end of the walkway and one of them climbs
a crate then that character turns to pull the other one up as a
tentacle heads for them to smash them against the crate.
Type: Two button press
Command: Climb over
-> COMMAND INPUT 6
Sequence: The characters run past the crate as the tentacle continues to
follow. The tentacle races up the stairs after them and tries to
smash them against the middle portion of the stairs from overhead as
they attempt to jump away from it.
Type: Rapid button press (much more extended than the last few)
Command: Run
[CH622]
Chapter 6-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
B R I D G E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chris and Sheva are now trapped inside the boat with impending doom of what
used to be the woman with one of the sexiest of accents in the RE universe now
turned into a slimy Uroboros by none other than Practical Al. No wonder why
Chris dislikes that man so!
The walls all around them seep black liquid as the characters move throughout
this ship. Run down the corridor to the east.
The characters will see a ++GREEN HERB++ up ahead but bear in mind that the
first character that steps down that corridor must press a button prompt
command (always the action button) in order to [DUCK] the Uroboros tentacle
that tries to grab that character. I'll place button press actions in brackets
for this chapter since there are places like this all along the corridors, so
be ready to react quickly at times. Watch for the holes in the ceiling to
identify these areas where a tentacle might attempt to grab a character. If a
character continues to stand under one of these holes in the ceiling then the
tentacle will try to grab once again. Excella wants some of that Redfield even
more than Chris wanted some of that Gionne earlier, I assure you. Hell, she
might even take some Alomar now!
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In a corner, down the first hall that the characters come to
while inside the ship.
-------------------------------------------------------------------------------
Continue around the left corner after grabbing the item. Obviously, a
character doesn't want to continue down the corridor with the Uroboros tentacle
in the way. If a character touches it then that character will get a slimy
leech-like substance all over his/her body after taking damage and the
substance will slowly drain health for a while.
.----------------------------------- TIP -------------------------------------.
| In order to make the Uroboros tentacle in the halls ahead retreat back into |
| the ceiling, fire a single flame round at each one of them or shoot at them |
| with a high-powered weapon such as a magnum. This is mainly useful for |
| speed runs. |
'-----------------------------------------------------------------------------'
Step into the room off to the right. Face the lockers on the south side of the
room then open the right locker and collect the ++HANDGUN AMMO (+10)++ from
inside then open the left locker and collect the ++CHALICE (GOLD)++ treasure
from inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Bridge - Chapter 6-2
| [ ] | TREASURE: Chalice (Gold) [3,000 gold]
|_________________| DETAILS: In the first room of the ship that is entered,
right near the hallway with the first Uroboros tentacle
hanging from the ceiling, find the two closed lockers on
the north wall then open the left locker to find this
treasure inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Inside the right locker off to the to the right when
the characters have to step into the first room to avoid an overhead
tentacle.
-------------------------------------------------------------------------------
Leave the room through the north doorway. Outside the north windows the
characters can view more of the tragedy of Excella. While stepping under the
overhead opening in the ceiling, prepare to [DUCK] the tentacle as it tries to
grab the character that passes by underneath it. There is a dead Majini body
right below the opening.
There's too much Excella (tentacle) down the west hall so the characters are
going to have to open the door off to the left and continue into the south
room. Find the three closed lockers off to the left. The one on the far left
side is empty. For the two on the right, the left one contains nothing
(again?) and the right one contains some ++RIFLE AMMO (+5)++.
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+5) - Inside the far right locker off to the left once the
characters have to step inside of a room to avoid a second tentacle.
-------------------------------------------------------------------------------
Pick up the ++PROXIMITY BOMB++ near the dead Majini in the room to the west
then collect the ++SHOTGUN SHELLS (+5)++ lying along the desk near the exit
door. Approach the lockers on the south side then take the ++HANDGUN AMMO
(+10)++ out of the right locker on the left side. The rest of the lockers are
empty.
--------------------------------------------------------------------- ITEM LIST
[ ] Proximity Bomb - Lying near a dead Majini body in the room that the
characters have to step into after avoiding the second overhead tentacle.
[ ] Shotgun Shells (+5) - Lying on the shelf near the exit door in the room
that the characters have to step into after avoiding the second overhead
tentacle.
[ ] Handgun Ammo (+10) - Turn to the right after stepping through the doorway
in the room that the characters have to step into after avoiding the second
overhead tentacle and open the right locker in the set of close locker on
the left side.
-------------------------------------------------------------------------------
Alright, stop slashing that dead Majini with your knife then step out into the
north corridor by opening the door. The Uroboros outside continues to feed off
the dead bodies and grow even larger as the characters view the monstrosity
outside the window. When the characters continue down the hall again, prepare
to [DUCK] the tentacle shortly before stepping away from the section in front
of the door. Move up the stairs to the west.
While looking down the hall to the south, a body will suddenly get tossed into
the corner up ahead. The room to the side can't be entered from the north
doorway because of the Uroboros tentacle in the way, so continue down the south
hall ahead.
.----------------------------------- TIP -------------------------------------.
| Shoot the Uroboros tentacle that guards the south hall with a flame round |
| to make it retreat into the ceiling and, after moving down the left (east) |
| hall, the characters will only have to fight the Majini that will change |
| into a Duvalia toward the end rather than the whole crowd down the south |
| hall. The Majini that appears will drop the Bridge Keycard that will allow |
| access to the door down the hall. |
'-----------------------------------------------------------------------------'
Open the door on the left wall then collect the ++GREEN HERB++ from the right
table inside. Find the row of lockers then open the middle locker and collect
the ++CHALICE (GOLD)++.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Bridge - Chapter 6-2
| [ ] | TREASURE: Chalice (Gold) [3,000 gold]
|_________________| DETAILS: After moving up the stairs in the ship, open the
door on the left wall down the north corridor then find the
row of lockers inside. This is inside of the middle
locker.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying on the table in the room down the hall after moving up
the stairs.
-------------------------------------------------------------------------------
.---------------------------------- TIP --------------------------------------.
| Instead of moving into the middle of the Majini bodies down the hall up |
| ahead, the live Majini can be shot to make them get up early. This saves |
| your characters from getting surrounded. |
'-----------------------------------------------------------------------------'
Back in the outside hall, approach the body in the north corner then step
around the corner to find several Majini bodies. Move on past them and five of
the Majini will rise up and attack. The one with body armor will form a
Duvalia once defeated. If you don't have a flash grenade then aim for its legs
with the shotgun and stun it with several shots to the legs then shoot it in
its mouth when it kneels. If a character has a flash grenade then simply toss
the flash grenade to get rid of the pest. Collect the **BRIDGE KEYCARD** from
the Duvalia after it falls.
----------------------------------------------------------------- KEY ITEM LIST
[ ] Bridge Keycard - Defeat the Duvalia that forms from the Majini in the hall
up the stairs.
-------------------------------------------------------------------------------
Move around the north corner up ahead. There is no use in running to the other
end of the hall since it just leads back to the doorway that the Uroboros
tentacle is blocking. Open the sliding doors that lead to the control room
along the right wall.
There are a few documents in here to read. Check out the --REPORT ON PROJECT W
- AUG. 28, 1998-- on the east set of controls then --SPENCER'S NOTEBOOK-- lying
in the suitcase under the light. Use the Bridge Keycard on the sliding door on
the south wall then step out into the hallway.
----------------------------------------------------------------- INVESTIGATION
[ ] Report on Project W - Aug. 28, 1998 - Lying on the east set of controls in
the control room.
[ ] Spencer's Notebook - Lying in the suitcase under the light in the control
room.
[ ] North Controls - The controls on the north side of the control room.
[ ] West Controls - The controls on the east side of the control room.
-------------------------------------------------------------------------------
Walk around the corner then move up the stairs to the left. The characters are
now in the bridge control room. Take the ++HANDGUN AMMO (+10)++ from one of
the trays off to the right. While standing in the middle, walk over to the
stairs that lead up to the raised area then take the ++SHOTGUN SHELLS (+5)++
from the tray to the right of the railing. After moving up the stairs, grab
the ++MACHINE GUN AMMO (+30)++ from the console off to the left. There is also
a ++RED HERB++ behind the main set of controls further back. The sliding doors
at the top can't be opened.
----------------------------------------------------------------- INVESTIGATION
[ ] Console Pair Right - The first set of console to the left after entering
the bridge control room.
[ ] Front Controls - The middle portion of the front controls. Shows the
Uroboros outside.
[ ] Control Pair Left - The second set of consoles further on the left side of
the room.
[ ] Main Controls - The main controls on the raised area.
[ ] Sliding Doors - The sliding door in the south in the back of the raised
area.
[ ] Satellite Laser Shango Operating Manual - On the bulletin board on the west
wall below the stairs.
--------------------------------------------------------------------- ITEM LIST
[ ] Handgun Ammo (+10) - Lying on a tray to the right as the characters step
into the bridge control room.
[ ] Shotgun Shells (+5) - On a tray beside the right side railing of the raised
area in the middle of the bridge control room.
[ ] Machine Gun Ammo (+30) - Lying on a console off to the left after stepping
up on the raised area in the bridge control room.
[ ] Red Herb - Lying on the floor behind the main console on the raised area in
the bridge control room.
-------------------------------------------------------------------------------
Check out the --SATELLITE LASER SHANGO OPERATING MANUAL-- on the bulletin board
before moving up the stairs on the west side of the room. The characters will
engage in conversation after viewing them. Run up the stairs to the side then
both characters should use the assist button to open the door at the top.
[CH623]
Chapter 6-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
B R I D G E D E C K
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Break the two --TALL CRATES-- off to the left then move around the corner and
open the metal door ahead. A cutscene will play shortly.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate (left) - To the left as the characters exit the door from the
last area.
--> Definite Item: Incendiary Grenade
[ ] Tall Crate (right) - To the left as the characters exit from the door from
the last area.
--> Definite Item: Rifle Ammo (+5)
-------------------------------------------------------------------------------
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
UROBOROS AHERI
--------------
HP: 7,000 (tentacles)
HP: 28,000 (main weak point)
Recommended - Rifle (hit glowing ends of tentacles from a distance)
Weapon(s): - Grenade Launcher w/Flame Rounds (hit main weak point)
- Handgun or Machine Gun (slow down tentacle for partner L.T.D
lock-on/hit Uroboros blobs [single])
- Incendiary Grenades (hit Uroboros blobs [group])
Weak Points: - Orange glowing center of front end of tentacles
- Orange glowing pod on top of Uroboros (main weak point)
Attacks:
1) Tentacle Smash - The glowing orange pod on two of the main tentacles
suddenly starts to light up as if charging then the tentacle lunges forward
to smash whatever is in front of it. The characters will get a button
prompt button command shortly before impact in order to roll out of the way
of this move. A tentacle targets one character at a time and that targeted
character must use the button prompt input to dodge the attack. This attack
can be cancelled by hitting the glowing tentacle before it strikes. Any
type of heavy weapon fire (shotgun blast, flame round, etc) aimed directly
at the orange glowing portion will automatically cancel the attack.
2) Tentacle Double Smash - Just like with the normal smash a glowing pod on a
tentacle will begin to glow a bright orange but the beast will roar a bit
then the tentacle will lunge forward and, directly after the lunge, the
tentacle will lean back then strike again. The lunges make a slightly
different sound when compared to a normal lunge. The main difference with
this move is that the button prompt input command will be two buttons for
one of the strikes, so prepare to press two shoulder or two face buttons.
3) Tentacle Slap - A tentacle moves to the right side of the top platforms then
swings toward the characters. A button prompt command must be entered
during the swing in order to duck the tentacle. This attack only covers the
top platform area.
4) Uroboros Blobs - When a tentacle is destroyed or the core of the Uroboros is
damaged badly, Uroboros blobs will land on the current platform with the
characters. These enemies attack by spreading the Uroboros black substance
onto the characters. They will instantly die after they attack but they
will leave behind a black leech-like substance on the character that will
drain the victim's health for a while.
5) Platform Smash - After the Uroboros has showcased its four tentacles, the
four tentacles will rise up into the air and the glowing ends of them will
turn a bright red. If the characters fail to hit any of the tentacles
within a few seconds a cutscene will play and all four tentacles will smash
the current platform that the characters are on.
--> GRAB THE L.T.D.
At the start of the battle, one player should use the bridge keycard on the
keycard slot to the right; it's in between the two ladders on the wall. This
will unlock the panel on the center wall and showcase the L.T.D. satellite
targeting device lying on the hanger inside. One player should grab the L.T.D
targeting device. This gun can be used to auto-target the Uroboros' weak
points and fire the satellite laser down upon it.
L.T.D. Controls:
.----------------------------------------------------------------.
| Aim Button = Look through targeting scope |
| Fire button = Fire satellite laser (once locked on) |
| Weapon Switch = Drop L.T.D. |
| Assist Button = Partner picks up/drops L.T.D. in single player |
'----------------------------------------------------------------'
While looking through the scope of the L.T.D. get a tentacle weak point in view
(glowing portion) and follow it. The red circle displayed on the scope will
grow smaller as the target is locked-on to. Once the words "Lock-on" appear,
press the fire button to fire the satellite's laser at the tentacle.
The L.T.D. must recharge for twenty seconds in between shots. A meter
displayed while looking through the scope will showcase how much more time the
L.T.D. needs until full charge. It's really best for the character to lay the
weapon down and help out the other character while this weapon charges since it
has such a hefty charge.
--> DEALING WITH THE TENTACLES
The tentacles of the Uroboros start out as only two but as the battle
progresses a total of four of them will emerge from the creature. Button
prompt commands must be used in order to dodge the tentacles' attacks since the
tentacles lock-on to a character. The tentacles will get much more aggressive
as the battle continues to progress mainly because they are more numerous but
also because they will perform a double ram after the Uroboros core weak point
has emerged one time.
The tentacles will leave behind small Uroboros blobs as they are destroyed.
The blobs will land on the platform. These blobs die within a few hits from a
handgun or machine gun or just about any other weapons. They also die after
attacking. They will leave behind a dark leech-like substance on a character
that will slowly drain that character's health for a few seconds until the
substance disappears.
An incendiary grenade's fire spread works well at defeating a grouped set of
Uroboros blobs but really a handgun or machine gun will work just as well.
Flame rounds have a good fire spread too and they are really needed for the
Uroboros blobs on higher difficulties, but no normal mode it's really best to
save them for damaging the Uroboros itself. The character that holds the
L.T.D. laser might have to set the laser down for a bit to help deal with these
enemies at times. These small enemies leave behind a wealth of ammo, green
herbs, hand grenades and incendiary grenades.
Each tentacle's weak point is its glowing orange front portion. These can be
shot with any weapon or they can be hit with the L.T.D. laser. The L.T.D.
laser will instantly destroy a tentacle but flame rounds from the grenade
launcher, rifle shots, and shotgun blasts all work pretty well at damaging one
as well. One character needs to focus on shooting the tentacles while the
other targets them. A tentacle might eventually cover its front glowing
portion with its dark skin. Shoot the skin covering to make it retract and
showcase its weak point once again.
--> WON'T YOU STAY STILL, DAMMIT!
The character that does not have the L.T.D. equipped should fire at the
tentacles with any weapon to make them stand still while the partner with the
L.T.D. aims. If the dark covering of skin is over a tentacle then it will move
around more than when the glowing portion is shown. If the orange glowing
portion of the tentacle suddenly becomes darker after weapon fire damage then
the tentacle will basically remain still.
In a single player game the AI partner can be made to pick up the L.T.D. The
partner's aim will be about as precise as a player really and the AI partner
will have difficulty aiming if the tentacle moves too much. Your character
will still need to slow down the tentacles with weapon fire for the AI partner.
Even with its pinpoint aiming skills at other times, the AI partner isn't going
to completely cheat with its pinpoint aiming during this battle. The moment a
tentacle remains in place before an attack sometimes give a player just the
right opportunity to get an instant lock-on and fire.
It's really best for the main player to pick up the L.T.D. laser cannon and
allow the AI partner to focus on shooting the tentacles. The AI partner's
pinpoint aiming showcases itself much better when hitting the tentacles rather
than aiming at the tentacle weak points with the L.T.D. The AI partner will
shoot at the tentacles with any weapon but equipping the partner with a rifle
will help out the most. Try using the S75 rifle to limit the AI partner's
gunfire spamming due to the bullet ejection and the AI partner will help out
quite a bit without using too much ammo.
--> THE MAIN WEAK POINT
The main weak point will emerge once all tentacles have been destroyed. The
top half of the Uroboros will melt away and a large orange glowing pod will
appear in the top center portion of its body. One character should aim the
L.T.D. laser at the weak point and lock-on then fire the satellite laser at it
while the other character hits the weak point with flame rounds from the
grenade launcher or rifle shots. In single player, lay down the L.T.D. laser
when the core weak point emerges (it'll most likely have to charge anyway) and
fire two flame rounds at the core yourself then pick up the L.T.D. laser and
quickly target the core then fire. The glowing core weak point will change to
more of a reddish color once the boss is near death. If one character happens
to have a rocket launcher once the core weak point is exposed then fire a
rocket directly at the weak point to instantly end the battle.
--> THE PLATFORM SMASH
Once the core weak point has emerged once, the Uroboros will hide its weak
point then four tentacle will emerge from its body. These tentacles will hover
high into the air and glow a dark red color. One of the red glowing ends of
the tentacles must be hit at that time with the L.T.D. satellite laser or a
flame round in order to keep the tentacles from smashing the platform. If the
tentacles are left idle for too long then a cutscene will play where they will
smash the platform and the game over screen will appear.
--> THE TWO LEVELS OF THE PLATFORM
The characters can choose to stay on the lower platform throughout the battle
or climb to the top platform. Other than the breakable tall crates filled with
fixed ammo and items and a slightly better view of the Uroboros, there is no
reason to climb up to the top of platform. Climbing to the top platform will
make the Uroboros perform a tentacle slap that can be hard to see coming since
the tentacle suddenly moves to a side and swings across the platform. It will
only perform this attack while the characters are on the top platform, so it is
really best to stay on the bottom platform for the majority of the battle.
--> A BATTLE OF TEAMWORK
No matter how this battle is fought through single player or co-op play, the
players are going to have work together in order to bring this boss down. One
player must use weapon fire to make the tentacles slow down while the other
character aims with the L.T.D. Both players need to help out in defeating the
Uroboros blobs since they will appear frequently. A handgun, machine gun,
incendiary grenade or flame round will work perfectly.
On single player it is best to give the AI partner plenty of Handgun, machine
gun ammo, or rifle ammo then allow the partner to hit the tentacle and the
blobs while your character aims. In the text above, I mention to give your
partner the S75 rifle, but if you're low in rifle ammo then just allow it to
hit the tentacles with a handgun or machine gun. A human player can aim at the
tentacles better with the L.T.D. laser while they move when an AI will only
restrict itself on purpose. There may come a time where the AI partner will
need help in defeating the Uroboros blobs, so don't constantly hold the L.T.D.
all the time.
--------------------------------------------------------------------- ITEM LIST
[ ] Tall Crate - On the left side of the top platform during the Uroboros
fight.
--> Definite Item: Flame Rounds (+5)
[ ] Tall Crate (left) - On the right side of the top platform during the
Uroboros fight.
--> Definite Item: Red Herb
[ ] Tall Crate (right) - On the right side of the top platform during the
Uroboros fight.
--> Random Item
-------------------------------------------------------------------------------
A cutscene that will end the chapter will play once the Uroboros is defeated.
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
- - - - - -
___ _ _ __ _____ [CH63]
/ __\ |__ __ _ _ __ | |_ ___ _ __ / /_ |___ /
/ / | '_ \ / _` | '_ \| __/ _ \ '__| | '_ \ ___ |_ \
/ /___| | | | (_| | |_) | || __/ | | (_) ||___| ___) |
\____/|_| |_|\__,_| .__/ \__\___|_| \___/ |____/
|_|
-------------------------------------------------------------------------------
--> Chapter 6-3 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 25+ | 15 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-------------------------------------------------------------------------------
[CH631]
Chapter 6-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
B R I D G E D E C K
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Recommended Weapons/Items:
- Handgun (for normal Base Majini)
- Rifle (for many distant Base Majini) HIGHLY RECOMMENDED)
- Shotgun (for Majini crowds/damaging Reapers' main weak point)
- Grenade Launcher w/Acid Rounds or Flash Rounds (for multiple Reaper
encounter)
- Magnum (for quick stuns to Gatling Gun Majini/damaging Reaper's main weak
point)
- Bulletproof Vest (for both characters)
NOTE: Since the weapons needed here are so numerous, I recommend giving the
Rifle to your AI partner in single player then simply request it from your
partner while in a cover position. Allow that character to hold the ammo as
well and give it back to the AI partner when it needs to be reloaded and that
character will do so. Simply request it back when it is needed again.
===============================================================================
The characters will begin this stage with a badly charred Uroboros at their
back. Poor Excella, we knew here well... down to ever fine line and curve.
As the characters begin to engage in conversation, open the metal door to leave
the current platform. Move down the stairs then open the orange door with the
assist command once again.
[CH632]
Chapter 6-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
B R I D G E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
That bomber will initiate a what, Chris? A biohazard? Well then it's time to
get to the ROOT of this problem before we find your blood everywhere. There's
no time to waste! Christhisway!
Sorry. Just trying to build this section up with more space here.
There is nothing special in this room but feel free to explore. Open the
elevator door behind the top consoles in the back of the room then use the
assist command to take the elevator down to the floor below.
[CH633]
Chapter 6-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
E N G I N E R O O M
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A view of the full room is given to the players during the beginning cutscene.
It's actually not that big of a room. It sure will challenge a player though.
Take out the rifle at the beginning of this chapter and find:
- The Majini on the bottom floor in the southwest near the lever.
- The Majini on the lowest floor in the south (one is on each side of the
middle set of missiles).
- The Majini on the high walkway to the southeast.
Get a headshot on each of them with the rifle. Look down the east section of
the catwalk to see a Majini at the other end. Don't worry about him too much.
Run to his end and an explosive blast from the left wall will finish him off
for the characters! Collect the ++GREEN HERB++ off to the left of where he was
standing. Climb down the nearby ladder.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the northeast end of the starting catwalk.
-------------------------------------------------------------------------------
Look into the area with standing water and a Majini can be seen in the corner
closest to the nearby wall below. Shoot him before falling into the shallow
water. Fall to the area with standing water below and pick up the ++INCENDIARY
GRENADE++ from off the nearby crate then climb the ladder.
--------------------------------------------------------------------- ITEM LIST
[ ] Incendiary Grenade - On top of the crate in the area with standing water
near the first bulkhead door.
-------------------------------------------------------------------------------
All three of the metal columns along the middle hallway can be used as cover
from each side of them; keep these in mind. Move up the stairs and run around
the corner walkway. Pick up the ++GREEN HERB++ from the corner across from the
lever then flip the lever.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the corner of the walkway across from the lever that opens
the first bulkhead door.
-------------------------------------------------------------------------------
The lever will begin to open the first bulkhead door along the south portion of
the middle walkway. Don't move away from the lever yet. A group of Majini are
about to fall from a high ledge around the corner. Try to let them mount up
and then toss the incendiary grenade that you just got at a whole crowd then
try to perform ground melees to as many of them as possible. If one player can
hold them off a bit with gunfire then they will mount up pretty quickly. They
all carry stun rods so keep a shotgun handy in case one of them suddenly
charges at the characters.
Run back to the center of the walkway when the Majini wave is finished. The
Majini in the second room up ahead will either be firing at your characters
with their machine guns or trying to dash toward your current position, so take
cover behind one of the middle columns and arm the rifle then look out in
between their gunfire and go for headshots on all the Majini that can be seen.
There should only be about four of them.
As the characters begin to step further toward the room, more Majini will
appear. You'll have to hop over the gap in the bulkhead doorway to get many of
them to move out of their cover areas. Two Majini with rocket launchers are
waiting deeper inside the second room.
Rocket Launcher Majini:
- One will appear on the high south walkway and he may move below.
- One is on the southwest staircase in the very back of the room
It's best to wait around the first and second set of metal columns in the
second room then take cover and allow the machine gun Majini to come to the
characters. Use the rifle for some quick headshots. If the characters try to
dash up ahead then they make themselves an easy target for machine gun fire.
The rocket launcher Majini are not much of a problem since your characters have
so many cover areas here. Both rocket launcher Majini will drop a ++DEAD
BRIDE'S NECKLACE++ treasure. Also, find the ++FLASH GRENADE++ on the metal
crate off to the left of the first metal column and the ++GREEN HERB++ in front
of the metal crate to the left of the second metal column.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Bridge - Chapter 6-3
| [ ] | TREASURE: Dead Bride's Necklace (x2) [2,000 gold]
|_________________| DETAILS: Both of the rocket launcher Majini in the second
bulkhead room will drop this treasure once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--------------------------------------------------------------------- ITEM LIST
[ ] Flash Grenade - On the metal crate next to the first left metal column in
the second bulkhead room.
[ ] Green Herb - Beside the metal crate next to the second left metal column in
the second bulkhead room.
-------------------------------------------------------------------------------
Would you look at that? There are three Reaper eggs in the middle of the room
just waiting to burst open at any second so that the contents can annoy us to
hell and back. DON'T fiddle with the levers in the back of the room just yet.
Let's do some item collecting before that chaos begins.
Climb up the ladder on the right side of the second bulkhead room. Run to the
far right corner and collect the ++GREEN HERB++ from the catwalk. Move down
the stairs to the floor with standing water below then find the next ++GREEN
HERB++ in the far northwest corner. Run through the tunnel next to the herb
pickup then maneuver around the metal crates and blockades in the next bottom
floor area and you'll eventually find another ++GREEN HERB++ to the right of a
ladder. It's good to survey this entire bottom area. Notice all the cover
points, objects to get behind and blockades to step over. This area can come
in handy for a tough battle ahead.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On top of the west catwalk, off to the right after climbing
the ladder in the second bulkhead room.
[ ] Green Herb - In the far northwest corner of the bottom floor with standing
water in the second bulkhead room.
[ ] Green Herb - In the far southeast corner of the bottom floor with standing
water in the second bulkhead room.
-------------------------------------------------------------------------------
Climb the ladder on the east wall. Run up the stairs and open the east door at
the top. Collect the ++FIRST AID SPRAY++ and the two ++PROXIMITY BOMBS++ on
the metal trunk inside. Step back to the outside catwalk then run next door to
the west room and take the ++RED HERB++ and ++NITROGEN ROUNDS++ from the metal
trunk inside. Run back outside and hop down the north portion of the middle of
the catwalk to get back down to the middle area quicker.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - On the metal trunk in the east room along the high south
catwalk in the second bulkhead area.
[ ] Proximity Bomb - On the metal trunk in the east room along the high south
catwalk in the second bulkhead area.
[ ] Proximity Bomb - On the metal trunk in the east room along the high south
catwalk in the second bulkhead area.
[ ] Red Herb - On the metal trunk in the west room along the high south catwalk
in the second bulkhead area.
[ ] Nitrogen Rounds (x12) - On the metal trunk in the west room along the high
south catwalk in the second bulkhead area.
-------------------------------------------------------------------------------
A character should stand by each lever then use the partner assist command to
pull both of the levers. This will begin to open the second bulkhead door.
-- CHECKPONT
Right when the second bulkhead door starts to open, two Reaper eggs will burst
open from the north and two Reapers will run toward the characters. One is on
the walkway to the northwest and the other is on the middle walkway. These
Reapers need to be defeated shortly after or before the second bulkhead door
opens. If they are still there by the time the third bulkhead door is all the
way open then there is going to be hell to pay.
Arm a grenade launcher with acid rounds or flash rounds and try to maneuver
your characters so that the Reapers stand side by side. If the characters run
around the area and allow them to group then they will eventually stand
together. When they finally move together, fire a single acid or flash round
at both of the pest and it will stun them both to their first stun stage. Fire
another acid or flash round and it will stun them to make them reveal their
chest weak point. Take out the magnum at that time and fire at the weak points
on their chests. Bam, you're dead and bam, you're dead. Step toward the TV
screen and pretend to blow off the smoke from Chris' magnum while retrieving
the ++POWER STONE++ left behind by each Reaper. A few direct shotgun blasts to
the chest weak points will work well, but the characters will probably have to
stun one of them again with two acid or flash rounds.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Bridge - Chapter 6-3
| [ ] | TREASURE: Power Stone (x2) [5,000 gold]
|_________________| DETAILS: Defeat both Reapers that attack in the second
bulkhead area of the Engine Room. They will burst forth
from their eggs after the characters flip the levers to
open the second bulkhead door.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Immediately hop down into the water below the walkway on the east side of the
middle walkway once the characters collect the Reaper treasures. The bulkhead
door still seals off the way toward the south at the moment but allow the
bulkhead door to open. Once the second bulkhead door fully opens, two Gatling
Gun Majini will rise up from lifts along the middle walkway in the third room.
Several Majini armed with stun rods will drop from the high walkways later in
the battle.
While on the east side of the bottom floor, quickly hop over the gap to the
south then approach the ladder off to the left (east) and both characters
should climb it. The invincibility animation of climbing the ladder will save
your character from the Gatling Gun Majini's gunfire in getting up to the
walkway. They're likely to hit your character just a bit with their gatling
gun fire, but stepping behind the gatling gun turret shield your character from
their fire a bit - enough to where your character can control the turret.
Step behind the gatling gun turret at the top of the ladder then use the aiming
button to control the gatling gun and fire at each of the Gatling Gun Majini.
Spread fire between both of them and DO NOT let the gatling gun overheat. Slow
down on firing when they are both stunned to prevent overheating. You can't
afford to let the gun overheat.
The other character can simply stand at the top of the ladder with and arm a
knife then slash down at the Majini with stun rods that try to climb it. In
single player, give your partner a machine gun or handgun and the AI partner
should hold off the Majini just fine. The gatling gun can be turned to fire at
any Majini that step up onto the small walkway, but taking pressure off the
Gatling Gun Majini can be very risky. The Gatling Gun Majini in the yellow
outfit will drop **HANGAR KEYCARD A** and the Gatling Gun Majini in the red
outfit will drop **HANGAR KEYCARD B**.
Another way to take on the Gatling Gun Majini is to run to the far north end of
the middle platform in the second room and arm a rifle to both players. When
the Gatling Gun Majini appear, simply fire at them with a rifle as they move to
the north end. Aim for their head and fire to get a quick stun or shoot them a
few times in the body to stun them. Take out a magnum and fire as they begin
to move closer and the characters can also quickly step behind a metal column
for cover if they begin to fire. They won't fire until they step to about the
middle of the second room however. This method is really needed on higher
difficulties, especially Professional mode, but it can work just as well for
other modes if getting to the gatling gun doesn't work out for a player.
Drop down from the ladder after all the carnage has ended then collect the
three ++FLASH GRENADES++ from off the metal crate next to the stairs. Move up
the stairs and step on the center platform then move down the stairs on the
opposite (west) side. Step onto the floor below then walk around the north end
and turn right to see a ++GREEN HERB++ in an alcove. Climb the ladder on the
west side then collect the ++ACID ROUNDS (x12)++ and the ++FIRST AID SPRAY++
from the top of the platform up above.
--------------------------------------------------------------------- ITEM LIST
[ ] Flash Grenade - On top of the metal crate below the railing on the east
side of the third bulkhead room.
[ ] Flash Grenade - On top of the metal crate below the railing on the east
side of the third bulkhead room.
[ ] Flash Grenade - On top of the metal crate below the railing on the east
side of the third bulkhead room.
[ ] Green Herb - In an alcove on the west bottom floor along the north side.
[ ] Acid Rounds (x12) - At the top of the ladder along the west side of the
third bulkhead room.
[ ] First Aid Spray - At the top of the ladder along the west side of the third
bulkhead room.
----------------------------------------------------------------- KEY ITEM LIST
[ ] Hangar Keycard A - Dropped by Gatling Gun Majini in the yellow outfit.
[ ] Hangar Keycard B - Dropped by Gatling Gun Majini in the red outfit.
-------------------------------------------------------------------------------
Return to the middle walkway then run toward the sliding doors in the south.
Both characters need to use the partner assist command to use the keycards on
the keycard readers along the sides of the sliding doors. Move down the
corridor beyond the door as the characters speak then open the next set of
sliding doors with the partner assist command. A cutscene will play once the
characters step into the hangar.
[CH634]
Chapter 6-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
H A N G A R
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
WESKER
------
HP: 30,000
Recommended - Handgun (for shooting his missiles and the rocket shot his way)
Weapon(s): - Magnum (if you actually want to fight him normally)
- RPG-7 NVS (available in the area)
Weak Points: - Wesker's front or back when he has lost sight of a character (he
can be hit while he's trying to find a character)
- Missile (When Wesker grabs a missile from near the airplane,
quickly shoot the missile to damage him)
Wesker's Attacks:
1) Sweep: Wesker ducks down and performs a sweep kick with his right leg
2) Mustang Kick - Wesker steps forward with a straight kick.
3) Jump Kick - Wesker hops into the air and kicks with his right foot.
4) Windfall - Wesker quickly holds up his right leg then slams it down in front
of him.
5) Flip Kick - Wesker performs two somersault kicks in a row after he has
dodged gunfire a few times. These flip kicks are more than just for dodging
since they can hit your character if Wesker manages to make contact.
6) Ram - Wesker dashes forward (sometimes twice in a row, depending on your
distance from him). If this connects then Wesker performs a knee to the
chest followed by an uppercut with his left arm. This can be countered when
the "Counterattack" button prompt command (button is random between action
and run) appears shortly before Wesker hits a character. Chris holds up his
arms to block the knee then punches Wesker down to the ground. Sheva flips
around to the other side of Wesker then performs an upward kick to knock
Wesker down.
7) Samurai Edge Shot - Wesker pulls out his handgun and fires a few shots. He
can fire up to three shots at a time. The shots can be dodged by pressing
the action button when the "Dodge" button prompt command appears.
8) Grab - Wesker reaches out and grabs the character then holds the character
by the shoulder. The character will begin to hit at Wesker's face; at that
time a partner assist melee can be performed by the partner to knock Wesker
off. A button prompt "Counterattack" command will appear at the end of the
grab if a partner fails to save the character. If the counterattack command
is entered successfully, Chris will slowly unsheathe his machete then
suddenly slash at Wesker's face but Wesker will quickly dodge out of the
way. Sheva will perform the same type of counter but she reaches for the
knife which is on a lower section of her body. If the player fails to press
the button then Wesker will toss the character behind him.
9) Hand Impale - From close range, a button prompt dodge command appears as
Wesker attempts to impale the character with his arm. If the first command
is dodged with the button prompt command then Wesker will try to impale the
character once again and another button prompt command will appear. Wesker
will try once again for a third time and another button input will appear on
the screen in order to dodge the command. Wesker can keep on trying this
for quite a few times. If any of these of these hits connect then the
impale will instantly kill the character. If the player can manage to pull
off the entire set of timed button presses then the character will start to
fight back with his/her exclusive melee combo that can only be done on
Wesker. That means you'll go through another five commands! This move has
no warning sign when it activates, just a sudden slow motion followed by a
button prompt command as his hand moves toward the character for his arm
stab. All input commands are random, even the melee combo is random this
time. The first dodge command gives a large window of opportunity to tap
the random button but the others are near instant. How good are you at
random timed button presses? Don't worry about getting hit by this move
while fighting him normally. I had to play around a bunch with the battle
to see this. It's hard to get him to activate it without dying first from
his normal melee attacks actually. Chris shouts out "Wesker" before
starting his counterattack sequence and Sheva yells before beginning her
counterattack.
.------------------------------------ TIP ------------------------------------.
| Right as the battle starts, prepare to tap the action button just in case. |
| Wesker sometimes unexpectedly shoots his handgun right as the battle begins |
| and if a character is not ready to dodge then that player might fall victim |
| to an instant two shots, which will drain quite a bit of life. |
'-----------------------------------------------------------------------------'
--> TURN OFF THOSE LIGHTS!!
There are a total of three spotlights around the hangar area that can be cut
off by flipping a lever that is underneath each one. There is actually a
fourth light, but the lever is damaged and cannot be used.
Spotlight Locations:
- Northeast
- Southeast
- Southwest
In single player mode, either the main character can flip them off or the AI
partner can be ordered to do so by pressing the assist button near one. The
best part about getting the AI partner to pull the levers for your character is
that the AI partner will turn the rest of them off after flipping the first
lever. A player could use that time to run and break some tall crates around
the area or find the rocket launcher.
Turning these off will allow both characters to hide from Wesker more easily
under the cover of darkness. He can literally not see a character while facing
one at times when the spotlights are turned off. Wesker can turn the
spotlights back on by approaching a lever and kicking it back on; he will only
do this when he is attempting to find a character.
--> DEALING WITH WESKER... AGAIN
Wesker basically has all the same moves from when he partnered up with Jill to
fight Chris and Sheva. He seems to use his dash move more this round both in
attacking and in following your character. His dash attack and his grab can
still be countered in the same way. His handgun fire is still his most
damaging move, so be sure to use the dodge button prompt command to dodge it.
The button input is always the action button.
What you want to do for this battle, like the last, is to hide from Wesker
until he loses sight of the characters.
He will say the following phrases when he has lost sight of both characters:
"There's no point in hiding"
"You're merely postponing the inevitable"
"You can't hide forever"
At that point, he can be damaged in two different ways: through a rocket
launcher rocket or through normal gunfire. The characters can use the middle
structure to take cover behind and hide from Wesker. It's best to circle
around the middle structure when attempting to get out of his line of vision.
.------------------------------------ TIP ------------------------------------.
| Much like the last battle with Wesker, be sure to pull up the mini-map to |
| keep an eye on his current location as shown by the blue triangle icon. |
| You'll want to watch the mini-map more than the current on-screen display |
| when attempting to hide from him. |
'-----------------------------------------------------------------------------'
--> WHEN HE TOSSES MISSILES
Wesker will eventually jump to the area in the far north and grab a missile
from the set of missiles that lie in a stack near the airplane. He will hold
it for a few seconds then toss it toward the characters. The best way to dodge
this is to get behind the north end of the middle structure; the missile will
harmlessly explode on the other side of the wall.
The missile can be shot while Wesker holds it. It can be hit with any weapon.
This will automatically stun Wesker but neither character can get up onto the
area with the airplane to restrain him. Still, shooting a missile is the only
option for a character that is far away from the middle structure.
--> THE ROCKET LAUNCHER
The RPG-7 NVS (rocket launcher) is inside a glass case on the northwest end of
the area near the broken lever. Break the glass and take the weapon. Like
other boss fight weapons, it does not take up an inventory slot, so a person
with a full inventory can still make use of it. It already comes loaded with
one rocket. Other rockets can be found in the center of the second floor
catwalk after moving up either ladder along the sides of the hangar. They are
in a glass case as well, so the glass must be broken in order to retrieve them.
There is another rocket in the breakable northeast tall crate.
- RPG-7 NVS controls:
.----------------------------------------------------------------.
| Aim Button = Look through targeting scope |
| Fire button = Fire rocket |
| Weapon Switch = Drop RPG |
| Assist Button = Partner picks up/drops RPG in single player |
| Load = Character props up rocket launcher ready to be |
| loaded while partner has a rocket |
'----------------------------------------------------------------'
Notes about firing the RPG:
- The RPG has a night vision scope, so a player can see in the dark corridors
very easily when firing.
- One player can hold the RPG and the other player can hold a rocket (RPG
round) to reload the RPG.
- The RPG can be reloaded by picking up the rocket with the character that has
the rocket launcher, which instantly makes that character load it, or it can
be loaded through the "Load" assist action command when a partner holds a
rocket.
- When one character has the RPG, a partner cannot load a rocket until the RPG
has been propped with the "Load" command by the character with the RPG.
- In single player mode, the AI partner will retrieve rockets once a rocket has
been fired by the main player. If the AI partner does not retrieve an RPG
round then try issuing the "Go" and "Come On" command and the partner should
respond eventually.
- The AI partner will ONLY retrieve a rocket (RPG round) that is out in the
open. If one is still in a tall crate or inside the case with glass still on
it, then the partner will not grab it. Break the glass on the case and break
the northeast tall crate on the bottom floor and the northeast crate next to
the other on the top catwalk (left crate) for the AI partner to remedy this
problem.
Once the RPG is loaded with a rocket (RPG round), wait until Wesker has lost
sight of the character with the rocket launcher then fire the rocket at him.
Wesker will quickly turn and grab the rocket if he did not notice the attacker
prior to the shot. While he holds the rocket, quickly take out any weapon and
shoot the rocket. The rocket will explode and cause heavy damage to Wesker,
which will stun him.
.----------------------------------- TIP -------------------------------------.
| A normal rocket launcher can be carried into this battle and used against |
| Wesker in the exact same way as the available RPG-7 NVS. |
'-----------------------------------------------------------------------------'
--> WHILE WESKER IS STUNNED
If you've been wondering what that vial in the icon on the upper left hand
portion of your screen is for then wonder no more because that is the is the
PG67 A/W suppressant that suppresses Wesker's virus.
When Wesker kneels down, from sustaining too much damage, one character should
rush behind him and activate the "Restrain" command from behind and the other
character should run in front of Wesker while the partner restrains him then
activate the "Inject" command to inject him with an overdose of his PG67 A/W
suppressant.
The first restrain and inject command will always end in failure on any mode
since Wesker will always break free of the restrain. This command does not
have to be used in order to actually inject him during the second retrain, so
the characters could actually just ignore the first restrain, which will always
end in failure.
--> DAMAGING HIM THROUGH GUNFIRE
Even though the rocket launcher is the preferred method of stunning Wesker, he
can also be stunned through a gunfire (use a magnum). Whenever he loses sight
of a character, the character can get behind him and fire at him then stagger
Wesker. While Wesker staggers, either character can run up to him for an
exclusive boss melee input command. Once triggered the player will have to
push a variety of button inputs for a melee combo.
CHRIS MELEE COMBO
Commands = Left Hook - Right Hook - Body Blow - Heavy Blow - Finishing Combo
.-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Left Hook" command starts the combination and the rest of the commands
are timed presses.
SHEVA MELEE COMBO
Commands = Reverse - High Kick - Front - Knee - Double Heel
Kick Kick Strike Hop
.-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Reverse Kick" command starts the combination and the rest of the
commands are timed presses.
----------------------------------------------------------------- INVESTIGATION
[ ] Broken Lever - The broken lever in the northwest can be examined.
--------------------------------------------------------- BREAKABLE OBJECT LIST
FIRST FLOOR HANGAR
[ ] Tall Crate - Northeast corner.
--> Definite Item: RPG round
[ ] Tall Crate - East corner.
--> Random Item
[ ] Tall Crate - Northwest corner. Near rocket launcher case.
--> Random Item
[ ] Tall Crate - Southwest corner.
--> Random Item
SECOND FLOOR CATWALK
[ ] Tall Crate - Southwest end.
--> Random Item
[ ] Tall Crate - Northwest corner.
--> Random Item
[ ] Tall Crate - Northeast corner.
--> Random Item
[ ] Tall Crate (left) - Northeast end.
--> Definite Item: RPG round
[ ] Tall Crate (right) - Northeast end.
--> Random Item
[ ] Tall Crate - Northeast end below ladder.
--> Random Item
-------------------------------------------------------------------------------
During the cutscene while in the airplane, the players will have to press some
button command at a few certain points.
-> COMMAND INPUT 1
Sequence: After Wesker says: "Uroboros will be released into the atmosphere
ensuring complete global saturation", he will dash toward both
characters and try to impale one of them with his arm.
Type: Single button press
Command: Dodge
-> COMMAND INPUT 2
Sequence: When Wesker jumps to the wall and Chris aims his gun up toward Wesker
as Wesker prepares to fire his own gun.
Type: Single button press
Command: Fire
-> COMMAND INPUT 3
Sequence: When Wesker grabs Sheva by the throat and holds her by the neck.
Type: Left analog shake
Command: Break Free
-> COMMAND INPUT 4
Sequence: When Sheva turns to shoot Wesker shortly after Chris runs toward the
lever in the back of the plane.
Type: Single button press
Command: Fire
Special Note: Command Input 4 is kind of worth failing at least once to view
the unique death that takes place. Wesker will jump toward Chris and twist his
neck from overhead before falling.
-> COMMAND INPUT 5
Sequence: Shortly after the flashbacks of Jill and Chris at the Spencer Estate
when Sheva prepares to let go of the metal railing as Wesker grapples
her leg.
Type: Two buttons
Command: Help
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
[CH635]
Chapter 6-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
V O L C A N O
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The characters will start near the downed plane. They will hold their sides as
if in a caution status no matter how much health they have for the remainder of
this chapter. Break the --TALL CRATES-- near the plane and gather the ++RIFLE
AMMO (+5)++, ++RED HERB++ and the ++HAND GRENADE++.
Before activating the cutscene by moving ahead, there is be a lightly colored
rock formation along the high mountain wall in the distance that looks a bit
lighter than the dark red wall to the left. Take out a shotgun and shoot the
top portion of that lightly colored rock ledge to make it crumble. A large
boulder from this ledge will fall into the lava below the end of the current
ledge. This will help the Chris player gain the final treasure in the game.
If you have problems finding the breakable portion of the rock wall then aim
toward it and watch for the laser pointer to form a circle at the end to know
when you are aiming for the breakable portion of the rock wall.
Be sure that both characters have a rifle with some ammo before moving ahead.
A rifle is needed very badly for this next portion of the chapter. Run along
the path to the north to trigger a cutscene.
--------------------------------------------------------- BREAKABLE OBJECT LIST
[ ] Tall Crate - Near the plane after starting in the volcano area.
--> Random Item
[ ] Tall Crate - Near the plane after starting in the volcano area.
--> Random Item
[ ] Tall Crate - Near the plane after starting in the volcano area.
--> Random Item
[ ] Tall Crate - Near the plane after starting in the volcano area.
--> Random Item
--------------------------------------------------------------------- ITEM LIST
[ ] Rifle Ammo (+5) - In between the crates near the plane after starting in
the volcano area.
[ ] Red Herb - In between the crates near the plane after starting in the
volcano area.
[ ] Hand Grenade - In between the crates near the plane after starting in the
volcano area.
-------------------------------------------------------------------------------
+ + + + + + + + + B O S S B A T T L E + + + + + + + + +
MUTATED WESKER
--------------
HP: 28,800
Recommended - Rifle (Both players NEED a rifle for this battle)
Weapon(s): - Shotgun or Rifle (for hitting Wesker's weak point)
Weak Points: - Circular orange portion of back (revealed during right arm
attacks)
- Circular orange portion of chest (revealed after back weak point
is shot)
Attacks:
1) Continuous Arm Strike - Wesker walks forward and swings his Uroboros arm.
This is instant death if it hits either character. A cutscene will showcase
the victim as that character falls into the lava below if this move hits.
2) Uroboros Shots - Wesker will face either character when that character is on
a far ledge and he will fire pieces of Uroboros substance at the character.
If this hits, it will leave some Uroboros substance on the character and
slowly drain that character's life for a few seconds. This can be avoided
with a "Dodge" button prompt action command.
Wesker will begin the battle by moving toward both characters as he swings with
his new Uroboros arm while. This move will instantly kill a character if hits
one - a cutscene will play as a character is knocked off into the lava below.
There is nothing that can be done here except for a hefty retreat. Perform a
quick turn and run.
Continue running toward the rock ledge along the north side of the current
ledge. A cutscene will trigger.
> > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < < <
.--------------------------------- WARNING -----------------------------------.
| Chris can actually be controlled during the cutscene after he falls, so |
| don't accidentally get turned around while messing with the left analog |
| during the cutscene. |
'-----------------------------------------------------------------------------'
The rock ledge that Chris stands on will crumble and the Chris player will fall
to the rock platform below. Once control is given back to the Chris player,
turn to the left and find the rock that fell into the lava from where the
lightly colored ledge was shot, if you shot it earlier. Run toward the
northeast side with the rock to get a "Jump" action button command. Leap onto
the rock then jump over to the ledge on the other side. Run to the end of that
ledge and collect the ++DIAMOND (MARQUISE)++. Simply hop back across to the
other side while Wesker tries to hop onto the ledge to get back across safely.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Volcano - Chapter 6-3
| [ ] | TREASURE: Diamond (Marquise) [5,000 gold]
|_________________| DETAILS: Before activating the cutscene at the beginning
of the battle, aim for the lightly colored rock wall on
the north wall past the current ledge then shoot it with a
shotgun to make the wall crumble (shoot the top portion).
A boulder from the wall will land in the lava below the
current ledge. Sometimes it takes more than one shot to
make it fall.
If you have problems finding the breakable portion of the
rock wall then aim toward it and watch for the laser
pointer to form a circle at the end to know when you are
aiming for the breakable portion of the rock wall.
When the ledge breaks and the Chris player falls below,
when control is given back to Chris, turn to the left
(northeast) and hop onto the boulder in the lava (this is
the one that fell off the wall) then leap to the rock
platform on the other side. Run to the far end of that
rock platform and collect this treasure.
If the Chris player accidentally jumps over the gap in the
lava directly in front of Chris when he starts then that
player CANNOT get back across to get this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
-_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_
Trophy/Achievement: They Belong in a Museum
Description: Obtain all treasures in the game.
Details: If you've been following this guide up until now then you should have
been able to collect all the treasures in the game. The Diamond (Marquise) is
the final treasure. You have gained this trophy/achievement now "in spirit",
since it will not appear until you go back to the item management screen and
look over your treasure list. Only then will it appear for bragging rights.
If you're missing a treasure, then it is most likely the Topaz (Marquise) that
can only be obtained from fighting the Majini horde in the Back Alley of
chapter 1-1. This basically has to be done with more than just a handgun, so
you'll most likely get it on your second playthrough of the chapter.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
The Chris player should run toward the rock platform on the other side of the
lava gap along the east side of the rock platform that Chris landed on then use
the "Jump" command to leap across. Run up the left path - don't go right yet.
Collect the ++GREEN HERB++ on the left side of the left path when Chris reaches
the middle of it then step up onto the circular portion of the rock platform.
In co-op mode, the Chris player needs to make it so that Wesker's back faces
the Sheva player, who is on the ledge to the north, so make Wesker face south
to give Sheva a good view of Wesker's back weak point. In single player mode,
a Chris player won't have to worry about doing this. Before long, Wesker's
other arm will become infected like his right arm. Wesker will look toward
Sheva while she stands on the ledge to the west then he will use his arm to
propel himself toward Sheva's ledge.
The Chris player can stand and look on to the north for a while. Heal if
needed then take out the rifle and prepare to shoot. When the Sheva player
reaches the ledge in the east, the ledge will crumble and she will quickly
grapple then hang off the ledge across from her.
The Chris player needs to hold Wesker off until the Sheva player pulls herself
up on the north ledge. Aim at any part of Wesker and blast him with the rifle.
After two shots, he will turn toward Chris and fire Uroboros projectiles at
him. Press the action button command that appears on the screen to dodge the
Uroboros projectiles. The Chris player will have to stop Wesker twice before
the Sheva player will pull herself up. A cutscene will activate when she pulls
herself up.
.----------------------------------- WARNING ---------------------------------.
| When the cutscene plays while the Sheva player pulls herself up BE PREPARED |
| to press the action button to dodge the Uroboros projectiles that Wesker |
| will shoot toward Chris. He shoots these during the cutscene and they can |
| actually send Chris into dying status during that cutscene if enough hit |
| him. |
'-----------------------------------------------------------------------------'
Now that Sheva is back up on the ledge, she needs a way to get across to the
current ledge where Chris is. The Chris player needs to quickly perform a
quick turn then face the ledge on the south side of current circular platform
then drop from that ledge with the button command that will appear while
standing next to it.
Run toward the boulder on the east side of the rock platform below. Approach
it to get a "Push" command. The Chris player will have to enter several button
tap combinations with a few left analog rotations in order to push the rock
into the lava so Sheva can cross.
--> COMMAND INPUT 1
Sequence: Chris pushes the boulder.
Type: Rapid button press
Command: Push
-- COMMAND INPUT 2
Sequence: Chris begins to lift up on the boulder.
Type: Left analog rotation
Command: Push
-- COMMAND INPUT 3
Sequence: Chris begins to punch the boulder.
Type: Hook
Command: Rapid button press (random and constantly changing)
-- COMMAND INPUT 4
Sequence: Chris pushes the boulder into the lava lake.
Type: Ram
Command: Two button press
Why didn't Chris just pick up the boulder and toss it into the lava lake? I'm
disappointed in our uber Redfield!
Anyway, the boulder won't be able to stand up to all 215 pounds of Redfield, so
it will roll then plummet into the lava lake below. The Sheva player can now
use the boulder to leap across to the current ledge and rejoin her partner.
-------------------------------------------------------------------------------
> > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < < <
The Sheva player should focus on hitting Wesker with a rifle while he chases
Chris below the ledge where Sheva starts. Do not hit Wesker just yet.
Eventually an orange circular portion of Wesker's back will be revealed to
Sheva right as Wesker begins to perform his continuous arm strike toward Chris.
Shoot him in the glowing orange weak point to damage him. A Sheva player can
simply spam Wesker with shots at this time without having to worry about the
weak point, but direct hits on the weak point will cause the next scene to
occur much quicker. Be on the lookout for Wesker to shoot Uroboros projectiles
at Sheva if you allow him to get up to the circular portion of the center rock
platform with Chris; you'll get an action button dodge command to avoid these.
Soon, Wesker's other arm will get infected with Uroboros and he will use his
new arm to propel himself over to Sheva's ledge.
At that time, the Sheva player should turn to the east and move across the
ledge in that direction. The ledge will eventually break and the Sheva player
will be forced to hold onto the other side of the ledge. The Chris player
should shoot Wesker at that time to draw his attention away from Sheva, so the
Sheva player can get a grip on the other side of the ledge. If you're playing
single player and AI Chris does not have a powerful weapon to shoot Wesker then
you're Sheva is toast here. Chris needs to have some sort of rifle.
-- COMMAND INPUT
Sequence: Sheva holds onto the side of the ledge and struggles in maintaining
her grip.
Type: Climb Up
Command: Button Mash
The above command sequence can get really intense for a Sheva player so be
prepared to tap the button quite a bit. After Sheva pulls herself up, follow
the current ledge to the south. The Chris player should run toward the rock on
his side and push it into the lava near his current rock platform. This will
allow the Sheva player to hop onto the rock and leap onto the rock platform to
rejoin with Chris. A ++GREEN HERB++ will be at the end of the rock path right
next to the area where Sheva can hop on the rock when Chris pushes it into the
lava.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - At the very end of the rock trail where Sheva can leap across
onto the boulder once Chris pushes it into the lava. Only Sheva can
collect this.
-------------------------------------------------------------------------------
Both players should run to the very top of the circular platform where Chris
stood a few moments ago. This is where the final battle with Wesker will take
place.
-- CHECKPOINT
Attacks:
NOTE: For all attacks where Wesker holds his right arm into the air, he can
walk with his right arm held up to delay the attack.
1) Uroboros Shockwave - Wesker holds up his right arm then yells and plunges
his left arm into the rock platform. Uroboros substance will move up from
the rock platform in a line in front of him. If the attack hits a character
then it will cover them in Uroboros substance that will slowly eat away at
their life for a few seconds. Step to the side to avoid this attack.
2) Overhead Smash - Wesker holds his right arm then slams it down toward the
area in front of him. A button prompt dodge command will appear in order to
dodge this attack or one can simply move to the side to avoid it.
4) Arm Swing - Wesker holds up his right arm then swings his right arm
horizontally across the area in front of him. Use the dodge command button
input to dodge this attack or get very far away from him to dodge this
attack.
5) Arm Hold - Wesker suddenly reaches out with his left arm and grabs a
character then holds that character in the air. Shake the left analog or
have a partner use the partner assist command that appears in order to save
the grappled character.
6) Uroboros Spiral - Wesker holds both of his arms into the air then slams them
both into the rock floor. A spiral of Uroboros tentacles will circle him
and stretch far into the air above him. Running into this attack will take
normal damage but staying right up on him as he performs this move will
instantly kill a character.
There is a major trick to winning this battle. If you don't understand how to
properly finish off Wesker then this battle can keep on going for quite a while
until suddenly a light bulb forms in your head when a certain command appears
on the screen.
--> WESKER'S ATTACKS
Wesker almost always gives off a clear warning sign before each attack. Most
of the time, he will raise his right arm into the air then walk toward the
characters. At time, he can perform a number of attacks. Most of them can be
avoided by stepping to the side except for his horizontal swing, which requires
backing up, or inputting a button prompt dodge command. From close range, he
will usually only perform his sudden grab attack, which has very little warning
aside from him reaching out real quick with his left arm.
--> HIS WEAK POINT
Wesker's weak point is not always showcased. Look for a bright orange circle
to emerge from his back shortly after he performs one of his right arm attacks.
Simply allowing him to attack with his right arm is all that is needed to make
him show his back weak point but it will only stay visible until he finishes
the attack being performed.
It is best to have one player distract him while the other player rushes to the
back of him to shoot him in the back. A shotgun or rifle will work just fine.
Try to make the shot as precise as possible. Shooting him in the back weak
spot will make him perform a certain attack; he will perform his Uroboros
Spiral attack after being shot in his back weak point. Be sure to back off
because staying right next to him when he performs his Uroboros spiral attack
will result in instant death.
After he performs this move, he will open himself up to his major weakness that
can end the battle right then and there. His chest weak point will be
showcased during a cutscene directly following his Uroboros Spiral move.
He can be finished off by constant gunfire to his chest weak point. The
characters can simply aim at his chest weak point with a magnum or other
powerful weapon and blast him continuously until he is finished. This will
require the characters to shoot him in his back weak point at least one more
time during the battle though since the weapons will not damage him fast enough
to finish him the first time most likely.
--> SAY HELLO TO OUR COMRADES THAT YOU KILLED!
After Wesker performs his Uroboros Spiral move and reveals his chest weak point
and a Chris player can get in close range next to Wesker and eventually get a
"Restrain" command from Wesker's back side. Perform the restrain command from
behind Wesker to make a cutscene play. At that time, a Sheva player will be
able to dash in front of Wesker to receive a "Cut" command. A Chris player
must tap the button displayed on the screen in order to "Hold" Wesker and
survive the slashing and the stabs while the Sheva player keeps tapping the on-
screen button to "Cut" Wesker. The very final stab from both character is
automatic and no button press is required.
+ + + + + + + + E N D B O S S B A T T L E + + + + + + + +
--> ONE LAST BUTTON PROMPT COMMAND
-> BUTTON INPUT
Sequence: While the ending cutscene plays, right when Chris and Sheva aim with
their rocket launchers.
Type: Two button press
Command: Fire
Time for the infamout RE one-liners. Suck on this, Wesker. Your time is up,
you sunnuva' bitch. Hasta' luego! You lose big guy! Game over! Some mother
******* are always tryin' to ice skate uphill- oh wait.
To put it simply...
--> JACKPOT! <--
After the closing credits, the game will save and you will now be able to play
any chapter with your current inventory of weapons, Sheva will now be playable
in the single player mode of any chapter through the player select option and
The Mercenaries challenge mode is now unlocked. It is on the bottom of the
main menu.
--- "More and more I find myself wondering if it's all worth fighting for." ---
-- For a future without fear... --
--- Yeah, it's worth it. ---
==== - Redfield Report (Kijuju Incident) ====
= = = = = = = = K I J U J U C A S E F I L E C L O S E D = = = = = = = = =
[WE00]
===============================================================================
__ __
\ \ / /___ __ _ _ __ ___ _ __ ___
\ \ /\ / // _ \ / _` || '_ \ / _ \ | '_ \ / __|
\ V V /| __/| (_| || |_) || (_) || | | |\__ \
\_/\_/ \___| \__,_|| .__/ \___/ |_| |_||___/
|_|
W E A P O N D E T A I L S
===============================================================================
This section highlights all the weapons available in the game. Weapon stats
and a full description of each weapon are included.
New weapons are usually hidden inside metal cases in certain chapters and some
weapons may only bought using the "Buy" menu in the main inventory in between
chapters. Some weapons require another weapon to be fully upgraded before the
weapon will appear at the store under the Buy menu.
___ ____ ___
/\/\ / _ \|___ \ / __\
/ \| (_) | __) | / _\
/ /\/\ \\__, |/ __/ / /
\/ \/ /_/|_____|\/
AVAILABILITY:
In store after collecting the M92F (HG) in Chapter 1-1.
M92F FEATURES:
+ Maximum capacity of 100
+ High critical headshot rate
+ Fully upgrading the handgun unlocks the M93R handguns
- Lowest overall firepower of any of the handguns
The M92F is the first weapon that the characters have access to from the
Civilian Checkpoint at the beginning of the game in Chapter 1-1. For the most
part, it retains a pretty low firepower throughout all of its upgrades but the
M92F has one incredible advantage over the other handguns - capacity.
This handgun can carry the same amount of two inventory spaces worth of ammo
all combined in the actual handgun by the time it is fully upgraded. This
makes it a nice inventory saver and allows the player to fire off several shots
without the need to reload.
The handgun can also achieve a high critical headshot rate. By the time it
reaches full capacity, a character can aim for the head of any Majini then get
a head pop per shot fired 50% of the time. Not only will this provide a
character with a quick kill, but it also helps to save ammo among the
burgeoning collection of ammo that this handgun already carries.
-------------------------------------------------------------------------------
- FIREPOWER
150 -> 170 -> 190 -> 210 -> 230
Default 2,000 gold 3,000 gold 4,000 gold 5,000 gold
-> 250
6,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
1.70 -> 1.62 Sec. -> 1.53 Sec. -> 1.36 Sec.
Default 1,500 gold 2,000 gold 2,500 gold
-------------------------------------------------------------------------------
- CAPACITY
10x -> 13x -> 16x -> 20x -> 25x
Default 500 gold 500 gold 500 gold 500 gold
-> 30x -> 33x -> 37x -> 40x
1,000 gold 1,000 gold 1,000 gold 2,000 gold
-> 45x -> 50x -> 60x -> 70x
2,000 gold 4,000 gold 5,000 gold 5,000 gold
-> 105x
12,000 gold
-------------------------------------------------------------------------------
- CRITICAL %
(increase chance for a critical headshot)
No stars -> 1 star -> 2 stars -> 3 stars
Default 3,000 gold 5,000 gold 13,000 gold
-------------------------------------------------------------------------------
___ ___ ___
/\ /\( _ ) /\ /\ / _ \( _ )
/ /_/ // _ \/\ / //_/ / /_)// _ \
/ __ /| (_> __ \ / ___/| (_) |
\/ /_/ \___/\/\/ \/ \/ \___/
AVAILABILITY:
In store after Chapter 2-3.
H&K P8 FEATURES:
+ Quickest reload speed of the handguns
+ Can shoot several enemies in a row with its full piercing upgrade
- Only moderate firepower and capacity
The H&K P8 starts with the lowest firepower out of any of the handguns but it
eventually overtakes the M92F in firepower later in its firepower upgrade path.
The handgun is pretty moderate in overall capacity and firepower but it does
have its advantages in reload speed and piercing properties.
This handgun can shoot through several enemies that stand in a line while in a
crowd. The P8 is also a good weapon to bring along with the characters in
chapters where shielded enemies lie in wait. Shield or not, the H&K P8 will
hit its targets with the same firepower as if an obstacle was not even blocking
it and it can hit multiple foes while in that process.
It has quite a fast reload, which can help for tense situations. There is
really no need to inventory reload with the H&K P8 but I suppose it could still
prove beneficial because of the halting process to replace the clip when
inventory reloading can be instant depending on when it is done.
-------------------------------------------------------------------------------
- FIREPOWER
140 -> 160 -> 180 -> 200 -> 220
Default 2,000 gold 2,000 gold 3,000 gold 4,000 gold
-> 240 -> 260 -> 300
4,000 gold 5,000 gold 6,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
1.53 -> 1.36 Sec. -> 1.19 Sec. -> 1.11 Sec. -> 1.02 Sec
Default 2,000 gold 3,000 gold 3,000 gold 3,000 gold
-> 0.85 Sec
7,000 gold
-------------------------------------------------------------------------------
- CAPACITY
9x -> 11x -> 13x -> 15x -> 17x
Default 500 gold 500 gold 1,000 gold 2,000 gold
-> 19x -> 21x -> 25x
2,000 gold 3,000 gold 5,000 gold
-------------------------------------------------------------------------------
- PIERCING
No stars -> 1 star -> 2 stars -> 3 stars
Default 5,000 gold 9,000 gold 12,000 gold
-------------------------------------------------------------------------------
__ _____ ___ ___ ____ ____ __
/ _\ \_ \ / _ \ / _ \|___ \ |___ \ / /_
\ \ / /\// /_\/ / /_)/ __) | __) || '_ \
_\ \/\/ /_ / /_\\ / ___/ / __/ / __/ | (_) |
\__/\____/ \____/ \/ |_____||_____| \___/
AVAILABILITY:
In store after Chapter 4-2.
SIG P226 FEATURES:
+ Highest firepower of all the handguns
- Lowest reload speed and capacity
- No special upgrades or any starting special property
If a player wants power with a handgun then the SIG P226 is the best choice in
the game for a handgun that fires without any type of burst fire. The handgun
starts with a higher firepower than all other handguns and ends with higher
firepower than all other handguns. This weapon even makes a satisfying loud
racket when fired to show off its dominance in damage.
The best part about a high firepower with a handgun is that a player can shoot
a vital area of a Majini to stun it with high firepower shot then run up and
melee attack that Majini to add to that damage quite a bit then possibly finish
it off with a ground melee.
The reload speed and capacity for this handgun are rather low. It would be
wise to inventory reload while using this weapon.
-------------------------------------------------------------------------------
- FIREPOWER
180 -> 220 -> 240 -> 260 -> 280
Default 1,000 gold 2,000 gold 2,000 gold 3,000 gold
-> 300 -> 320 -> 340 -> 350
3,000 gold 4,000 gold 4,000 gold 5,000 gold
-> 370 -> 390 -> 410 -> 430
5,000 gold 7,000 gold 7,000 gold 10,000 gold
-> 480
15,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
1.70 -> 1.62 Sec.
Default 2,000 gold
-------------------------------------------------------------------------------
- CAPACITY
8x -> 10x -> 12x -> 13x -> 14x
Default 1,000 gold 1,000 gold 2,000 gold 3,000 gold
-> 16x
4,000 gold
-------------------------------------------------------------------------------
___ _____ __
/\/\ / _ \|___ / /__\
/ \| (_) | |_ \ / \//
/ /\/\ \\__, |___) |/ _ \
\/ \/ /_/|____/ \/ \_/
AVAILABILITY:
In store after fully upgrading the M92F (HG)
M93R FEATURES:
+ 3-round burst fire
+ Rather high firepower
- Can plow through ammo rather quickly
The M93R can basically take the place of a machine gun in a character's
arsenal. It's 3-round burst fire allows it to stagger and possibly knock down
a normal enemy rather quickly. It's a very effective weapon for crowd control
also. The burst fire can be initiated by holding down the fire button for the
duration of the 3-shot burst or a single shot can be fired by simply tapping
the fire button.
This firepower per shot is rather high and only pales in caparison to the SIG
P226, which is a single fire weapon, meaning that the M93R can dish out more
damage per second than the SIG P226. The reload speed and capacity are
moderate and this weapon can chew through ammo quickly if burst fire is used
constantly so a player will have to keep close track of the current capacity
and available ammo while using this weapon.
This handgun also has a unique separate laser pointer device on top of the gun
and a stock attached to its handle to absorb the recoil per burst shot.
-------------------------------------------------------------------------------
- FIREPOWER
170 -> 190 -> 210 -> 230 -> 250
Default 2,000 gold 2,000 gold 3,000 gold 3,000 gold
-> 270 -> 290 -> 310 -> 330
4,000 gold 4,000 gold 5,000 gold 5,000 gold
-> 350 -> 370 -> 400
7,000 gold 8,000 gold 15,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
1.70 -> 1.62 Sec. -> 1.53 Sec. -> 1.36 Sec.
Default 1,000 gold 2,000 gold 3,000 gold
-------------------------------------------------------------------------------
- CAPACITY
10x -> 12x -> 14x -> 16x -> 18x
Default 500 gold 1,000 gold 1,500 gold 1,500 gold
-> 20x -> 22x -> 24x -> 26x
2,000 gold 2,000 gold 2,500 gold 3,000 gold
-> 30x
8,000 gold
-------------------------------------------------------------------------------
_____ _ _ _____ _____
\_ \| |_ | |__ __ _ ___ __ _ /\/\ |___ /|___ |
/ /\/| __|| '_ \ / _` | / __|/ _` | / \ |_ \ / /
/\/ /_ | |_ | | | || (_| || (__| (_| | / /\/\ \ ___) | / /
\____/ \__||_| |_| \__,_| \___|\__,_| \/ \/|____/ /_/
AVAILABILITY:
In store after Chapter 1-2 or after collecting the Ithaca M37 (SG) in Chapter
1-2.
ITHACA M37 FEATURES:
+ Maximum capacity of 25
+ Higher chance of critical headshots
+ Maxing out this weapon unlocks the Hydra shotgun
- One of the lower shotguns in firepower
The Ithaca M37 shotgun is the first shotgun obtained early in the game. One
would expect it to the be outdone as newer shotguns are obtained, but it does
have its advantages over the later shotgun models. This weapon carries the
highest capacity out of all the shotguns giving a player plenty of shotgun
shells without the need to worry about reloading or clogging the inventory with
extra shells.
The firepower per shot is next to worst in terms of shotguns but this weapon
carries the highest critical headshot rate out of the any of the shotguns. One
can simply aim for a Majini's head then fire and likely get a satisfying head
splashing effect rather easily. The shotgun can actually make heads explode
while aiming straight ahead at times but when actually trying for a headshot it
will deliver quite a few once it has been fully upgraded.
The Ithaca is much like the M3 shotgun when it comes to overall shot spread,
meaning it will pack the same powerful punch that the M37 will deliver when
attempting to stun or stagger a boss enemy. Nothing racks the Executioner's
brain more than a Ithica M37 or M3 shot directly to the head from close range.
-------------------------------------------------------------------------------
- FIREPOWER
200 -> 230 -> 260 -> 300 -> 330
Default 2,000 gold 2,000 gold 3,000 gold 3,000 gold
-> 360 -> 400
5,000 gold 9,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
3.00 -> 2.85 Sec. -> 2.70 Sec. -> 2.40 Sec.
Default 500 gold 1,000 gold 3,000 gold
-------------------------------------------------------------------------------
- CAPACITY
6x -> 7x -> 8x -> 9x -> 10x
Default 500 gold 500 gold 500 gold 500 gold
-> 12x -> 13x -> 15x -> 16x
1,000 gold 1,000 gold 1,500 gold 2,000 gold
-> 17x -> 18x -> 20x -> 22x
3,000 gold 4,000 gold 5,000 gold 7.000 gold
-> 25x
10,000 gold
-------------------------------------------------------------------------------
- CRITICAL %
(increase chance for a critical headshot)
No stars -> 1 star
Default 5,000 gold
-------------------------------------------------------------------------------
_____
/\/\ |___ /
/ \ |_ \
/ /\/\ \ ___) |
\/ \/|____/
AVAILABILITY:
In store after Chapter 3-3 or after collecting the M3 (SG) in Chapter 3-3.
M3 FEATURES:
+ Highest firepower of all the shotguns
+ Overall good choice of available shotguns
- Lower capacity and overall reload speed
- No special properties
For sheer firepower midways through the game, the M3 will be a player's best
choice in terms of shotguns. This weapon delivers the same spread effect and
overall stopping power of the Ithaca M37 shotgun and takes off greater damage.
The M3 can plow through a single Majini, group of Majini, or boss enemy rather
quickly with intense damage.
The M3 falls short in terms of special upgrades and the capacity and reload
speed is rather low; that's nothing a little inventory reloading can't solve
however. Overall, it's really a good choice of the available shotguns to have
with the characters until the end of the game with it's overall stopping power
and damage rate.
-------------------------------------------------------------------------------
- FIREPOWER
300 -> 320 -> 350 -> 370 -> 400
Default 1,000 gold 1,000 gold 2,000 gold 2,000 gold
-> 420 -> 450 -> 480 -> 500
3,000 gold 3,000 gold 4,000 gold 4,000 gold
-> 550 -> 600 -> 650 -> 700
5,000 gold 5,000 gold 8,000 gold 10,000 gold
-> 900
12,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
3.00 -> 2.70 Sec.
Default 3,000 gold
-------------------------------------------------------------------------------
- CAPACITY
5x -> 6x -> 7x -> 8x -> 9x
Default 1,000 gold 1,500 gold 2,000 gold 2,500 gold
-> 10x
3,000 gold
-------------------------------------------------------------------------------
__ _ _ ___ _
\ \ __ _ (_)| | / __\ _ __ ___ __ _ | | __ ___ _ __
\ \ / _` || || | /__\//| '__|/ _ \ / _` || |/ // _ \| '__|
/\_/ /| (_| || || | / \/ \| | | __/| (_| || <| __/| |
\___/ \__,_||_||_| \_____/|_| \___| \__,_||_|\_\\___||_|
AVAILABILITY:
In store after Chapter 6-3 or after collecting the Jail Breaker (SG) in Chapter
6-1.
JAIL BREAKER FEATURES:
+ Much greater range of fire compared to other shotguns
+ Quick reload speed for a shotgun
- Lower firepower of the shotguns
The Jail Breaker is a very unique shotgun in that it doesn't achieve its
greatest potential in terms of overall spread and power. This shotgun has the
lowest firepower overall but it makes up for this flaw in terms of sheer range.
This gun can hit an enemy that is at quite a distance from the attacker. The
shot can actually hit well enough to where the blast can even gain a critical
headshot from a great distance. This gun can be used to simply knock down
enemies then just run by them in an effort to avoid confrontation on higher
difficulties.
It fires a concentrated blast of gunfire from up close meaning it will spread
all over the enemy that is in front of its barrel. This shotgun can actually
be used to shoot a boss' weak point without the need for pinpoint accuracy.
Say, a Reaper is dashing toward your character; arm the Jail Breaker at that
time and fire to most likely hit its weak point on its back as it scurries
without the need to aim for it.
The Jail Breaker cannot provide support for crowd control as well as the other
shotguns however. It's greatest feature for crowds lies in tightly packed rows
of enemies. It has a greater rate of fire and lacks the need for a pumping
motion of the gun leaving less of a recovery period per shot fired.
-------------------------------------------------------------------------------
- FIREPOWER
180 -> 200 -> 220 -> 250 -> 300
Default 2,000 gold 3,000 gold 4,000 gold 7,000 gold
-> 350
10,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
2.52 Sec. -> 2.38 Sec. -> 2.24 Sec. -> 2.10 -> 1.96 Sec.
Default 500 gold 1,500 gold 2,000 gold 3,000 gold
-> 1.82 Sec
7,000 gold
-------------------------------------------------------------------------------
- CAPACITY
5x -> 6x -> 7x -> 8x -> 9x
Default 1,000 gold 1,500 gold 1,500 gold 1,500 gold
-> 10x -> 11x -> 12x -> 13x
2,000 gold 2,000 gold 3,000 gold 4,000 gold
-> 15x
6,000 gold
-------------------------------------------------------------------------------
- ATTACK RANGE
(increase chance for a critical headshot)
No Stars -> 1 star -> 2 stars
Default 6,000 gold 15,000 gold
-------------------------------------------------------------------------------
_
/\ /\ _ _ __| | _ __ __ _
/ /_/ /| | | | / _` || '__|/ _` |
/ __ / | |_| || (_| || | | (_| |
\/ /_/ \__, | \__,_||_| \__,_|
|___/
AVAILABILITY:
In store after fully upgrading the Ithaca M37 (SG).
HYDRA FEATURES:
+ Packs in the attack range of the Jail Breaker along with a higher firepower
- Extremely long reload animation
- Overall low capacity
This gun packs enough power to make even the most powerful devil cry, or in
this case, Majini. Each shot fired delivers a tight blast of gunfire to its
target. The spread from close range can completely annihilate just about any
enemy in a few blasts.
Much like the Jail Breaker, the gun does not have as much of a spread per shot,
which can limit its overall performance for a crowd due to its small hit box.
The gun can make up for this flaw with its incredibly fast rate of fire and
overall distance that it can reach per shot; just like the Jail Breaker, it has
quite a range for a shotgun!
One might catch a certain reference with the way that Chris holds the weapon.
The overall view changes to a view that can be used for some highly effective
pinpoint aiming. Chris holds the weapon much like famed devil hunter Dante
holds his shotgun in Devil May Cry while he delivers extreme gut-wrenching
style with each blast.
The only flaws that this weapon carries are a low capacity and overall long
reload animation. The reload animation is quite painful in length and in the
fact that your character will be left wide open to attack during that entire
time period. Both of these flaws can easily be solved by reloading through the
inventory quite often after shots are made. A gun that can possibly take a
little over 3 seconds to reload can be reloaded instantly through the inventory
menu.
The Hydra can achieve its greatest overall potential at close range. It's
gunfire can completely dominate a foe and even outdo the most powerful magnum
from close range with its higher rate of fire. Killing slow won't be the way
you conquer with this weapon, oh no, you can think of each shot as jackpot.
-------------------------------------------------------------------------------
- FIREPOWER
280 -> 290 -> 310 -> 330 -> 350
Default 2,000 gold 3,000 gold 3,000 gold 4,000 gold
-> 380 -> 400 -> 420 -> 440
4,000 gold 5,000 gold 5,000 gold 7,000 gold
-> 460 -> 500 -> 550
7,000 gold 10,000 gold 13,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
3.67 -> 3.30 Sec.
Default 2,000 gold
-------------------------------------------------------------------------------
- CAPACITY
4x -> 5x -> 6x -> 7x -> 8x
Default 1,000 gold 1,000 gold 1,000 gold 1,500 gold
-> 9x -> 10x
1,500 gold 2,000 gold
-------------------------------------------------------------------------------
- ATTACK RANGE
No stars -> 1 star -> 2 stars
Default 6,000 gold 15,000 gold
-------------------------------------------------------------------------------
_____ __ _
/\ /\/ _ / / /_ / |
\ \ / /\// / | '_ \ | |
\ V / / //\| (_) || |
\_/ /____/ \___/ |_|
AVAILABILITY:
In store after Chapter 1-2 or after collecting the VZ61 (MG) in Chapter 1-1.
VZ61 FEATURES:
+ High capacity
+ Greater chance for critical headshots
+ Easily knocks down enemies while aiming at legs
+ Upgrading this gun all the way along with completing all chapters will unlock
the Gatling Gun in the store
- Lower firepower
Following the trend of every first acquired weapon, the VZ61 machine gun has
the highest capacity of any other machine gun. The higher capacity helps out
greatly when spreading fire over a crowd. This gun even carries a greater
critical headshot percentage which means that a Majini head might explode more
often than with other machine guns when hit with a shot from the VZ61.
The VZ61 has the lower firepower out of any machine gun which means that the
attacks will have to spam even more bullets to acquire a greater damage rate.
This machine gun has one hidden aspect that make it quite useful when up
against a single enemy or a group of enemies however.
An attacker can easily ground a normal Majini with a few shots delivered to the
leg area with this machine gun. While this won't help as much for Wetland
Majini, for other type of Majini, one can easily fire at the feet of the Majini
to make it fall then perform a quick ground melee aimed at its head to quickly
dispatch the foe.
-------------------------------------------------------------------------------
- FIREPOWER
50 -> 60 -> 80 -> 100
Default 2,000 gold 2,000 gold 4,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
2.83 -> 2.69 Sec. -> 2.55 Sec. -> 2.27 Sec.
Default 1,000 gold 1,000 gold 2,000 gold
-------------------------------------------------------------------------------
- CAPACITY
50x -> 60x -> 80x -> 100x -> 120x
Default 500 gold 500 gold 10,00 gold 1,000 gold
-> 140x -> 160x -> 180x -> 200x
1,500 gold 1,500 gold 2,000 gold 3,000 gold
-> 220x -> 240x -> 260x -> 2800x
4,000 gold 5,000 gold 6,000 gold 7.000 gold
-> 300x
10,000 gold
-------------------------------------------------------------------------------
- CRITICAL %
(increase chance for a critical headshot)
No stars -> 1 star -> 2 stars
Default 5,000 gold 15,000 gold
-------------------------------------------------------------------------------
___ ___ ____
/\ /\( _ ) /\ /\ /\/\ / _ \| ___|
/ /_/ // _ \/\ / //_/ / \ / /_)/|___ \
/ __ /| (_> __ \ / /\/\ \/ ___/ ___) |
\/ /_/ \___/\/\/ \/ \/ \/\/ |____/
AVAILABILITY:
In store after Chapter 2-3 or after collecting the H&K MP5 (MG) in Chapter 2-1.
H&K MP5 FEATURES
+ Decent properties overall (firepower, capacity and reload speed)
+ Bullets can pass through multiples enemies in line
- Decent properties overall (firepower, capacity and reload speed)
The H&K MP5 is an overall decent machine gun for the majority of its aspects.
The main attraction that it carries is its piercing ability and that is quite a
solid enhancement for a machine gun. Since a machine gun works well against a
group of enemies, why not carry along a machine gun with bullets that can pass
through multiple foes in a crowd? It keeps the attacker from wasting as much
ammo and also keeps the crowd under control even more so than with a machine
gun that only hits the first enemy that its bullets come into contact with.
The piercing property can also help out for shielded enemies also. A player
can use this weapon to completely spam a shielded enemy with bullets that will
pass right through the victim's shield. The capacity of the weapon allows a
player to keep quite a number of bullets ready for any situation that may
arise.
The gun is rather accurate and easy to aim as well. Firepower can easily be
concentrated on a certain object or enemy without the need to constantly adjust
aiming while spamming fire.
-------------------------------------------------------------------------------
- FIREPOWER
60 -> 70 -> 80 -> 90 -> 100
Default 2,000 gold 3,000 gold 4,000 gold 6,000 gold
-> 120
8,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
2.70 Sec. -> 2.55 Sec. -> 2.40 Sec. -> 2.10 Sec.
Default 1,000 gold 2,000 gold 3,000 gold
-------------------------------------------------------------------------------
- CAPACITY
45x -> 55x -> 65x -> 80x -> 90x
Default 500 gold 500 gold 1,000 gold 2,000 gold
-> 100x -> 110x -> 120x -> 130x
2,000 gold 3,000 gold 4,000 gold 4,000 gold
-> 150x
6,000 gold
-------------------------------------------------------------------------------
- PIERCING
No Stars -> 1 star -> 2 stars
Default 3,000 gold 12,000 gold
-------------------------------------------------------------------------------
_ _____ _ _
/_\ /\ /\ |___ || || |
//_\\ / //_/ __ / / | || |_
/ _ \/ __ \ |__| / / |__ _|
\_/ \_/\/ \/ /_/ |_|
AVAILABILITY:
In store after Chapter 5-3 or after collecting the AK-74 in Chapter 5-1.
AK-74 FEATURES:
+ High firepower
- Long reload
- Low capacity
- No special properties
The AK-74 is a solid choice in machine guns for any player that wants to rush
in and take charge of a situation. The gun can easily take down a normal
Majini in seconds by aiming at the Majini's body and holding down the trigger
for a few seconds. This gun could actually be effective against bosses. Each
bullet in its rapid fire can takes off up to 250 damage, which is equal to that
of a slightly upgraded handgun per hit.
With its low capacity the AK-74 will have to be constantly reloaded. The
reload animation is rather long, so it would be best to quickly reload through
the inventory menu while using this weapon. Inventory reload can easily
overcome its flaws, but with a machine gun, one is less likely to keep an eye
on the capacity and the reload can easily sneak up on a player whether that
player uses inventory reloading or not. The AK-74 carries not special
properties.
-------------------------------------------------------------------------------
- FIREPOWER
90 -> 100 -> 110 -> 120 -> 130
Default 2,000 gold 2,000 gold 3,000 gold 3,000 gold
-> 140 -> 150 -> 160 -> 170
3,000 gold 3,000 gold 4,000 gold 5,000 gold
-> 180 -> 190 -> 200 -> 220
5,000 gold 6,000 gold 8,000 gold 10,000 gold
-> 250
10,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
2.83 -> 2.55 Sec.
Default 3,000 gold
-------------------------------------------------------------------------------
- CAPACITY
30x -> 35x -> 40x -> 45x -> 50x
Default 500 gold 1,000 gold 1,500 gold 3,000 gold
-------------------------------------------------------------------------------
__ _____ ___ ____ ____ __
/ _\ \_ \ / _ \ | ___|| ___| / /_
\ \ / /\// /_\/ |___ \|___ \ | '_ \
_\ \/\/ /_ / /_\\ ___) |___) || (_) |
\__/\____/ \____/ |____/|____/ \___/
AVAILABILITY:
In store after Chapter 5-3 or after collecting the SIG 556 (MG) in Chapter 5-2.
SIG 556 FEATURES:
+ Quickest reload time of the machine guns
+ Decent overall firepower and capacity
- No special properties
The SIG 556 is much like the AK when it comes to firepower except it is a bit
lower. One can easily kill enemies rather quickly with this weapon by holding
down the trigger for a set amount of seconds to spread fire then release as the
foe is killed off.
This machine gun has the quickest overall reload speed of all the machine guns,
which can be good for those that don't reload through the inventory. It
carries a slightly greater capacity than the AK-74, which may keep the reload
time from sneaking up on a player. Much like the AK-74, the SIG 556 has no
special properties.
-------------------------------------------------------------------------------
- FIREPOWER
80 -> 90 -> 100 -> 110 -> 120
Default 2,000 gold 2,000 gold 3,000 gold 3,000 gold
-> 130 -> 140 -> 150 -> 160
4,000 gold 4,000 gold 6,000 gold 8,000 gold
-> 180
12,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
2.55 -> 2.41 Sec. -> 2.27 Sec. -> 1.98 Sec. -> 1.70 Sec.
Default 1,000 gold 2,000 gold 2,000 gold 3,000 gold
-> 1.42 Sec.
4,000 gold
-------------------------------------------------------------------------------
- CAPACITY
40x -> 45x -> 50x -> 55x -> 60x
Default 500 gold 500 gold 1,000 gold 1,000 gold
-> 65x -> 70x -> 80x
2,000 gold 4,000 gold 6,000 gold
-------------------------------------------------------------------------------
__ _____ ____
/ _\|___ || ___|
\ \ / / |___ \
_\ \ / / ___) |
\__/ /_/ |____/
AVAILABILITY:
In store after Chapter 2-3 or after collecting the S75 (RIF) in Chapter 2-1.
S75 FEATURES:
+ Highest firepower of all the rifles
+ Highest capacity of all the rifles
+ Very accurate with little shaking from the character while aiming through the
scope
+ Upgrading this gun all the way along with completing all chapters will unlock
the Longbow in the store
- Each shot fired requires a bullet ejection animation
- Must readjust scope per shot
- Scope doesn't zoom far
The S75 rifle is the first rifle gained early in the game and it is really the
most accurate out of all the rifles. It doesn't have as far of a scope zoom as
the PSG-1 rifle but the overall scope moves very little to where some accurate
shots can be made easily with this rifle. The little movement that will take
place while looking through the rifle scope is rather slow to where some very
precise shots can be made.
This rifle can obtain the highest firepower and overall capacity of all the
rifles. The main flaw, which can be a very heavy flaw is the fact that the
character must eject each bullet shell after each shot made from the rifle.
This bullet ejection animation is showcased to the player every time and the
player is take out of scope mode and shown the full bullet ejection animation
before returning to the scope. Thankfully, the scope still maintains the same
aiming position so long as the aiming button is held down during the entire
bullet ejection animation.
The main flaw in the bullet ejection is not really showcased in the aiming
process however; that can actually be overcome after one gets used to. The
extremely heavy flaw is showcased when the character must stand in place for
the full 3 seconds of the bullet ejection. Many bosses absolutely love to prey
upon players that get caught in the bullet ejection animation. It's as if a
silent scream is heard when a shot is missed on an up close Chainsaw Majini
that is yelling from close range with his chainsaw raised into the air.
A lesson to be learned while using this weapon is to not fire from close range
against a big enemy. If a player chooses to fire from close range on an enemy
that will likely retaliate if not stunned, you better damn well hit that weak
point that your character is aiming for or we'll have another name on a
gravestone for Chris to mourn... maybe his own. Here lies Chris Redfield and
the S75 rifle that just couldn't make the shot that one day when those loud
chainsaw noises were heard throughout Kijuju.
-------------------------------------------------------------------------------
- FIREPOWER
750 -> 800 -> 850 -> 900 -> 950
Default 1,000 gold 1,000 gold 2,000 gold 2,000 gold
-> 1,050 -> 1,120 -> 1,200 -> 1,270
2,000 gold 3,000 gold 3,000 gold 3,000 gold
-> 1,350 -> 1,420 -> 1,500 -> 1,700
4,000 gold 5,000 gold 5,000 gold 8,000 gold
-> 2,000
12,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
3.67 -> 3.30 Sec.
Default 3,000 gold
-------------------------------------------------------------------------------
- CAPACITY
6x -> 7x -> 8x -> 10x -> 12x
Default 500 gold 500 gold 1,000 gold 1,000 gold
-> 15x -> 17x -> 20x -> 22x
2,000 gold 2,000 gold 3,000 gold 4,000 gold
-> 25x -> 40x -> 50x
4,000 gold 8,000 gold 10,000 gold
-------------------------------------------------------------------------------
___ __ ___
/ \ _ __ __ _ __ _ _ _ _ __ ___ __ __ / _\/\ /\ / \
/ /\ /| '__|/ _` | / _` || | | || '_ \ / _ \\ \ / / \ \ \ \ / // /\ /
/ /_// | | | (_| || (_| || |_| || | | || (_) |\ V / _\ \ \ V // /_//
/___,' |_| \__,_| \__, | \__,_||_| |_| \___/ \_/ \__/ \_//___,'
|___/
AVAILABILITY:
In store after Chapter 2-3 or after collecting the Dragunov SVD (RIF) in
Chapter 2-2.
DRAGUNOV SVD FEATURES
+ Semi-auto rifle that allows for a fast rate of fire
+ Overall descent properties when compared to other rifles
- Not as accurate as the S75 thanks to more movement while in scope mode
The Dragunov SVD has a distinct advantage over the S75 in being the first of
the semi-auto rifles. This rifle's rate of fire is greatly enhanced, allowing
the user to make several shots in a row without the need to eject a bullet in
preparation the next shot. A player can simply stand back and get a target in
view then shoot with intense shots without stopping.
The zoom function is the exact same as the S75 in terms of zooming in and out
of a target but while in scope mode, the player will have a less accurate aim
on the target when compared to the S75 because the scope moves more while
attempting to aim in scope mode. It is harder to get a pinpoint headshot from
long range with the Dragunov SVD when compared to the S75 because of the
constant movement of the scope. Achieving a body shot is really no problem and
this gun can compensate with the ability to spam fire on a single target with
its quick rate of fire.
The rifle is overall decent in every property except for its reload speed which
is overall faster than the S75. The weapon makes a fine boss killer, allowing
the attacker to quickly unleash several shots to a boss' weak point and really
dish out some intense gunfire on a weak point rather quickly, so long as the
weak point is not incredibly far away.
-------------------------------------------------------------------------------
- FIREPOWER
650 -> 700 -> 750 -> 800 -> 850
Default 2,000 gold 2,000 gold 3,000 gold 3,000 gold
-> 900 -> 950 -> 1,000 -> 1,100
4,000 gold 5,000 gold 5,000 gold 8,000 gold
-> 1,300
12,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
2.83 -> 2.69 Sec. -> 2.55 Sec. -> 2.41 Sec.
Default 500 gold 1,000 gold 1,500 gold
-------------------------------------------------------------------------------
- CAPACITY
7x -> 9x -> 10x -> 12x -> 13x
Default 500 gold 500 gold 1,000 gold 2,000 gold
-> 15x -> 16x -> 18x
2,000 gold 3,000 gold 6,000 gold
-------------------------------------------------------------------------------
___ ___ __ ___ _
/\ /\( _ ) /\ /\ / _ \/ _\ / _ \ / |
/ /_/ // _ \/\ / //_/ / /_)/\ \ / /_\/ __ | |
/ __ /| (_> __ \ / ___/ _\ \/ /_\\ |__| | |
\/ /_/ \___/\/\/ \/ \/ \__/\____/ |_|
AVAILABILITY:
In store after Chapter 5-3 or after collecting the H&K PSG-1 in Chapter 5-3.
H&K PSG-1 FEATURES:
+ Semi-auto rifle that allows for a fast rate of fire
+ Scope allows for a greater magnification for longer distance shots
+ Quickest reload speed out of the rifles
- Lowest firepower and capacity out of the rifles
If a long range shot is needed then look no further than the H&K PSG-1 rifle.
This rifle's scope can be upgraded to make the scope zoom in much further than
the other rifles, allowing it to easily find long distant foe lying in ambush
with its greater magnification. With its rate of fire matching that of the
Dragunov SVD, one could easily consider this rifle as the best rifle in the
game.
Like the Dragunov SVD, the PSG-1's rate of fire helps it to be a very efficient
boss killer since a player can stand back and easily find a boss' weak point
then make precise shots one after the other on that area and ultimately spam
the boss with gunfire while at a distance.
The only setback is the PSG-1's overall firepower and capacity are overshadowed
by the S75's properties. One can easily make up for that loss with the gun's
rate of fire and quick reload (or inventory reload). The gun can make just
about as precise a shot as the S75 and definitely more precise of a shot that
the Dragunov SVD. It still feels as if the scope moves around just a bit more
than the S75 rifle when going for a headshot.
-------------------------------------------------------------------------------
- FIREPOWER
600 -> 650 -> 700 -> 750 -> 800
Default 1,000 gold 2,000 gold 3,000 gold 3,000 gold
-> 900 -> 1,000 -> 1,200
4,000 gold 5,000 gold 7,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
2.55 -> 2.41 Sec. -> 2.27 Sec. -> 2.13 Sec. -> 1.98 Sec.
Default 1,000 gold 2,000 gold 2,000 gold 3,000 gold
-> 1.70 Sec
5,000 gold
-------------------------------------------------------------------------------
- CAPACITY
5x -> 6x -> 7x -> 9x -> 11x
Default 1,000 gold 2,000 gold 3,000 gold 4,000 gold
-> 15x
5,000 gold
-------------------------------------------------------------------------------
- SCOPE
No stars -> 1 star -> 2 stars
3,000 gold 6,000 gold
-------------------------------------------------------------------------------
__ ___ __ __ ____ ___
/ _\ ( _ ) / / /\ \ \ /\/\ |___ \ / _ \
\ \ / _ \/\\ \/ \/ / / \ __) || (_) |
_\ \| (_> < \ /\ / / /\/\ \ / __/ \__, |
\__/ \___/\/ \/ \/ \/ \/|_____| /_/
AVAILABILITY:
In store after Chapter 3-3 or after collecting the S&W M29 (MAG) in Chapter 3-
1.
S&W M29 FEATURES:
+ Overall good firepower
+ Highest capacity of the magnums
+ Upgrading it all the way allows for the S&WM 500 to appear in the store
- Very slow reload speed
The S&W M29 magnum has the main advantage of capacity over all other magnums in
the game. Capacity can be a much more noticed factor when a magnum weapon
comes to play since the magnum is such a powerful weapon with rare ammo. It's
best to save capacity upgrades for when the weapon is nearly out of bullets or
completely out of bullets in order to take advantage the refill in ammo for the
weapon.
The rate of fire is plausible for a magnum, allowing a player to easily shoot a
boss enemy several times in a row at a quick rate. The firepower is high when
compared to the L. Hawk magnum but greatly overshadowed when put up against the
S&W M500.
-------------------------------------------------------------------------------
- FIREPOWER
1,500 -> 1,700 -> 1,900 -> 2,100 -> 2,400
Default 2,000 gold 3,000 gold 4,000 gold 6,000 gold
-> 2,700 -> 3,200
8,000 gold 10,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
3.53 -> 3.36 Sec. -> 3.18 Sec. -> 2.83 Sec.
Default 1,000 gold 2,000 gold 3,000 gold
-------------------------------------------------------------------------------
- CAPACITY
5x -> 6x -> 7x -> 9x -> 10x
Default 1,000 gold 2,000 gold 3,000 gold 6,000 gold
-> 11x -> 12x
7,000 gold 10,000 gold
-------------------------------------------------------------------------------
- PIERCING
No stars -> 1 star
3,000 gold
-------------------------------------------------------------------------------
__ _
/ / /\ /\ __ _ __ __| | __
/ / / /_/ // _` |\ \ /\ / /| |/ /
/ /___ _ / __ /| (_| | \ V V / | <
\____/(_) \/ /_/ \__,_| \_/\_/ |_|\_\
AVAILABILITY:
In store after Chapter 5-3 or after collecting the L. Hawk (MAG) in Chapter 5-
3.
L. HAWK FEATURES:
+ Quickest reload of the magnums
+ Highest piercing property of the magnums
- Lowest overall firepower
The L. Hawk magnum slightly misses out in terms of firepower but this weapon
has the overall quickest reload animation out of all the magnum. It reloads
basically like a handgun. Even though this is a unique feature, one can simply
look away from this entirely while reloading through the inventory.
This magnum also has the highest piercing property, which allows each shot to
go through even more enemies than usual making it more effective against
armored enemies in later stages. With its slightly faster rate of fire when
compared to the S&W M29 magnum the L. Hawk really becomes a more efficient boss
killer when spamming shots on a boss comes into play.
-------------------------------------------------------------------------------
- FIREPOWER
1,400 -> 1,600 -> 1,800 -> 2,000 -> 2,300
Default 2,000 gold 3,000 gold 4,000 gold 6,000 gold
-> 2,600 -> 3,000
8,000 gold 12,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
1.70 -> 1.62 Sec. -> 1.53 Sec. -> 1.45 Sec. -> 1.36
Default 2,000 gold 3,000 gold 4,000 gold 6,000 gold
-------------------------------------------------------------------------------
- CAPACITY
5x -> 6x -> 7x -> 8x
Default 1,000 gold 2,000 gold 3,000 gold
-------------------------------------------------------------------------------
- PIERCING
No stars -> 1 star -> 2 stars
5,000 gold 10,000 gold
-------------------------------------------------------------------------------
__ ___ __ __ ____ ___ ___
/ _\ ( _ ) / / /\ \ \ /\/\ | ___| / _ \ / _ \
\ \ / _ \/\\ \/ \/ / / \ |___ \ | | | || | | |
_\ \| (_> < \ /\ / / /\/\ \ ___) || |_| || |_| |
\__/ \___/\/ \/ \/ \/ \/|____/ \___/ \___/
AVAILABILITY:
In store after fully upgrading the S&W M29 (MAG).
S&W M500 FEATURES:
+ Intense damage with an extremely heavy firepower
- Every other property is low except for firepower
This gun trades off every other listed property for an intense firepower. Holy
freaking god, would you look at how that firepower escalates to 5,000 after it
is fully upgraded. This weapon makes an incredibly deep mark on any weak point
or just any normal area of a boss that can sustain damage. If it lives then
shoot it with this weapon and it won't continue to live as long.
The gun has very slow rate of fire with each shot delivered. The kickback per
shot means that the attacker can't spam gunfire on targets like with the other
magnums such as the L. Hawk. All other properties are very weak when compared
to other magnums. The S&W M500 has a slow reload, a small capacity and its
piercing property is rather moderate.
When it comes to making an impact, you can't go wrong with this weapon's
extreme damage per shot. Each shot is heard throughout the area with a heavy
boom as the attacker tries to gain control over the gun's recoil. It's as if
someone is going elephant hunting in the nearby area when using this weapon.
So what you plan on huntin' today, stranga'?
-------------------------------------------------------------------------------
- FIREPOWER
2,100 -> 2,300 -> 2,500 -> 2,700 -> 2,900
Default 2,000 gold 2,000 gold 3,000 gold 4,000 gold
-> 3,100 -> 3,300 -> 3,500 -> 3,700
4,000 gold 5,000 gold 6,000 gold 6,000 gold
-> 3,900 -> 4,100 -> 4,300 -> 4,500
8,000 gold 8,000 gold 10,000 gold 10,000 gold
-> 5,000
15,000 gold
-------------------------------------------------------------------------------
- RELOAD SPEED
3.53 -> 3.18 Sec.
Default 2,000 gold
-------------------------------------------------------------------------------
- CAPACITY
5x -> 6x
Default 2,000 gold
-------------------------------------------------------------------------------
- PIERCING
No stars -> 1 star
2,000 gold
-------------------------------------------------------------------------------
___ _
/ _ \ _ __ ___ _ __ __ _ __| | ___
/ /_\/| '__|/ _ \| '_ \ / _` | / _` | / _ \
/ /_\\ | | | __/| | | || (_| || (_| || __/
\____/ |_| \___||_| |_| \__,_| \__,_| \___|
__ _
/ / __ _ _ _ _ __ ___ | |__ ___ _ __
/ / / _` || | | || '_ \ / __|| '_ \ / _ \| '__|
/ /___| (_| || |_| || | | || (__ | | | || __/| |
\____/ \__,_| \__,_||_| |_| \___||_| |_| \___||_|
AVAILABILITY:
In store after Chapter 4-1 or after collecting the Grenade Launcher in Chapter
4-1.
-------------------------------------------------------------------------------
- ACID ROUND
AVAILABILITY:
In store after Chapter 4-1 or after collect the Grenade Launcher in Chapter 4-
1.
ACID ROUNS FEATURES:
Firepower: 500
Effect: Penetrates armors and stuns enemy with acid area damage.
-------------------------------------------------------------------------------
- ELECTRIC ROUND
AVAILABILITY:
In store after Chapter 6-3 or after collecting the Electric Rounds in Chapter
5-3.
ELECTRIC ROUND FEATURES:
Firepower: 400
Effect: Instantly stuns multiple enemies with electricity.
-------------------------------------------------------------------------------
- EXPLOSIVE ROUND
AVAILABILITY:
In store after Chapter 4-1 or after collect the Grenade Launcher in Chapter 4-
1.
EXPLOSIVE ROUND FEATURES:
Firepower: 1,000
Effect: Explosive damage on target creating an area affect around target.
-------------------------------------------------------------------------------
- FLAME ROUND
AVAILABILITY:
In store after Chapter 6-3 or after colleting Flame Rounds in Chapter 5-2.
FLAME ROUND FEATURES:
Firepower: 500
Effect: Instant burning damage on target creating an area affect around target.
-------------------------------------------------------------------------------
- FLASH ROUND
AVAILABILITY:
In store after Chapter 4-1 or after collecting the Grenade Launcher in Chapter
4-1.
FLASH ROUND FEATURES:
Firepower: 100
Effect: Instant blinding stun on normal enemies. Instant kill on parasitic
enemies.
-------------------------------------------------------------------------------
- NITROGEN ROUND
AVAILABILITY:
In store after Chapter 6-3 or after collecting Nitrogen Rounds in Chapter 6-3.
NITROGEN ROUND FEATURES:
Firepower: 100
Effect: Instant Freeze on normal enemies. Staggers other enemies with damage.
-------------------------------------------------------------------------------
__ _ _
/__\__ __ _ __ | | ___ ___ (_)__ __ ___ ___
/_\ \ \/ /| '_ \ | | / _ \ / __|| |\ \ / // _ \/ __|
//__ > < | |_) || || (_) |\__ \| | \ V /| __/\__ \
\__/ /_/\_\| .__/ |_| \___/ |___/|_| \_/ \___||___/
|_|
-------------------------------------------------------------------------------
- HAND GRENADE
Direct Hit: 1,500
Area Effect: 1,000
Max Ammo Per Inventory Slot: 5
Controls: Hold Aim button + tap Fire button
The hand grenade is a frag grenade that will explode in a few seconds once
thrown and the resulting explosion will cause major damage to any enemy or
group of enemies as well as destroy some background objects at times. Toss the
grenade upward when throwing it at a very distant enemy, straight ahead when
tossing it at a mid-range enemy and directly toward the ground when attempting
to hit a very close enemy. The grenade will bounce a bit once thrown, so it
will bounce away from your character just a bit if your character tosses it at
the ground. It should be noted that a direct hit with a hand grenade (when the
hand grenade goes off directly up under an enemy) will take off much more
damage than catching an enemy in the nearby explosion area.
A nearby explosion can hit your character and badly damage your character if
the explosion is extremely close, or your character might hold up his or her
hands to block the debris from the explosion if they are nearby but extremely
close.
-------------------------------------------------------------------------------
- INCENDIARY GRENADE
Direct Hit: 500
Area Effect: 500
Max Ammo Per Inventory Slot: 5
Controls: Hold Aim button + tap Fire button
The incendiary grenade produces a large area of flames in the area where it is
tossed that will burn any enemies that happen to step into that fire. The
flames will last for a few seconds and will continue to burn any enemy that
come into contact with the flame area for a few seconds after the initial flame
explosion.
Toss the grenade upward when throwing it at a very distant enemy, straight
ahead when tossing it at a mid-range enemy and directly toward the ground when
attempting to hit a very close enemy. Unlike a hand grenade, the incendiary
grenade will explode as soon as it hits the ground, so you don't want to throw
these directly at the ground below your character's feet or your character will
get burned as well.
-------------------------------------------------------------------------------
- FLASH GRENADE
Direct Hit: 0
Area Effect: 0
Max Ammo Per Inventory Slot: 5
Controls: Hold Aim button + tap Fire button
A flash grenade will instantly create a burst of blinding light in the area
that it is thrown toward. This can instantly stun enemies and set them up for
a head stun melee attack. It can even stun bigger enemies such as the
Executioner and Big Man Majini.
The most helpful aspect of these grenades is that they will instantly kill any
type of parasitic enemy - Cephalo, Duvalia, Bui kichwa and Kipepeo. Simply
toss one flash grenade whenever a parasitic enemy is nearby and the flash
grenade will instantly kill off any of them instantly.
-------------------------------------------------------------------------------
- PROXIMITY BOMB
AVAILABILITY:
In store after Chapter 2-3 or after collecting a Proximity Bomb in Chapter 2-2.
PROXIMITY BOMB FEATURES:
Direct Hit: 1,500
Area Effect: 1,000
Max Ammo Per Inventory Slot: 5
Controls: While equipped tap the Aim button to place
A proximity bomb can be stuck to any ground surface by equipping it and tapping
the Aim button. These bombs will produce the same kind of damaging explosion
that a hand grenade can produce. Whenever an enemy walks over one of these, it
will automatically go off.
Keep in mind that a proximity bomb's explosion can damage a character much like
a hand grenade. Moving over a proximity bomb will not damage a character so
long as an enemy does not trigger the bomb.
An active proximity bomb will have a red flashing light that shines from its
top portion. A character can stand over an active proximity bomb and collect
it much like a normal proximity bomb pickup.
-------------------------------------------------------------------------------
___ _ _
/___\| |_ | |__ ___ _ __
// //| __|| '_ \ / _ \| '__|
/ \_// | |_ | | | || __/| |
\___/ \__||_| |_| \___||_|
__ __
/ / /\ \ \ ___ __ _ _ __ ___ _ __ ___
\ \/ \/ // _ \ / _` || '_ \ / _ \ | '_ \ / __|
\ /\ /| __/| (_| || |_) || (_) || | | |\__ \
\/ \/ \___| \__,_|| .__/ \___/ |_| |_||___/
|_|
-------------------------------------------------------------------------------
- ROCKET LAUNCHER
AVAILABILITY:
In store after Chapter 4-1 or after collecting the Rocket Launcher in Chapter
3-1.
ROCKET LAUNCHER FEATURES:
Firepower: 30,000
Reload Speed: N/A
Capacity: 1
Controls: Hold Aim button + tap Fire button
The rocket launcher can kill any normal or most boss enemies with one shot. If
you don't like a certain enemy then arm the rocket launcher and shoot the enemy
with a rocket and the big bad enemy will go away... entirely. The enemy will
usually be blown into pieces.
This weapon has a scope that can be used to zoom into a target much like a
rifle. The normal rocket launcher comes equipped with only one rocket and may
not be reloaded. The rocket launcher will be instantly discarded once used.
-------------------------------------------------------------------------------
- GATLING GUN
AVAILABILITY:
In store after fully upgrading VZ61 and completing all chapters.
GATLING GUN FEATURES:
Firepower: 450
Reload Speed: 1.00
Capacity: Infinite
Controls: Hold Aim button + hold Fire button
What the hell is that blocking my screen? Well, it's not just uber Redfield's
large frame anymore, oh no, it's Chris Redfield's bulky frame along with an
extremely huge metal back pack attached to it that now covers the majority of
the camera. After getting over the flaw that having this weapon along with
Chris will limit your vision, a player might actually learn to enjoy the
weapon's overall firepower.
The gatling gun comes equipped with an infinite supply of bullets all supplied
by the large backpack that Chris must carry around with him while this weapon
is in his inventory. This weapon carries a high firepower for a rapid fire
weapon and the bullets can be spammed greatly on any foe that Chris fires at.
All accuracy is basically thrown out that door when firing this weapon since
its barrel produces an intense burst of firepower that spreads along the area
in front of it. This gun can easily hit any type of explosive out of the air
with the sheer amount of bullets that it fires.
The barrel must first be rotated by holding down the fire button then the shots
will follow after a few seconds. A player can stand in place and keep the
barrel rotating by tapping the trigger in order to speed up the firing process.
-------------------------------------------------------------------------------
- LONGBOW
AVAILABILITY:
In store after fully upgrading S75 and completing all chapters.
LONGBOW FEATURES:
Firepower: 1,500
Reload Speed: 1.00
Capacity: Infinite
Yes! We can finally use a bow weapon in the main game of Resident Evil! No
longer is the bow weapon exclusive to some bastard merc that want share unleash
a cheat device is used to possibly freeze the game in an attempt to play as him
with his bow weapon.
The Longbow is a very unique weapon and its quite fun and challenging to become
accustomed to. The bow has no type of laser sighting so one will have to get
the feel of aiming with it based on a keen eye alone. With a firepower of
1,500 per arrow fired, this weapon can take out any normal Majini with one
shot. Even Base Majini will fall to the power of Sheva's arrow.
-------------------------------------------------------------------------------
- STUN ROD
AVAILABILITY:
In store after Chapter 2-3.
STUN ROD FEATURES:
Controls: Hold Aim button + tap Fire button
A stun rod can be equipped much like a gun weapon except for the fact that this
is a melee weapon much like the knife that does not consume any type of ammo.
This weapon can stun multiple enemies with an electric shock when a character
swings it.
The stun rod is incredibly effective against bigger enemies when used in
combination with a gun that will stun a bigger enemy. With an enemy such as
the Chainsaw Majini a character can stun the boss by shooting it in the head
then run up and perform constant stun rod melee attack followed quickly by a
melee attack right before the boss recovers (cancel the final stun rod strike
into a melee attack for best results). It can also be used the same way
against a normal enemy.
-------------------------------------------------------------------------------
[EN00]
===============================================================================
_____ _
| ____| _ __ ___ _ __ ___ (_) ___ ___
| _| | '_ \ / _ \| '_ ` _ \ | | / _ \/ __|
| |___ | | | || __/| | | | | || || __/\__ \
|_____||_| |_| \___||_| |_| |_||_| \___||___/
E N E M Y A N A L Y S I S
===============================================================================
This section highlights each enemy type in the game along with a full analysis
of each one.
_ _ _ [EN01]
/\/\ __ _ (_|_)_ __ (_)
/ \ / _` || | | '_ \| |
/ /\/\ \ (_| || | | | | | |
\/ \/\__,_|/ |_|_| |_|_|
|__/
A Majini is the Swahili word for "evil spirit". Majini are your basic enemy
types for Resident Evil 5. They appear as normal African townspeople but
something has caused a change in their normal behavior and they have become
savages with no form of remorse for outsiders. Much like the Ganado detailed
in the Kennedy report, Majini are controlled by a yet unknown parasitic
organism. Is it Las Plagas? Some sort of T or G-virus mutation? Or something
else?
All Majini attack differently depending on the type of weapon that they hold,
or if they hold one at all. The following lists the various weapon types that
they can use:
-------------
Basic Actions
-------------
--> Walk/Run
A Majini will normally walk toward your character but when they are in pursuit
they will perform a dash. They can only dash so far before they stop, but they
will usually dash again. A lot of times, they will perform a dash straight
toward your character then stop. The main thing to keep in mind about a Majini
dash is that hitting them in any part of their body while they are dashing will
make them fall to the ground.
--> Grabbing
Any weaponless Majini can grab and strangle your character from a close range
grab or dashing grab. Fight off the Majini by rapidly moving the left
thumbstick from right to left or your partner can perform a partner action
melee attack via the assist button prompt that they will receive while next to
a grabbed partner. Fighting a Majini off yourself will result in light damage
and failure to shake the thumbstick fast enough will result in heavy damage to
your character.
While grabbed, a character can be hit by any other Majini attack. The
character is only invincible during the portion of the animation where the
character is either winning or losing the struggle. Surrounding Majini can
swing their weapons or they might actually walk up and kick a grabbed
character. God forbid that a boss enemy is nearby and in the middle of its
attack. Your character's ass is grass in that predicament unless a partner
helps out or your character luckily enter the winning or losing animation of
the struggle.
--> Climbing
To further reveal their savage nature, Majini do not need ladders in order to
reach your character on a high platform. When they want to reach you, they
will simply jump and climb a nearby object in order to reach your character.
Not to say that they will not climb a ladder a ladder that is fixed in place is
available but they have no need for taking the time to prop a ladder up. Your
ladder-kicking days are over with, my friend.
--> Dashing Attacks
Majini have a dashing grab much like a Ganado when unarmed. They will dash
toward your character with their arms outstretched then grab your character and
the parasitic organism inside them will move out of their mouth and try to
attack.
Unlike the Ganado, Majini will sometimes dash toward your character then slash
with their weapon in mid-dash. They can perform this attack with single and
two handed weapons except for the crossbow. Watch for them to hold their
weapon to the side then quickly react to the dash by firing at any part of
their body or moving out of the way. The Majini will sometimes follow your
character a bit and the swing will be delayed up until it reaches your
character.
------------------------
Majini Behavior/Exploits
------------------------
--> Running at a Majini
A Majini's AI isn't always ready to respond to a sudden burst of movement
regarding your character. Most of the time, the Majini prepares an attack as
your character gets within a certain range. A good chunk of the time, you can
simply run directly up to a Majini and run right by one without getting hit.
Majini will sometimes do nothing at all or they might swing and miss as your
character runs by them. The most dangerous part about running by one is when
they lock onto your character and turn while they swing. This happens most
often with one-handed weapons but sometimes your character can still get by.
This exploit in Majini AI helps out tremendously when you're character is
surrounded by a mob of Majini. Simply run directly into the group and try to
find an open space then move through that open space. Just like I mentioned
above however, the Majini with one-handed weapons can sometimes lock on to your
character. The most dangerous auto-track Majini are single Majini rather than
grouped Majini
--> Dodging Majini Close Range Swings
When your character is standing within a certain proximity from a Majini's
front side, the Majini will eventually take a swing at your character. In
order to avoid this, you can simply back up. An extremely useful trick to
getting around a Majini is to move toward it and fool it into swinging then
quickly back away. At that point, you can shoot the Majini while it recovers
or simply run by it. This method works for dodging both long and short range
weapons. Obviously, a Majini with a long range weapon will attack from a
longer range and have a slighter greater range.
TIP: Tag team melee attacks can be set up very easily through this method.
Allow a Majini to swing then back up and run behind it while your partner stays
in front of the Majini - the stage is set for a Haymaker, Skull Crusher or what
have you.
--> Majini Focus and Determination
Sometimes Majini will focus simply on one character at a time and their AI is
bound and determined to seek out that one character. An extremely good way to
see this is to start a two player game in Shanty Town and leave the second
player character all the way back at the beginning of the stage. Even after
you make it past the Slaughterhouse area with your first player character,
Majini will sometimes simply run directly by your character and run all the way
back to the beginning of the stage to seek out the second player. It's quite
hilarious in a way. You can actually shoot them and knock them down but they
will simply ignore your character's presence.
This can be taken advantage of by following right behind the Majini and
shooting them without fear of them attacking your character. If you want the
Majini to follow your character then taunt the Majini by pressing down on both
thumbsticks and the Majini will usually turn and focus on your character.
--> Town Majini Glitch/Slashing a Majini off of a Grappled Partner
Instead of using the partner assist melee attack to knock a Majini off your
partner, run up to the Majini and slash it with the knife. This will usually
immediately set it up for a melee attack, but, if the partner was grabbed from
the partner's front side, it will also make the Majini's mouth parasite
continue to protrude from its mouth (Only a Town Majini's parasite will appear
from mouth).
Using this, your character can trigger a melee animation and kill the Majini
while its mouth parasite still hangs outside of its mouth. Try performing a
neck breaker or throat slit after performing a knife slash on a grappling Town
Majini to see its mouth parasite in full view during the melee kill animation.
____________
TOWN MAJINI \__________________________________________________________________
HP: 500 - 1,200
The Town Majini is the standard and most common Majini type of Majini found in
the earlier chapters of the game. Town Majini are standard African townspeople
that have been infected with the plagas parasite.
These Majini type have a huge variety of weapons but they are all confined to
the same attacks for each weapon type. At the most you'll have three different
types: Two-handed, single-handed and projectile. They mainly equip simple
everyday weapons that can find can find in a residential area. Town Majini can
also spawn Cephalos after the scripted Cephalo fight in chapter 1-2.
Town Majini are also the only Majini type that will control vehicles as the
game progresses. In chapter 2-3, they will chase after the characters while on
motorcycles and while driving trucks.
-----------------
Exclusive Actions
-----------------
--> Knocking Down Barricades
If your character barricades a door or window by pushing a conveniently placed
bookshelf in front of it then Town Majini will pound on the door or window from
outside. Each hit during the pounding will take a certain amount of damage
from the object being blocked and object on the other side. Majini will group
together at barricades to further damage the barricade with a greater number of
hits at a more rapid rate. Once the object has received enough damage, the
barricade will break and the Majini will be free to enter.
It is best to find some sort of way to keep the Majini away from a barricade
after blocking an entryway. Try to find some sort of window to aim out of in
order to blast them while they try to attack the barricade. Barricading is
really only useful during stressful areas where time is a factor, so buying
time by shooting at the Majini to stall them will help the barricade to last
must longer; maybe even longer than needed.
--> Blocking
A Town Majini will sometimes react to a weapon's laser pointer if your
character aims directly toward its head. Town Majini will sometimes hold their
hands in front of their face to block bullets - shooting them in the hands
while they block will break their block and knock them backward a bit.
--> Swaying
Whenever a character aims at a Town Majini's upper half, the Majini will
sometimes duck and sway to the right or left in order to avoid the oncoming
weapon fire.
--> Tossing Weapons
Town Majini may elect to throw certain single handed weapons at your character.
Keep in mind that all thrown weapons can be shot out of the air in mid-flight.
Majini will often lose their weapon once they have tossed it and will then
become unarmed, but sometimes the Majini carry a backup weapon of the same
type, which is hanging on a belt around their waist. They will simply grab
another weapon from their belt and continue to attack. Just because Majini
have another weapon doesn't always mean that they will equip it however,
sometimes they will continue the fight barehanded.
The new sidestep feature with Type C and D controls really comes in handy when
dodging a thrown weapon. Simply watch as the Majini leans back to throw a
weapon then respond with a simple sidestep. Weapons can also be shot out of
the air or even hit with a knife just like in Resident Evil 4. With Type A or
B controls, you'll have to either shoot the weapon out of the air or run at an
angle to dodge the thrown weapon.
Below is a table labeling the various aspects that are listed under each Town
Majini weapon type displayed below:
.-----------------------------------------------------------------------------.
| Main Gripping Hand | The hand that an enemy will grip the weapon with. In |
| | most cases, shoot this hand or arm and the enemy will |
| | drop the weapon. |
|-----------------------------------------------------------------------------|
| Throwable | Whether the weapon can be thrown or not. Enemies |
| | usually lose a tossed weapon once thrown, but some of |
| | them carry more. |
|-----------------------------------------------------------------------------|
| Reequip | Whether or not the enemy has the possibility of re- |
| | equipping the weapon by carrying another on a belt |
| | around the waist. |
|-----------------------------------------------------------------------------|
| Attacks | The variety of attacks that the enemy can perform |
| | with the weapon. |
'-----------------------------------------------------------------------------'
-------------------
Single Hand Weapons
-------------------
--> Beer Bottle
Main Gripping Hand: Right
Throwable: Yes
Reequip: No
Attacks: Overhead Swing [close range]
Weapon Throw [long range]
Dashing Attack [long range]
The Beer Bottle is a green bottle made of glass. It is the only weapon type
that can be broken. Two shots from any weapon will break the bottle while it
is in a Majini's hand. This weapon can also break if a certain melee attack is
performed to the Majini equipping the bottle.
--> Hatchet
Main Gripping Hand: Right
Throwable: Yes
Reequip: Sometimes
Attacks: Overhead Swing [close range]
Weapon Throw [long range]
Dashing Attack [long range]
The Hatchet is a short range small axe.
--> Machete
Main Gripping Hand: Right
Throwable: Yes
Reequip: Sometimes
Attacks: Overhead Swing [close range]
Weapon Throw [long range]
Dashing Attack [long range]
The Machete is a short range metal blade.
--> Mining Pick
Main Gripping Hand: Right
Throwable: Yes
Reequip: Sometimes
Attacks: Overhead Swing [close range]
Weapon Throw [long range]
Dashing Attack [long range]
The Mining Pick is a short range weapon with a sharp curved metal spike at both
top ends. This weapon has some pretty good range for a one-handed weapon, so
simply backing off from a Majin's swings might get your character hit due to
its length - it's still nowhere near the nightmare of the long pipe though.
--> Megaphone
Main Gripping Hand: Right
Throwable: Yes
Reequip: No
Attacks: Overhead Swing [close range]
Weapon Throw [long range]
Dashing Attack [long range]
The megaphone is a short range white megaphone. In story mode, only the Majini
with the sunglasses in Public Assembly will equip this weapon but in the
Mercenaries mode, other Majini will attack with this weapon.
--> Sickle
Main Gripping Hand: Right
Throwable: Yes
Reequip: Sometimes
Attacks: Overhead Swing [close range]
Weapon Throw [long range]
Dashing Attack [long range]
The Sickle is a short range curved blade.
--> Spiked Wooden Club
Main Gripping Hand: Right
Throwable: Yes
Reequip: Sometimes
Attacks: Overhead Swing [close range]
Weapon Throw [long range]
Dashing Attack [long range]
The Spiked Wooden Club is a short range wooden club with metal spikes driven
into the top portion.
--> Wrench
Main Gripping Hand: Right
Throwable: Yes
Reequip: Yes
Attacks: Overhead Swing [close range]
Weapon Throw [long range]
Dashing Attack [long range]
The Wrench is a short range red wrench.
------------------
Two-Handed Weapons
------------------
--> Long Pipe
Main Gripping Hand: Right (will not drop when shot)
Throwable: No
Reequip: No
Attacks: Overhead Strike [close/mid range]
Dashing Thrust [long range]
The Long Pipe is a medium range long metal pipe with a smaller pipe
intersecting the top portion. Majini equipped with a long pipe are easily the
most annoying type of Town Majini available. They have such great reach with
their pipes that a player cannot always simply back away to avoid their
overhead swing. When in close range, most of the time, the only way to avoid
this attack is to shoot the Majini to cancel the attack before it hits the
character.
--> Shovel
Main Gripping Hand: Right (will not drop when shot)
Throwable: No
Reequip: No
Attacks: Thrust [close/mid range]
Dashing Swing [long range]
The Shovel is a medium range basic shovel used for gardening or smacking
unwelcome BSAA agents upside the head. The shovel weapon's close range attack
can hit at just about the same range as the long pipe attack, but the actual
time it takes for a Majini to prepare this attack allows a player to easily
back up during the long startup animation to avoid being hit most of the time.
The dashing attack that a Majini will do with this weapon covers quite range,
so when a Majini running toward your character with a shovel be sure to step
out of the way, or a player might just want to run toward him. Don't ever back
up since he will continue to run and that might get your character hit. No one
want to be smacked in the face with a shovel like those poor homeless people
that Ethan Thomas smacked around in Condemned.
------------------
Projectile Weapons
------------------
--> Flaming Bow Gun
Main Gripping Hand: Right (Can't drop)
Throwable: No
Reequip: N/A (Can't Drop)
Attacks: Bolt Fire [any range]
The Flaming Bow Gun is a long range crossbow that is loaded with burning metal
bolts. Keep in mind that the bolts from this can be shot out of the air or
even deflected with the knife.
--> Dynamite
Main Gripping Hand: Right
Throwable: Yes
Reequip: Yes
Attacks: Dynamite Toss [any range]
Kamikaze Dash [any range]
Dynamite is a circular explosive object that will explode in the Majini's hand
or on the ground shortly after it is lit. Right after a Majini lights a stick
of dynamite its throw can delayed with a staggers from gun blast up until the
point where the dynamite explodes it its hand. The dynamite can be shot with
any weapon at any time to make it explode no matter where it is. Keep in mind
that a dying Majini that holds lit dynamite will eventually explode.
Sometimes this Majini type will light a stick of dynamite and run directly
toward your character with it lit. You'll need to run away from the Majini or
try to shoot the Majini in the leg to make it fall. Keep in mind that the
dynamite will go off after a few seconds either way.
--------
Vehicles
--------
--> Motorcycles
Attacks: Melee Weapon Toss [long range]
Molotov Cocktail Toss [long range]
On chapter 2-3, the character will be chased by Town Majini that ride on
motorcycles. These type of Majini attack by tossing weapons and cocktails at
the jeep that the characters are riding in. They can easily be hit by shooting
them with the gun turrets exclusive to each character on the back of the jeep.
Their weapons can be deflected by shooting them just like any other weapon in
the game.
Shooting at the actual motorcycles will cause them to explode once the gas tank
is hit. This can take down several motorcycle Majini that are tightly packed
together through one motorcycle explosion.
--> Trucks
Attacks: Truck Ram [close range]
Along with the motorcycle Majini on stage 2-3, the characters will also have to
fight off Majini that are driving trucks. The trucks carry normal Town Majini
on the back of them. Shoot the Town Majini on the back of the truck first of
all to keep them from bombarding the jeep with weapons and cocktails then shoot
the front of the truck to make it catch on fire.
Don't ever continue to hit the truck with gunfire while it is flaming while
next to the jeep since the resulting explosion will cause the jeep to take
damage. The driver of the truck can be shot to instantly stop the jeep. Aim
at the door of the truck then blast the truck door open then aim inside the
jeep and fire at the driver behind the steering wheel to kill him off. There
is a trophy/achievement associated with defeating a truck by killing the
driver.
_______________
WETLAND MAJINI \_______________________________________________________________
HP: 1,000 - 2,000
Wetland Majini can be recognized by the whitish powder that covers the majority
of their bodies. These native villagers have been infected by the plagas
parasite much like the townspeople and they attack with a more primitive weapon
setup but they have a much greater range and overall aggressiveness when
compared to normal Town Majini.
Wetland Majini also have a tendency to move around a bit more than Town Majini
when in a battle. They are faster and can attack from a greater range more
quickly. They are also the first type of Majini to use shields during battle.
Wetland Majini can spawn both Cephalos and Duvalias.
-----------------
Exclusive Actions
-----------------
--> Hop
A Wetland Majini may perform a quick hop to the side while a laser pointer is
aimed at it. This fast hop can easily throw off a player's aiming while the
Wetland Majini prepare to retaliate.
--> Jump
A Wetland Majini may suddenly jump forward at times. A Wetland Majini will
mainly do this when it is at about mid range from the characters. It doesn't
attack during this jump.
--> Sway Backward
When aiming at a Wetland Majini's head, it might bend its upper torso all the
way back in an attempt to avoid a headshot. The Wetland Majini will stand in
place and bend its torso back in place to return to its normal posture after a
few seconds.
--> Quick Recovery
If a Wetland Majini has not suffered quite a bit of damage upon being knocked
down then it will likely hop back up on its feet. No ground melee attacks can
be performed on the Wetland Majini before it prepares to performs a quick
recovery. The only way to keep it from doing this is to damage it badly then
knock it down.
---------------
Exclusive Armor
---------------
--> Mud Helmets
Breakable: Yes
Protection: Extremely Light
Mud Helmets are made up of hard mud that is sculpted around a Wetland Majini's
head for protection. They offer very little protection though. A character
can randomly shoot a Majini right in the mud helmet and still get a head stun
on the Majini at times. A mud helmet can be broken in a single shot from any
weapon the majority of the time. A flash grenade or flash round will not blind
a Majini with a mud helmet.
--> Red Wooden Helmets
Breakable: Yes
Protection: Light
Wooden Helmets come in two different varieties. Majini with spears have wooden
helmets that look much like a bird head with horns attached to its sides while
Majini with explosive arrows have a helmet with a gold design on the front and
wooden pieces resembling feathers that protrude from the back.
Wooden Helmets are still a very light source of protection but they can
withstand very light gunfire without any type of reaction from the Majini.
Sometimes a character can still randomly get a head stun off of a single shot
to the wooden helmet much like with a mud helmet. The helmet will be destroyed
within two light shots. A flash grenade or flash round will not blind a Majini
with a wooden helmet.
-------
Weapons
-------
--> Claws
Attacks: Claw Slice [close range]
Running Grab [mid range]
When a Majini is not equipped with a weapon, it will have a set of sharp claws
through the filed down bones of its fingers. This type of Majini will mainly
perform its close range claw slice. Whenever it steps forward and strikes
forth with its hand, quickly step back to avoid its claw slice.
Much like a normal Town Majini, this type of Majini will also rush toward a
character and try to grab one. The attacks can be fought off by shaking the
left thumbstick back and forth or by a partner assist melee via the displayed
button prompt command while standing near a grabbed partner to knock the Majini
off.
--> Spear
Attacks: Rushing Spear Stab [mid range]
Jumping Overhead Stab [mid range]
Overhead Stab (close/mid range)
Spear Toss [mid range]
Wetland Majini can carry two types of spears. They sometimes have a wooden
spear with wooden spikes on the end of it and they sometimes have wooden spears
with a metal blade attached to the end. Both spears allow them to perform the
same type of attacks.
Wetland Majini have quite a distance with their spears allowing them to cover
mid range distance rather easily. It's most common move from close range is
its normal overhead stab where it will quickly step forward and perform an
overhead spear thrust forward. This can be dodged by quickly stepping to the
side or backing up. This Wetland Majini also has a mid range spear toss that
can be dodged the same way. It will lose its spear after tossing it and be
limited to bare-handed attacks.
They always point the spear forward shortly before they rush in and perform a
stab. If the stab connects then the victim will be impaled and raised into the
air while on the spear and suffer major damage then be tossed to the ground.
It's best to continue to back up when a Wetland Majini is preparing this
attack.
The jumping overhead stab will give a character a "Dodge" button command
shortly before the Majini jumps. Whenever a Wetland Majini crouches over it is
preparing to leap toward a character. If a character is hit by this move then
the character will be instantly grounded and suffer damage. This move can be
avoided by using the button prompt "Dodge" command or by stepping to the side
to get out of the move's targeted area.
--> Torches
Attacks: Flame Breath [mid range]
Torch Swings [close range]
Some Wetland Majini attack while wielding two torches. Majini with torches
should have your utmost attention when they are in a group. Their attacks are
rather quick and its sometimes hard to see their attacks coming because of the
blazing fire produced from their torches that obscures a players vision of what
they might be preparing and their attacks are rather instant.
Both of their attacks give off very little warning. When a Majini suddenly
holds both torches up to its face then it is about to breath fire forward.
This is a midrange attack, so continue to back up or quickly step to the side
to avoid the flames.
The torch Majini's other attack starts whenever it suddenly hops forward. It
will perform a slight jump from close range then lash out with several torch
swings in its immediate area. Any of these torch swings can instantly knock
down a character, so be sure to back away from the Majini and keep your
distance from it.
--> Shields and Spears
Attacks: Shield Ram [close range w/shield]
Spear Thrusts [close range w/shield]
Rushing Overhead Stab [mid range w/o shield]
Overhead Stab [close/mid range w/o shield]
Some Majini come armed with both a spear and a wooden shield. Their shields
may be broken by heavy or rapid gunfire, which will limit their threat as they
continue to attack with only their shields.
Majini have two different type of shields. Some of their shields have wooden
spikes along the outer surface of the shield and some of their shields are dark
with an insignia displayed on the front of them. Both shield types are equal
and allow them to perform the same moves while a shield is equipped.
From up close, a Wetland Majini with a shield will hit a character with its
shield. This is a very close range attack so it has little distance and can be
avoided by quickly backing up whenever the Majini moves its shield. Obviously,
this can only be done while the Majini still holds a shield.
When a Wetland Majini quickly moves its shield to expose itself then steps
forward with its spear exposed, it will perform a series of mid range thrusts.
These thrusts can be avoided by backing up or stepping to the side. This move
can only be done while it has its shield.
While it doesn't have a shield, the Majini will revert to using the usual
overhead stab and rushing shield stab much like an ordinary spear Majini.
--> Explosive Arrows
Attacks: Explosive Arrow Fire [long range]
Some Wetland Majini come armed with bows so they can stand at a distance or on
some high platform and shoot explosive arrows at their foes. The explosive
arrows can be avoided by stepping to the side or backing up to avoid their
explosion. The blast radius is rather small so it can be easily avoided by
moving out the way.
These Majini should be focused upon first whenever they are along with a group.
They usually stay in the background of a group or position themselves on some
high ledge. It's good to use a rifle to instantly defeat them or at least use
some type of handgun or machine gun to stagger them so they will not fire their
arrows. Majini with explosive arrows are usually weaker than most other
Wetland Majini, so they can be defeated rather quickly.
--> Bombs
Attacks: Bomb Toss [any range]
Wetland Majini armed with bombs are only found in Chapter 3-1 while in the
Marshlands. These type of Majini stand on platforms and drop bombs into the
water in an effort to sink the characters' boat. The bombs float on the
surface of the water and explode after a few seconds or upon contact with the
characters' boat.
Always back up and stay away from a bomb whenever a Majini tosses it in the
water. The character on the front of the boat should use a rifle then aim up
at the Majini on the platform and shoot him. Remember that the character on
the front of the boat must hold it steady to allow the front character to aim.
____________
BASE MAJINI \__________________________________________________________________
HP: 1.000 - 2,000
Base Majini are first encountered in Chapter 5-2. These Majini are armed with
more high tech weapons and they can be the most aggressive out of all the
Majini types depending on the weapon used. These Majini are the only type that
can equip actual guns and they give new reason to cover points that are
scattered throughout the areas that they are found in.
They can equip both machine guns and rocket launchers. For close range
purposes some of them carry stun rods and a few carry shields along with those
stun rods. Just like the Wetland Majini, these Majini type can spawn both
Duvalia and Cephalos.
Some Base Majini have different poses for an arm stun. Instead of flinching to
the side to grab an arm when shot from the front, a Base Majini will sometimes
lean its body forward when it is stunned from being shot in the arm. This can
easily cause confusion to the player since some of them have the new leaning
animation for an arm stun along with the usual flinching to grab an arm
animation when shot from the front of the arm or leaning forward to grab an arm
when shot in the back of an arm. Just know that all of these poses are arm
stuns.
Rocket Launcher Majini will always lean forward from any shot to the body in
the same manner described above, but this counts as a leg stun on them.
Confused yet?
.---------------------------------- WARNING ----------------------------------.
| Scoring a headshot on a Base Majini that is already aiming with a gun |
| weapon (the green laser is in view) will NOT stop that Majini's gunfire. It |
| will continue to shoot headless until it is done with the attack and then |
| drop afterwards. This refers to both Base Majini with machine guns and |
| Base Majini with rocket launchers. |
'-----------------------------------------------------------------------------'
-----------------
Exclusive Actions
-----------------
--> Taking Cover
Base Majini equipped with machine guns will take cover behind various obstacles
such as large crates or nearby walls. They will lean out from a cover point to
look and shoot their weapons. They have two different ways to shoot. Either
they will lean from the cover point and expose their body or stick their run
out and shoot blindly. They can be hit during boss attacks. A player will
need to hit their arm when they shoot blindly in order to get a clan shot on
them.
--> Rolling
Base Majini equipped with machine guns will use evasive rolls to quickly move
away from the path of a laser pointer while aiming at one. These rolls are
slower than usual Majini evasive maneuver so they can still be shot rather
easily during a roll. The roll can become a bit annoying in later chapters when
the rifle is used however. Don't forget about those flash grenades!
--> Ground Roll
When a Majini with a machine gun is shot and falls to the floor, sometimes it
will roll sideways while on the floor to avoid gunfire.
--> Reloading
Base Majini equipped with machine guns and rocket launchers will always have to
reload at some point and they like to perform this action out in the open, so
take advantage of this time and fire at them.
--> Taunting
Base Majini have a bad habit of standing in place and yelling at the characters
while they show off their mouth parasite. Take this chance to shoot at one of
them or aim at its head with a rifle and blow it off in mid-taunt. That'll
teach'em.
-----
Armor
-----
--> Metal Armor
Breakable: No (for the most part)
Protection: Heavy
Base Majini will randomly come equipped with metal armor over portions of their
legs, body, or head. Some of the armor appearing on a Base Majini is scripted
but if you reload a chapter segment at times, some Majini might have different
armor than the last time that you played the chapter segment, which is one
reason why I don't mention armor all the time in the walkthrough section.
The metal armor is impenetrable with light guns that have or do not have
piercing properties but with a magnum a player can shoot right through the
armor on any portion of a Majini. If a Majini comes at a character with a
metal mask over its head then fire at the metal mask with a magnum to instantly
kill it since the shot will go right through its armor.
Like all other head armors, metal mask will make the Majini immune to flash
grenades and flash rounds. Metal masks that are worn by Majini can be
destroyed through a magnum shot or a ground melee that is aimed directly at its
head. A character must stand directly over the Majini's head while it is on
the ground then perform a ground melee and the armor that was on the head will
be instantly crushed along with the head.
--> Metal Shields
Breakable: No
Protection: Extremely Heavy
Some Majini will come equipped with metal shields and stun rods. Their metal
shield are impenetrable from a normal gun. Even a magnum such as the L. Hawk
with high piercing power cannot penetrate through their thick metal shields.
It's best to aim for their legs and get a leg stun then run to the back and
perform an instant kill melee or lure them toward one character so the other
character can shoot them from the back. They also move aside their shields
whenever they attack, so they can be shot at that time.
---------------------------
Hazardous Equipment/Actions
---------------------------
--> Grenade Straps
Some Base Majini come equipped with a grenade strap that has several grenades
stuck on it. The grenade straps are fitted across their upper torso. These
grenade straps can be shot with any weapon in order to set off the grenades and
make the Majini explode in a single shot.
These can be both a blessing and curse. The explosion caused from shooting a
grenade strap will damage any nearby Majini in close proximity to the Majini
with pipe bombs. On the flip side, if a character is too close to the Majini
during the explosion then that character will suffer damage and be knocked back
from the explosion.
Shooting a grenade strap from long range can be a very convenient way to get
rid of a Majini that is up ahead however. From long range, a character can
simply equip a rifle then find the grenades strapped to a Majini's chest and
then fire at it for an instant kill via the resulting explosion.
--> Expanding Explosion
Every now and then when a Base Majini is defeated, it will stand in place then
expand. It almost looks as if it is changing into a Duvalia, but it isn't.
The Base Majini will expand to a certain point then explode. The explosion
will cause damage to any character or Majini that is near the expanding Majini
when it finally pops. The range of the explosion is basically close range
only, so your character doesn't have to move too far away to avoid it.
The explosion can be set off earlier than normal by firing at the expanding
Majini. This kamikaze death attack does not happen often, but it can easily
catch a player by surprise, so prepare to back up whenever a Base Majini
suddenly expands once it has been shot a few times.
-------
Weapons
-------
--> Machine Gun
Attacks: Machine Gun Fire [any range]
Flash Grenade Toss [mid/long range]
Machine Gun Strike [close range]
Quite a few Base Majini come equipped with machine guns, so a familiarity with
cover point usage will be needed later in the chapters started with Chapter 5-
2. Their guns have a green laser pointer that will be showcased before they
fire as a slight warning to the impending spray of bullets that are about to be
shot toward a character. While they are firing, the laser pointer will
disappear. They will take short breaks in between firing and the laser pointer
will reappear while they aim. They can easily be shot at by stepping out from
a cover point in between breaks of firing their machine guns.
The main weak point of a Base Majini armed with a machine gun is the fact they
will continue to fire up to the point where they need to reload out in the open
while a character remains safely behind a cover point. While they reload is
one of the best chance a player will have to retaliate against them with
counter shots from any weapon. Sometimes they will reload while taking cover
however.
Base Majini armed with machine guns will sometimes toss flash grenades that can
blind a character. A player will need to make the character look away with a
quick turn or step behind the nearest cover point to avoid having their vision
obscured by the blinding light from the flash grenade.
Base Majini armed with machine guns have a habit of sweeping an area if a
character remains behind a cover point for too long. They may eventually move
to close range to fire the machine gun or they might elect to hit a character
with the back end of their machine gun from up close. The machine gun strike
can be avoided just like any other melee attack by backing up or stepping to
the side.
--> Stun Rod
Attacks: Stun Rod Strike [close range]
Dashing Stun Rod Strike [mid range]
Yes, some bad person has given the Base Majini stun rods as well. And those
people are so evil, I mean just freaking Satan incarnated.
Majini equipped with stun rods can be some of the most aggressive and annoying
enemies that the characters will fight throughout the game. Stun rod Majini
can be at their most aggravating stage when fought with Majini armed with
machine guns. A player will want to take cover from Majini with machine guns
but then some jackass with a stun rod will rush toward the player's position
and screw up that player's safe haven nicely.
Majini armed with stun rods are best fought alone by leading them away from
other enemies. Make sure that you give them attention when they are in a group
because they can sneak up on an unsuspecting player so very easily. They hit
from close range with an electric strike from their stun rod that will
electrify a character much like getting hit with a transformer.
From mid range, they might suddenly dash toward a character and hit that
character with a sudden strike from the stun rod while dashing. It's simply
amazing how aggressive this enemy can get with a stun rod. They dash extremely
quick and the stun rod strike is very fast. To see them at their full
potential, load up a game of The Mercenaries on the Experimental Facility stage
and you'll see aggression unbound from these enemies.
--> Metal Shield and Stun Rod
Attacks: Stun Rod Strike [close range]
A few Base Majini will come at a character while armed with a metal shield with
a hole for vision at the top portion. These Majini also carry a stun rod. The
metal shields cannot be penetrated even with an L. Hawk Magnum.
Aim at their legs and shoot to perform a leg stun then quickly run behind them
and perform an instant kill melee attack. They can also be hit by luring them
toward one character so the other character can shoot them from their backside.
They always move aside their shields to perform their stun rod strike attack,
so a character can wait for this attack then fire at them when they expose
their bodies. With some extremely good aim with a rifle, a player can actually
shoot their head through the long hole at the top of their shields.
--> Pipe Bombs
Attacks: Pipe Bomb Toss [mid range]
A few Majini will come equipped with pipe bombs. They like to get up on a high
platform or stand in the back of a group and toss pipe bombs at the characters.
These pipe bombs can be shot for an explosion that can damage any nearby
Majini.
If a player looks closely at these type of Majini then one can see a grenade
strap attached to their chest most of the time. Shoot the grenade strap with
any weapon to make the Majini explode instantly. This explosion can hit any
nearby Majini that are next to it and it can hit a character. It's best to
stand at a distance then take out a rifle and shoot the grenade strap on the
chest of these type of Majin. From mid range they can be easily shot with a
handgun or machine gun as well.
--> Flash Grenades
Attacks: Flash Grenade Toss [mid range]
Every now and then, the character might run across a Base Majini that is
stationed in an area with the sole purpose of tossing flash grenades. These
flash grenades will blind a player whose character stairs directly at the
blast, so always try to look away or get behind a cover point to shield your
character's face from the blinding flash of the flash grenade.
It's always best to take out a rifle and scope out these nuisances and deal
with them before a fight gets intense rather than allowing them to toss flash
grenades throughout a battle with machine gun Majini. The flash grenades take
no damage but they will obscure the player's vision for a few seconds allowing
enemies to fire at the blinded character.
--> Rocket Launcher
Attacks: Rocket Launcher Shot [long range]
Rocket Launcher Strike [close range]
On a few occurrences, some Majini will be equipped with rocket launchers.
Rocket launcher Majini always come in groups and there are always cover points
to get behind when dealing with them. Don't always depend on the cover point
in some areas where they can shoot from an angle since the spread damage might
just reach behind a cover point at times.
Be sure to wait until after they have fired a rocket before attempting to shoot
one of these enemies. They have to take a break to reload per rocket shot, so
they can easily be shot while trying to reload their rocket launchers.
Anytime these enemies are hit in the body, legs, or arms with any type of
weapon that will not knock them down or kill them (handgun, machine gun, or
rifle) they will be stunned and set up for a leg stun melee regardless of the
fact that they are standing, so a character easily shoot one from any portion
of the body except for the head then run behind it and perform an instant kill
melee.
_ _ ___ [EN02]
/\/\ (_)_ __ (_) / __\ ___ ___ ___ ___ ___
/ \| | '_ \| | /__\/// _ \/ __/ __|/ _ \/ __|
/ /\/\ \ | | | | | / \/ \ (_) \__ \__ \ __/\__ \
\/ \/_|_| |_|_| \_____/\___/|___/___/\___||___/
Mini Boss enemies are more powerful that normal enemies that will sometimes
attack along with normal enemies. The characters will have to bring out the
heavy guns and take some serious advantage of melee attempts when dealing with
these enemies. It's best to shoot and stun them with a powerful weapon then
rush in and perform a melee attack. Make each shot count and be aggressive.
Be a Berserker!
___________________
EXECUTIONER MAJINI \___________________________________________________________
HP: 12,000
Not to be mixed up with the fighter from Mace: The Dark Age, this Executioner
dons a dark hood and outfit, all of which cover a body that is built to last.
He has several metal pins driven into his flesh along his upper half and he
wields an insanely huge axe. It should come as no surprise by his appearance
that this man loves to dish out pain. He wants to hurt someone very badly. I
wouldn't be surprised if he kills kittens in his dreams.
For the most part, the Executioner is going to attack with mid-range attacks.
Whenever he swings, you move out of his range or you shoot him in the head with
a very powerful shot. It only takes a few shots to his head in order to stun
him. One close range shotgun blast or two handgun shots to the head will set
him up for a melee attack.
It is good to have either Type C or Type D controls (the ones that offer the
sidestep feature) activated while fighting him since you can simply step to
either the right or left to avoid his overhead swing. Once he gets low in
health, he will begin to perform his horizontal swing wildly in a fit of rage
in one direction. This move is extremely dangerous and its hard to tell when it
is coming unless you are keeping track of the damage that you and your partner
has dished out on the Executioner.
-------
Attacks
-------
1) Horizontal Swing - The Executioner holds his axe to his side then steps
forward with a swing of his axe then he steps forward with another swing
following the first. This is a very dangerous attack and the Executioner's
startup animation for it is sometimes hard to notice.
RANGE: Close/Mid Range
2) Overhead Swing - The Executioner holds his axe behind him then steps forward
as he performs an overhead swing. Sidestepping it can easily dodge this.
RANGE: Close/Mid Range
3) Turning Swing - The Executioner turns around to face your character and
swings his axe one time while turning. He doesn't perform this move that
often, but he might just surprise you with it sometimes.
RANGE: Close/Mid Range
4) Grab - The Executioner reaches out to grab your character from close range.
He will hold your character into the air and choke the character then throw
the character to the ground. While on the ground, press the X button when
the button prompt appears to avoid the Executioner's overhead axe chop.
Failure to dodge will result in an instant kill! This grab can be broken if
you're partner interrupts the grab with a melee attack. On single player
mode, be sure to mash the B button in order to have Sheva break the grab.
One thing that should be highly noted about this attack is if AI Sheva is
grabbed then Mr. Redfield better damn well save her with an assist melee
attack while close to the Executioner or perform some type of shot that
disrupts the grab or else Sheva will sometimes not escape the grab and she
will die!
RANGE: Close Range
5) Berserker Rage - When the Executioner is very low in health, he will begin
to swing his axe horizontally over and over as if in a raging state, so be
prepared to run away from him or at least back up. He will usually swing
one way then keep moving that save way, so step to the side and around him
when he starts this. He will perform both horizontal and vertical swings.
Just because he performs a vertical swing does not mean that he is finished.
As he gets lower in life, he may take quite a while to stop this combination
attack.
RANGE: Close/Mid Range
6) Recovery Swing - If both characters hit the Executioner with a melee attack
when the Executioner is stunned then the Executioner will crouch downward
and eventually recover while performing a set of horizontal swings
resembling the Horizontal Swing mentioned above. The only real difference
is that he has a crouching pose for the startup and will only do this after
both characters have hit him with a melee command after a stun.
RANGE: Close/Mid Range
________________
CHAINSAW MAJINI \______________________________________________________________
HP: 10,000 - 20,000
When things can't get any worse, why not throw a chainsaw into the mix? This
particular Majini wears a burlap sack mask over his head with only one visible
eyehole where he looks at his enemy with a psychotic stare. He wields a
gruesome chainsaw with some very sharp metal blades on the chain.
The Chainsaw Majini is much more powerful than a standard Majini but he still
has all the same weak points that a normal Majini has. He can be melee
attacked by shooting him a few times in the head, shoulders or legs. The
weakest portion of his body is his head. A few shots to the head will easily
stun him to where he will be open to a melee attack. Both of the Chainsaw
Majini's attacks can be fatal, so don't ever reload while he is nearby.
This enemy comes in two separate varieties. There is a Chainsaw Majini with
red pants and a chainsaw Majini with blue pants. The Chainsaw Majini with blue
pants is the stronger of the two.
On higher difficulties and sometimes on normal mode, the Chainsaw Majini will
drop his treasure as he is finished but then he will get up after being knocked
down and go into a berserk frenzy of chainsaw swings while dashing toward a
character. Each swing will send a character into dying status if one of them
hits. He has only a little health while in this phase of attack and can be
taken down with about two magnum shots rather quickly. A character can
actually stand over him and shoot him the moment that he starts to move while
attempting to get up, so a player could easily finish him off before he starts
the chainsaw swinging. The characters can sometimes simply ignore him and
finish a stage when he does this, but not always.
NOTE: The Chainsaw Majini CANNOT die while rising before going into Berserk
mode. He will ONLY die after fully standing, so basically if you have already
shot him twice with a magnum while he rises, then he is already dead even
though he continues to rise but he will only die when he fully stands. There
is no reason to continually spam him with bullets and waste them. A player
could actually take that time to taunt him after enough damage has been taken -
you better KNOW before doing this however, my hardcore reader
-------
Attacks
-------
1) Crazed Swing - Pretty much like it sounds, the Chainsaw Majini will hold his
chainsaw up into the air and then laugh maniacally as he swings his blade
forward. Unlike his other attack, this chainsaw swing is not an instant
kill however. If this attack hits your character, it will immediately send
that character into dying status.
RANGE: Close Range
2) Focused Swing - This is the swing to end them all as well as your
character's life. If the Chainsaw Majini performs a much less charged and
quieter swing rather than laughing then the blade will slice right into your
character's neck and the Chainsaw Majini will continue to drive the blade
across the neck until your characters head rolls off. The death cutscene
plays on both players' screens while on either online service in order for
both players to witness the love that was dished out in that one fatal
swing.
RANGE: Close Range
3) Berserk Mode - The Chainsaw Majini might sometimes get up upon "dying" and
go into a frenzy of chainsaw swings while he rushes forward. He will
already have his dropped item on the screen before he does this, so just
because he has dropped his treasure does not mean that the fight is over.
He is a complete raging bull during this phase and each swing of his will
send a character into immediate dying status if the hit connects. It is
best to stand at a distance and shoot him with a powerful weapon or blast
him right when he starts to get up to knock him back down again. In some
areas the characters can simply run away from him and finish the stage, but
this is not always the case.
RANGE: Close Range
_______________
BIG MAN MAJINI \_______________________________________________________________
HP: 3,500 - 5,000
Like his name suggests, this enemy is a bigger than normal male Majini. He's
kind of fat in a way... Well, that's kind of rude, so let's just say he is a
"big boned" growing boy. Anyway, this Majini can stand up to more firepower
than the rest of his brethren and he attacks with hooks and sudden overhead
slams. His moves are really fast and can easily catch a player off guard, so
always keep your eyes on him when he is in the area and maneuver around him to
avoid his punches or quickly shoot him to counter him
Upon shooting him several times with the handgun in a stunning area (head or
leg) or shooting him with a shotgun to make him enter a blocking pose while he
slide back, he will be stunned for a few seconds to where a character can run
up and get a melee command on him. The characters can actually tag team melee
a Big Man Majini much like they can while fighting against a normal Majini.
The same rules still apply for bouncing the Majini back and fort with a melee
attack, but with a Big Man Majini, the characters can trigger the sequence from
any type of stun and it doesn't matter which side a character is currently on.
The Big Man Majini can be knocked around with bouncing melees regardless of his
current positioning, so after one melee attack from a stun, the other
characters should rush in and hit the Big Man Majini with a melee then the
first character that started the sequence can run up to either side of the Big
Man Majini to get a tag team command that will instantly finish him off.
-------
Attacks
-------
1) Lunging Hooks - Big Man Majini steps forward with a hook three times in a
row.
RANGE: Close/Mid Range
2) Overhead Fists - Big Man Majini quickly holds up both of his arms and
pounds whatever is in front of him with his fists.
RANGE: Close Range
_____________
GIANT MAJINI \_________________________________________________________________
HP: 7,000 - 10,000
A Giant Majini is a much taller Wetland Majini with a freaking huge mask. I'm
talking, a mask that covers the entire head and a bit of his upper body. This
mask is completely impenetrable. Firing at the mask alone does no good
whatsoever. The Giant Majini carries a big club with skulls on the end of it.
In order to hit the Giant Majini, the characters will have to shoot any skinned
portion of his body that is not covered by his mask. Using any type of
handgun, machine gun, or magnum will cause the Giant Majini to kneel over once
enough damage has been sustained. Blasting it with a shotgun will make it
block with its arms much like a Big Man Majini.
After stunning the Giant Majini in either way, one character can hit it with a
normal melee attack then the other character can run up afterward as it
staggers from the first melee and hit it with the tag team melee command that
will appear at that time. The second melee attack on a Giant Majini while it
staggers after the first melee attack will always be a tag team command.
Giant Majini can easily be hit with constant shotgun blasts and follow-up
melees until they are defeated. Shotgun blast, run up and melee, shotgun
blast, run up and melee, shotgun blast... you get the point. With a Giant
Majini's back up against the wall this combo exploit can be done even quicker
for high damage at a quick rate that will kill it in no time. Simply press the
button for the melee every time directly after shooting the Giant Majini to
cancel the shotgun blast animation.
-------
Attacks
-------
Lunging Club Swing - Giant Majini stands in place then howls shortly before he
jumps forward and swings his club twice toward the area in front of him. Avoid
this by quickly running behind the Majini or stepping away from him. This move
can knock down a character that makes contact with the Giant Majini while it
howls and shortly before it jumps but the only portion of the move that will
actually damage a character is the two club swings.
RANGE: Mid Range
Overhead Swing - Giant Majini leans his club back behind him and swings it
overhead toward the area in front of him.
RANGE: Close Range
Kick - Giant Majini raises his right foot then kicks forward with the bottom of
his foot. This will instantly knock down any character that it hits.
RANGE: Close Range
Dash - Giant Majini quickly dashes forward toward the location of its foe
RANGE: Long Range
___________________
GATLING GUN MAJINI \___________________________________________________________
HP: 8,000 - 14,000
As the name suggests, this big bad Majini comes equipped with a gatling gun and
a hell of big metal backpack with plenty of bullets to shoot whatever might try
to knock off those cool shades of his. He's ready to do business and even
smokes a cigar during the midst of battle because he's hardcore!
This enemy can be a major threat from long range. Whenever a player hears that
barrel spin on his gatling gun, the player better take cover behind the nearest
wall very quickly to avoid damage from the oncoming gunfire that is about to
echo throughout the area.
The gatling gun fire from this Majini hits differently than J.J.'s did in
Resident Evil 4. The shots hit separately up to a certain extent, so a player
can quickly circle the Gatling Gun Majini most of the time to avoid the full
spray of shots. The shots take off a bit of life per hit and each shot will
add up in damage until a certain amount of the damage has been taken then the
character will eventually fall to the ground. Circling the Majini while he
fires should be a last resort when there are not cover points rather than a
common dodging technique because it doesn't always go so well.
From close range, the Gatling Gun Majini will attempt to smack a character with
the front barrel of this gatling gun. This move can be avoided by stepping
away from him when he attempts it. He also has a taunt where he will fire into
the air with his gatling gun, which is a good time to retaliate with a gunshot
to his head or a shotgun blast to his body.
This enemy appears with two different outfits, either a yellow outfit or a red
outfit. The Gatling Gun Majini dressed in red are the strongest of the two and
can sustain more damage that the yellow Gatling Gun Majini.
It's best to bring out the heavy duty artillery when dealing with the gatling
gun Majini. A proximity bomb placed in his path or a hand grenade that catches
him in its direct hit range when thrown will stun him and allow the characters
to run up and perform a melee attack. The characters will perform their tag
team melee attacks on him while he is crouched over and they can double team
him at that time with two tag team melee attacks one right after the other.
This enemy will also block a shotgun blast and a character can run up and
perform a normal melee at that time. Both characters can still double team him
while he blocks a shotgun blast.
This enemy can be completely trapped once a shotgun blast has caused him to
block. Simply perform a shotgun blast from close range, to make him block then
run up and perform a melee attack. Right after the melee attack, run up to him
again perform shotgun blasts until he blocks. He will not have time to hit
your character if the shots are done fast enough. When he blocks for the
second time rush up to him and hit him again with a melee attack. A character
can keep performing shotgun blasts and melee attacks with this Gatling gun
Majini, much like they could do while up against a Big Man Majini or Giant
Majini. Don't be scared of him after that first stun, rush in and take charge
and he will fall very quickly.
-------
Attacks
-------
1) Gatling Gun Fire - Gatling Gun Majini raises his gatling gun and begins to
fire a blast of bullets for about 5 seconds. A character can run to the
side or get behind/take cover behind some type of object to avoid this. If
several bullets hit the character in succession then the character will
fall.
RANGE: Long Range
2) Gatling Gun Strike - While close to him, Gatling Gun Majini swings forward
with the barrel of his gatling gun.
RANGE: Close Range
3) Pipe Bomb Toss - Gatling Gun Majini tosses a pipe bomb at a character. He
likes to toss a pipe bomb when a character is taking cover, so be sure to
instantly move when he tosses one.
RANGE: Long Range
4) Gatling Gun Air Fire - Gatling Gun Majini points his gun upward with both
hands then fires the gun. This is a taunt move.
RANGE: N/A
___ _ _ _ ___ ___ __ __ [EN03]
/ _ \__ _ _ __ __ _ ___(_) |_(_) ___ / __\ /___\ / / /\ \ \ ___
/ /_)/ _` | '__/ _` / __| | __| |/ __| /__\// // // \ \/ \/ / / __|
/ ___/ (_| | | | (_| \__ \ | |_| | (__ / \/ \ _ / \_//_ \ /\ /_ \__ \
\/ \__,_|_| \__,_|___/_|\__|_|\___| \_____/(_) \___/(_) \/ \/(_)|___/
Parasitic enemies come in a variety of different forms. The majority of them
spawn from different enemy types but all of them share one thing in common.
They are all weak to a blinding flash of bright light from a flash grenade or a
grenade launcher's flash round. The only exception is the Adjule, which must
first reveal its plagas before it can be finished off with a burst of bright
light.
_________
KIPEPEOS \_____________________________________________________________________
HP: 100 - 1,000
This parasitic organism resembles a much larger bat-like plagas. It has a long
tail appendage that it used to latch onto its foe and strangle them. The
Kipepeo is first found in chapter 2-1, where several of them burst forth from
the head of knocked out Majini. It can bust out of a Majini's head randomly
from that point onward.
Unlike the Cephalo and Duvalia parasitic B.O.W.s, these enemies spawn more
randomly from Majini rather than having scripted appearance. Like all
parasitic enemies, Kipepeos are weak to extremely bright light and will fall
instantly when a flash grenade is tossed near them or when a flash round is
shot next to one.
Other than bright light, a close range shotgun blast works well or a player
could easily bring one down with a few handgun or machine gun blasts. A rifle
is a good weapon to use against Kipepeos that are far away from the character.
These enemies can be quite a nuisance when fought among a group of other
enemies, so always try to take them down first.
Attacks:
1) Claw Grapple - The Kipepeo swoops downward and grapple its prey's head and
attempts to infect the new host. This grapple can only be escaped by
wiggling the left thumbstick or through a partner assist melee attack.
RANGE: Close Range
-------------------------
Kipepeo Behavior/Exploits
-------------------------
--> Kipepeo Focus and Determination
Much like Majini, a Kipepeo will usually choose one character then fly toward
that character and attack, but they sometimes switch their targets more
randomly. For instance, the third Kipepeo in Shanty Town might fly toward
Chris then suddenly change its mind and come after Sheva while she is on the
building.
--> Dodging a Kipepeo's Grab
A Kipepeo likes to hover above your character, so look upwards when one gets
close. If you constantly back up while fighting one, then it will usually not
be able to grab your character.
--> They Can't Fly Under a Roof
If your character moves up under some type of roof or inside of the building
then a Kipepeo will hover near the entrance but will not be able to fly inside.
Sometimes Kipepeos get stuck while flying near a roof and sometimes they can
get stuck while attempting to fly over a fence. You can easily shoot them from
a distance using this exploit or maybe even slash them with a knife while they
are stuck.
________
CEPHALO \______________________________________________________________________
HP: 3,000
While fighting any Majini type, a blade-like plagas appendage might suddenly
burst through its head upon death. A good majority of Cephalo fights are
scripted but some of them occur randomly. After the first fight with a Cephalo
in chapter 1-2 when Allyson (blonde woman) spawns a Cephalo from her head, a
character can expect to see them occur randomly and at scripted time throughout
the rest of the game.
Cephalo enemies attack by whipping their blade appendage from side to side.
Simply getting close to these enemies will allow them to get a quick slice in
from close range. Their close range slice can hit quite frequently. If a
character is knocked into dying status while near a Cephalo, unlike a normal
Majini, it will not stop attacking to allow a partner to save that character,
so if your character suddenly gets knocked into dying status from a Cephalo
hit, you better damn well limp away from that Cephalo as quickly as possible
Much like the Ganado Las Plagas enemies detailed in the Kennedy Report, these
Plagas parasites are weak against a sudden blast of bright light. Toss a flash
grenade or shoot a flash ground anywhere close to them to instantly kill them
off.
-------
Attacks
-------
1) Blade Slice - Cephalo's blade head whips to the side quickly while it walks.
This move doesn't take off that much damage, but it will hit from close
range at quite a quick rate and sometimes won't allow a character to pass by
a Cephalo because of constant slashing with its blade head.
RANGE: Close Range
2) Blade Crush - Cephalo's blade head rises directly upwards then performs an
overheads strike against its foe. This move has enough power to knock a
character to the ground if it hits.
RANGE: Close Range
-------------------------
Cephalo Behavior/Exploits
-------------------------
--> PERFORMING AN INSTANT KILL MELEE CANCELS CEPHALO APPEARANCES
If there is a Majini that is scripted to become a Cephalo then one can easily
stop that scripted battle by performing an instant kill or tag team melee
attack. Simply shoot the Majini in the leg then run behind it and perform the
instant kill melee to kill it normally without having to worry about the
Cephalo. Any type of tag team melee will yield the same results. Shoot the
Majini in the arm then bounce it back and forth between the characters after
the first arm stun melee attack.
_______
ADJULE \_______________________________________________________________________
HP: 400 - 1,000
Adjules are dog enemies that have been infected with the Plagas parasite. They
come in three different sizes (small, medium, and large) based on a different
dog type. The type of dog makes no difference since they all attack the same
and basically have the same amount of health.
These have two different modes of attack. They will attack normally while in
their normal dog state most of the time. While in dog form, they can easily be
knocked down with any shotgun blast or powerful hit. They have quicker attacks
while in their dog states and can easily confuse players with how fast they run
and jump through the area while attacking.
Once an Adjule's head splits open to reveal the plagas parasite inside, they
become much more aggressive and are harder to knock down. They attack with
their plagas parasite appendages at that time and lunge at the characters then
pin them to the ground at times. Shooting them with a blast from a shotgun is
not always a guaranteed way to knock them down whenever they show their plagas
form since their defense increases heavily once the plagas is shown.
Like all plagas forms, they are weak to a flash grenades whenever their head
split opens to reveal the plagas parasite underneath, so a simple flash grenade
or flash round that hits any area beside them can instantly defeat them once
their head has burst open.
It's best to defeat these enemies as quickly as possible with a shotgun before
they can showcase they're plagas appendages. Knock one down then pin it to the
ground with shotgun blasts until it dies. The first battle that showcases them
has a scripted plagas mode head burst, so that one cannot be killed before
entering plagas mode.
----------------
Attacks (normal)
----------------
1) Biting Lunge - The Adjule runs forward then jumps at a character and bites
the character shortly before landing.
RANGE: Close Range
2) Mauling - The Adjule leaps onto a character while in close range and bites
the character while staying attached with its legs for a while. The Adjule
can be knocked off a little early if the partner hits the Adjule while it
bites.
RANGE: Close Range
---------------------
Attacks (Plagas mode)
---------------------
1) Pin Down - While its head is open, an Adjule will jump toward a character
and pin that character down to the ground with the characters head in
between it's "mouth". A partner can knock off the Adjule with a partner
assist melee or the grabbed player can fight off the Adjule by shaking the
left thumbstick.
RANGE: Close Range
2) Plagas Tentacles - While at mid-distance, an Adjule with its head open will
send out Plagas tentacles that will stab a character.
RANGE: Mid Range
------------------------
Adjule Behavior/Exploits
------------------------
--> KNIFING AN ADJULE
An Adjule can easily be trapped in a corner and knife slashed to death just
like a Majini if a corner is available.
________
DUVALIA \______________________________________________________________________
HP: 6,000
These parasitic creatures form from normal Wetland and Base Majini. Whenever a
Majini starts to bubble all over and lean slightly after your character has
defeated it, BACK UP QUICKLY and find the nearest flash grenade, hand grenade,
or take out a powerful shotgun.
These creatures have a hard-shelled upper torso that cannot be penetrated with
gunfire. Their legs are the only soft portion of the their body while they're
mouth remains close. After hitting one of these in the legs with a powerful
hit, it will fall to its knees then open its hard-shelled torso to reveal its
mouth, which is its ultimate weak point. A few shots to the mouth with a
powerful weapon will make it keel over and die.
The absolute best way to deal with any Duvalia is to toss a flash grenade or
fire a flash round at it with the grenade launcher. Another good method is to
equip electric rounds to the grenade launcher and fire two of them at it and
this will kill it off as well. A Hand Grenade works well if the explosion goes
off while the Duvalia is standing over the grenade; it will instantly blow to
bits in the explosion if it's a direct hit. The only other way to defeat a
Duvalia is through gunfire to the legs followed by a shot to the mouth when it
opens its upper half.
Train yourself to arm flash grenade whenever a Duvalia forms from a dying
Majini or whip out a grenade launcher with flash or electric rounds.
Mercenaries mode will get players to where they'll want to toss a flash grenade
at any enemy that begins to act strangely upon death out of fear that it might
be Duvaliaizing in front of their eyes. One little scare that looks much like
a Duvalia transformation is when a Base Majini suddenly expands to blow up upon
being defeated.
-------
Attacks
-------
1) Bite: A Duvalia makes a sudden lunge forward with its mouth open. If a
character is caught with this bite then the character will go into
immediate dying status.
RANGE: Close Range
2) Head Ram: A Duvalia dashes forward and rams with the top portion of its
hard-shelled upper torso. This move will automatically knock a character to
the ground.
RANGE: Close Range
-------------------------
Duvalia Behavior/Exploits
-------------------------
--> PERFORMING AN INSTANT KILL MELEE CANCELS DUVALIA APPEARANCES
If there is a Majini that is scripted to become a Duvalia then one can easily
stop that scripted battle by performing an instant kill or tag team melee
attack. Simply shoot the Majini in the leg then run behind it and perform the
instant kill melee to kill it normally without having to worry about the
Duvalia. Any type of tag team melee will yield the same results. Shoot the
Majini in the arm then bounce it back and forth between the characters after
the first arm stun melee attack.
___________
BUI KICHWA \___________________________________________________________________
HP: 120 - 800
Bui kichwa are spider-like parasites that dwell underground. They quickly
burrow out of the ground whenever a character approaches their resting place.
They attack by lunging at a character and wrapping their spider legs around the
character to squeeze the character to death. A partner will need to use the
partner action command that will display in order to cut this parasite off of
the victim or shoot it off with a gun.
Bui kichwa are rather easy to kill. A few handgun or machine gun blasts is all
it takes to finish one of them off, but notice that I just said "one". These
parasites almost always attack in groups of at least two. Sometimes they
appear in one extremely big group, so they can easily make up for their overall
weakness in sheer number. They are weak to bright light, so a character can
simply toss a flash grenade or shoot a flash round at a crowd of these little
plagas enemies to finish off every one in the area.
-------
Attacks
-------
1) Lunging Grab - The Bui kichwa stands still then suddenly jumps at its foe
and wraps its legs around the foe then squeezes its prey. If this attack
connects then the victim can only walk slowly until the Bui kichwa lets go
or a partner knocks off the Bui kichwa with a partner assist melee or a
gunshot.
RANGE: Close Range
___ _ _ ___ ___ __ __ [EN04]
/___\ |_| |__ ___ _ __ / __\ /___\ / / /\ \ \ ___
// // __| '_ \ / _ \ '__| /__\// // // \ \/ \/ / / __|
/ \_//| |_| | | | __/ | / \/ \ _ / \_//_ \ /\ /_ \__ \
\___/ \__|_| |_|\___|_| \_____/(_) \___/(_) \/ \/(_) |___/
Some B.O.W.s are a hybrid of different viruses other than plagas. These types
of B.O.W.s are extremely vicious and should be finished with utmost urgency
when they are in the area. Both of them appear to have no weakness but there
is always a way to finish them off quickly with little trouble.
____________
LICKER BETA \__________________________________________________________________
HP: 4,000 - 7,000
A Licker Beta is a failed experiment resulting from someone getting too much
Progenitor in their T. Basically they are the same basic Licker that has
evolved from a T-virus infected zombie, but the Licker has been exposed to the
Progenitor virus and has thereby gained the ability to reproduce rapidly; good
news for the Lickers, bad news for our characters. Lickers still maintain
their intense fascination for breaking glass. If glass is in the area then a
Licker will have to break it for an attempt at a cheap scare. Watch the
windows!
A Licker is still the unique blind creature with the exposed brain and blade-
like tongue that Resident Evil fans know all too well since the Raccoon City
incident. Lickers will always attack in groups this time. They are never
fought alone in Resident Evil 5. Licker Betas sometimes attack in groups of
intense numbers where each one is as powerful as the other, which makes their
threat level expand increasingly.
As usual, they can still climb walls and ceilings, so if one appears to
suddenly disappear from sight then look up or to the side and it might just be
moving along the wall or ceiling. Being blind, they cannot actually see a
character so they go by sound. If both characters are quiet while entering an
area then they can sneak up on a group of Lickers. Lickers will attack once a
character gets too close however. Don't run, fire a gun, perform a partner
command, or taunt and they will not hear your characters when they first enter
the area.
A special melee kill can be gained on a Licker by approaching it whenever it
has been knocked over from intense firepower to where it lies on its back and
kicks its legs. Approach it for a "Stab" command when it does so. Initiate
the stab and the Licker will instantly be killed off with the melee stab.
Remember that you are looking for a knockover where the Licker will KICK its
legs and not just fall to the ground on its back.
A "Counter" melee prompt will appear shortly before a Licker lunges at a
character to pin that character down to the ground. Press the on-screen
buttons to counter the move or the Licker will pin a character to the ground.
The only way to escape this pin down is for a partner to help out with partner
assist melee or a gunshot to the Licker. Failure for the partner to save a
grabbed character will result in instant death to the grounded character. If
you're playing in single player then keep tapping the assist button when
grabbed so that the AI partner will help your character. If the AI partner
gets attacked then your character better save that character.
Other than the grab, Lickers still have their usual melee attacks much like the
Lickers in previous games. They still maintain their jumping slice and they
have an upward slice. They also have a tongue impale, which can be done from
mid range. A player will have to shake off the impale by shaking the left
thumbstick or the partner can use a partner assist melee attack from close
range to slash at the tongue. The partner can also fire at the Licker to stop
the impale.
Lickers are best fought off by placing a proximity bomb in the path of a group
for an instant kill due to its direct hit. Hand grenades are another good
alternative to use as well, but only the direct hit range will finish one off
with the initial explosion. Both Acid Rounds and Nitrogen Rounds can be very
effective on a Licker. Acid Rounds will instantly knock a Licker down to where
it can be melee stabbed from close range and Nitrogen Rounds will instantly
freeze all nearby Lickers and allow the characters to finish them with a hit
from any weapon (even a knife) to shatter them.
When using Acid Rounds, it is best not to spam the ammo against a group. The
Acid Round will instantly knock down a Licker to where it can be stabbed, so
run up to it and stab it for an instant kill after shooting it with an Acid
Rounds. Acid Rounds basically knock them down and stun them. Constantly
firing Acid rounds against Lickers will eventually kill them but a more
effective way to handle a small group is to knock them down with the Acid
Round's spread then follow that knockdown up with stabs. It's not wise to move
into a large grouped once they have been knocked down however.
-------
Attacks
-------
1) Tongue Impale - The Licker Beta suddenly leans its head back and lashes its
tongue toward a character and implales that character through the chest with
its blade tongue. The player must rapidly shake the left thumbstick back
and forth to break free or the partner can perform a partner assist melee
while standing near the character to slice the tongue with a knife or the
partner can shoot the attacking Licker. This move can be quite damaging if
a character is held for too long. It continues drain the character's health
while the tongue is impaling that character.
RANGE: Mid Range
2) Jumping Slash - The Licker Beta holds up its right blade arm shortly before
it jumps toward a character and hits that character with a claw slice
shortly before landing.
RANGE: Mid range
3) Upward Slash - The Licker Beta performs an upward slash with its claw.
RANGE: CLOSE
4) Lunging Knockdown - Shortly before the Licker Beta lunges, a "Counter
Attack" button prompt command will appear on the screen. The targeted
character must quickly input the command to counter the Licker's lunge or
the Licker will pin the character to the ground.
The only warning sign for this attack is when a Licker holds up its right
blade arm; it's a VERY short warning sign also. It looks much like the
startup animation for its jumping slash. While on top of a character, that
character must be saved by a partner assist melee from the partner or the
Licker must be shot off with a gunshot from the partner.
If the partner fails to save the grabbed character then the character will
be stabbed by the Licker's claw and will die instantly. The partner MUST
save the victim since the victimized character CANNOT fight off the Licker.
This is an EXTREMELY dangerous move and I have seen instances where the
partner assist melee is inputted too late and it will not even phase the
Licker or knock it out of the instant kill finish.
If you're playing in single player then keep tapping the assist button when
grabbed so that the AI partner will help your character. If the AI partner
gets attacked then your character better save that character.
RANGE: Mid Range
_______
REAPER \_______________________________________________________________________
HP: 2,000 - 3,000
Say hello to one of the new most annoying enemies in the RE universe. This bad
boy would probably put up a pretty good fight with the Alpha Hunters from the
original Resident Evil (not Remake, mind you). This enemy is known as a Reaper
and he can really be a problem if you don't know how to deal with it. It has
an instant kill grab from close range, so don't ever get close to these things
unless they are stunned or missing an appendage.
There are a few ways to hit this creature. The most obvious is the glowing
white circular area on its stomach that opens up periodically while it moves
and the second is the glowing white sections that stick out of its back that
are visible whenever it dashes toward a character. While playing online, two
players can surround a Reaper and one can hit it in its back portion to stun
it.
When hit in the circular area on its stomach, the creature will kneel down and
showcase one of the circular sections of its back. Blast that back section and
it will lean over again and expose its other back section. Hit the second back
section and its body will lean backward so that it showcases its chest weak
point. At that time, blast it in the weak point. The SIG 556 will do just
fine for hitting all weak points. You could also bring out the shotgun or
magnum for its major weak point also. It can still hit your characters with
its blade arms while its major weakness is exposed but it can't grab them at
that time.
Once it recovers you'd better haul ass away from it again and allow it to
showcase one its weak points then blast it. Shooting it in a back weak point
from the get go will make it to where a character will only have to shoot one
more back section as it leans over then it will showcase its major weak point
after one crouch.
A Reaper's appendages can be totally dismantled. It's arm appendages can all
be shot off and its head can be shot off also. These all reform in a few
seconds but this will damage it. The most useful part about cutting off its
appendages is that it cannot perform its instant kill grab without all of its
appendages. Even when it is missing a head appendage, it cannot perform its
instant kill grab. A machine gun works extremely well at tearing it apart.
This enemy is very dangerous even when you know how to deal with it. It takes
practice, precise aiming, and plenty of room to back up in order to take one
down effectively.
There is a way to fully tear through a Reaper though. Equip a grenade launcher
with acid rounds or flash rounds and have a magnum handy and the Reaper will
not be much of a problem at all. Simply shoot it once at any time whether it
shows a weak point or not and it will be stunned and showcase its first
shoulder weak point. Fire another acid round or flash round at it when it
showcases the first shoulder weak point to make it skip showing the second
shoulder weak point and automatically show its chest weak point. Simply take
out a magnum at that time and finish it off with a magnum shot to the chest
weak point.
The main difference between a flash round and acid rounds lies in the fact that
the area effect will more easily stun a Reaper when acid around is used so you
can easily take down multiple Reapers with an acid round (the acid spread hits
them both when fired at one), but with a flash round, the hit has to be closer
or it has not effect. Electric rounds are another good stunning method for the
Reaper when acid rounds or flash rounds are not available but a second weapon
such as a machine gun will be needed to hit its should weak points since an
electric round will not harm the shoulder weak points at all when it leans
over.
Other than the mentioned grenade rounds, the machine gun is really the absolute
best weapon to hit it with when it showcases its weak points since you'll dish
out multiple shots that will ensure you hit each weak point that it showcases.
The shotgun works well also and the shotgun will damage it faster. If you have
good enough aim with a magnum, this enemy can be take down by blasting each
weak point as it showcases them and by the time it shows its major weak point,
the creature will be close to death or might actually die before showcasing its
main weak point.
A player can also damage a Reaper through a proximity bomb and hand grenade
explosion. These explosions will make a Reaper roll on the ground once the
explosion goes off near it. This will damage it, but the explosion will NOT
stun the Reaper, so it will be headed right back toward a character directly
after rolling.
-------
Attacks
-------
1) Grab and Impale: The Reaper reaches forward with all of its appendages to
grab a character. If it manages to grab a character then it will stab the
character from the sides for an instant kill. (NOTE: it must have all
appendages in order to perform this move, including its head)
RANGE: Close Range
2) Slice: The Reaper slices forward with one its top appendages.
RANGE: Close Range
3) Stab: Shortly before it recovers from a major weak point stun, the Reaper
stabs forward with its bottom appendages.
RANGE: Close Range
4) Gas Vapor: While walking, the Reaper sprays out a vapor that slightly blocks
the victim's vision of the Reaper's actions.
RANGE: Close Range
_ _ _ __ ___ _ [EN05]
/_\ _ __ (_)_ __ ___ __ _| |___ / // __\ ___ __ _ ___| |_ ___
//_\\| '_ \| | '_ ` _ \ / _` | / __| / //__\/// _ \/ _` / __| __/ __|
/ _ \ | | | | | | | | | (_| | \__ \ / // \/ \ __/ (_| \__ \ |_\__ \
\_/ \_/_| |_|_|_| |_| |_|\__,_|_|___//_/ \_____/\___|\__,_|___/\__|___/
Just like back in Resident Evil 4, wildlife can once again be interacted with
and killed on sight. Are they infected with the T-virus? Are they G-virus
carriers? Perhaps T-Veronica? Las Plagas hybrids? A mixture of all?
It doesn't really matter either way. Some of them are loaded with gold, so we
shall shoot them without reason.
______
CROWS \________________________________________________________________________
HP: 1
Location: Back Alley - Chapter 1-1, Abandoned Building - Chapter 1-2, Train
Yard - Chapter 2-1, Village - Chapter 3-1, Execution Ground - Chapter 3-2
Item Drop: Gold
"I'm sorry Forrest. I'll miss our target practice sessions together"
I'm sure that phrase echoes throughout Chris Redfield's head every time that he
lays eyes on a crow. Shoot every crow that you come across and avenge his dead
buddy, Forrest Speyer. How dare you rob Chris of his partner at the shooting
range!
Crows are normal black crows that will always fly away upon being disturbed.
When one is shot near another, most of the time, the others will scatter. A
flash grenade tossed near them will instantly kill all of them while they are
grouped. These birds can be shot out of the air as well with good aim.
_________
VULTURES \_____________________________________________________________________
HP: 1
Location: Train Station - Chapter 2-2
Item Drop: Gold
A vulture? Hmmm. Well, we do want to destroy everything, so why not kill
these buzzards as well. Vultures are a bit more uncommon than crows. They can
be shot out of the air much like crows however. One good thing about a vulture
is that it is a bigger target, so it isn't all that hard to hit it once its
airborne.
_____
BATS \_________________________________________________________________________
HP: 1
Location: Labyrinth - Chapter 4-1, Worship Area - Chapter 4-2
Item Drop: Gold
No lighter this time to ward them off! Of course, our Redfield protagonist
won't be needing a lighter since this type of bat might not be infected. Well,
they don't attack at least, but a player can still attack them.
A bat is easiest to kill with a flash grenade. Toss the flash grenade below a
group of bats as they fly up above and they will all fall and leave behind
their valuables. They can be hit while they are perched in an area, but the
others will quickly escape, so a flash grenade is really always the best choice
when tracking down these potential gold carries.
____
RAT \__________________________________________________________________________
HP: 1
Location: Back Alley - Chapter 1-1, Abandoned Building - Chapter 1-2, Storage
Facility - Chapter 2-1, The Bridge - Chapter 2-1, The Port - Chapter 2-1
Item Drop: Gold
Rats can be found scurrying along underground passes and inside of buildings at
times. They are rather hard to hit but they will eventually stop and stand
still if a player is patient. Use a handgun or machine gun to hit them when
they stand still or toss a flash grenade at a group. These little cretins are
most likely related to the vermin that spread the T-virus throughout Raccoon
City back in the day, so all must be destroyed.
________
CHICKEN \______________________________________________________________________
HP: 1
Location: Back Alley - Chapter 1-1, Urban District - Chapter 1-2, Marshlands
(Chicken Island) - Chapter 3-1
Item Production: Egg
The chicken is the new novelty Resident Evil bird that appears in town areas
most of the time. A chicken will never drop an item once killed. If a
character waits long enough in an area with a chicken, then it might lay a
random type of egg. Chickens can lay white, brown and gold eggs, all of which
can restore life depending on the type.
These little birds can now attack. A chicken can now perform a lunging bite
when it is scared. I suppose they learned well from the cows that would defend
themselves if Leon threatened them back in Europe. Word has gotten out that
certain treasure hunters now want their eggs.
-------
Attacks
-------
1) Lunging Bite: The chicken leaps toward its foe and bites it with its beak.
RANGE: Close Range
______
SNAKE \________________________________________________________________________
HP: 1
Location: (More Coming Soon) Village - Chapter 3-1, Execution Ground - Chapter
3-2, Pyramid - Chapter 4-2
Item Drop: Egg
Majini know how to scare an item collector much like the Ganado did. Majini
have placed snakes inside of breakable objects throughout the game. How in the
world will you know when a snake might lash out at your hero? Well, that's the
reason why you're reading Berserker's guide, because they are all labeled in
the walkthrough.
Snake's will perform a lunging bite toward a character when a character
approaches one while it is standing still. Other than that one-time attack, a
snake will slither across the ground. It can be shot easily with any handgun
or machine gun while it slithers by and it will drop a random type of egg at
times.
-------
Attacks
-------
1) Lunging Bite - The Snake makes a quick jump forward and bites with its
teeth.
RANGE: Close Range
___________
NILE PERCH \___________________________________________________________________
HP: 1
Location: Marshlands - Chapter 3-1
Item Drop: Gold
A Nile Perch is a type of fish that can only be found in the Marshlands of
chapter 3-1. These fish will sometimes jump out of the water while swimming
happily in the lakes around the marshlands. They can be shot whenever a sudden
ripple in the water is noticed or, with pinpoint aiming, they can actually be
shot during a mid jump.
The AI partner has a real knack for shooting these fish with a handgun when
they jump out of the water. Give your partner a handgun and sit back then
watch in amazement. It's too bad there isn't a greedy merchant around to sell
these off to. I'm sure we'd make some good profit. Well, they still drop gold
at least.
__________
CROCODILE \____________________________________________________________________
HP: 2,200 - 8,000
Location: Marshlands - Chapter 3-1, Execution Ground - Chapter 3-2
Item Drop: N/A
You're looking for that gas tank along the left wall of the marsh aren't you?
Well, this time there are no gas tanks for this lizard enemy to get stuck in
its mouth for a one hit kill.
Crocodiles are found in two chapter sections, but they can only be killed while
in the Marshlands. They surface from the nearby water whenever a character
moves by them then they move toward a character and lunge at the character with
a sudden bite. If they manage to catch a character in their mouth then that
character will be instantly killed.
Crocodiles do not drop items but it is best to kill off one in the Marshlands
for sure since it blocks the path ahead, both to and from an important
destination. They can be killed by shooting them with a weapon as they
approach a character - I recommend using a gun other than a shotgun, so your
character is not standing still as long during the gunshot animation.
A hand grenade tossed right underneath one as it swims will kill it off
quickly, most of the time, if the hit is direct. It's really best to run from
these beasts as much as possible, but at one point, killing one might just save
some aggravation for the next journey back through that same area.
-------
Attacks
-------
1) Bite - The crocodile swims forward and wraps its jaws around its prey with a
vicious bite. This attack will instantly kill a character if the character
is caught in its jaws.
RANGE: Close Range
_______
SPIDER \_______________________________________________________________________
HP: 1
Location: Ancient Village - Chapter 4-1, Worship Area - Chapter 4-2, Pyramid -
Chapter 4-2
Item Drop: Gold (rather rare)
Ah, memories of the creepy web spinners are slowly coming back to me. Those
had a thin coating of hair along their bodies though and these simple spiders
do not. It doesn't matter though, they die all the same when a Redfield is in
the area.
Usually these enemies are found crawling along a wall. They can be easily
slashed with a knife just like the miniature spiders that Leon encountered in
Europe. Of course, Leon's pests didn't give him gold, but some of the spiders
that Chris and Sheva will run into have some chump change hidden inside of that
body of theirs.
_____
GOAT \_________________________________________________________________________
HP: 1
Location: Progenitor Virus House - Chapter 5-1
Item Drop: N/A
The goat is one of the innocent caged animals that can be found in the area
with cages inside the Progenitor Virus House. This everyday goat can be shot
while it stands and yells in its cage. It will not drop an item, but it will
count as a kill for ranking purposes and it will be displayed on the records as
an enemy killed, therefore, we have to put it down for the sake of completion.
[LI00]
===============================================================================
_ _ _
| | (_) ___ | |_ ___
| | | |/ __|| __|/ __|
| |___ | |\__ \| |_ \__ \
|_____||_||___/ \__||___/
C H E C K L I S T S A N D O T H E R L I S T S
===============================================================================
- - - - - -
___ __ _ _ __ _ _ [LI01]
/ __\/ _\ /_\ /_\ /__\ __ ___ | |__ | | ___ _ __ ___ ___
/__\//\ \ //_\\ //_\\ /_\| '_ ` _ \| '_ \| |/ _ \ '_ ` _ \/ __|
/ \/ \_\ \/ _ \/ _ \ //__| | | | | | |_) | | __/ | | | | \__ \
\_____/\__/\_/ \_/\_/ \_/ \__/|_| |_| |_|_.__/|_|\___|_| |_| |_|___/
BSAA EMBLEM LOCATION CHECKLIST
-------------------------------------------------------------------------------
There are a total of 30 BSAA emblems hidden in the main game of Resident Evil
5. Collecting 25 will unlock the Chris (S.T.A.R.S.) outfit for the main game
and collecting them all will give you the Badge of Honor trophy/achievement and
unlock the Sheva (Tribal) outfit for the main game.
All BSAA medals must be shot from the locations described in order to obtain
credit for collecting it. They are all hidden in the various environments and
a few of them require a rifle in order to see them in full view.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #01
/ BSAA \
(------------) LOCATION: Urban District - Chapter 1-2
\ EMBLEM / DETAILS: Look off the south side of the east walkway after
\________/ after climbing up the stairs in the building with the two locked
doors to find this BSAA emblem on the outside wall of the
building to the south behind a fence. Aim and look downward.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #02
/ BSAA \
(------------) LOCATION: Abandoned Building - Chapter 1-2
\ EMBLEM / DETAILS: After climbing the ladder, move to the center of the
\________/ walkway to the side. Look up and to the northwest to spot a
dead Alpha Team soldier hanging on a wooden pole then look
toward the water tower further upward to see this BSAA emblem on
the framework below it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #03
/ BSAA \
(------------) LOCATION: Furnace Facility - Chapter 1-2
\ EMBLEM / DETAILS: When the characters reach the metal case with handgun
\________/ bullets, move down the next hall then look toward the right
fence along the wall. Look past the left side of the concrete
piece to see this emblem on the wall behind the fence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #04
/ BSAA \
(------------) LOCATION: Storage Facility - Chapter 2-1
\ EMBLEM / DETAILS: Hanging near the middle of the west wall, above a
\________/ wooden barrel shortly after the chapter begins. There is a note
about the BSAA medals in this room also. The programmers want
you to see this without using Berserker's guide.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #05
/ BSAA \
(------------) LOCATION: The Bridge - Chapter 2-1
\ EMBLEM / DETAILS: After moving to the other side of the bridge, stand at
\________/ the top of the staircase then look to the south below the
bridge. Look at the middle pillar supporting the bridge to see
this emblem standing on a wooden platform that wraps around the
bridge pillar.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #06
/ BSAA \
(------------) LOCATION: The Port - Chapter 2-1
\ EMBLEM / DETAILS: To the south of the middle group of stands is a closed
\________/ green building. Walk toward the building counter and aim upward
then look at the ceiling to see this BSAA emblem. You can
actually see it glimmering through the crack of the other side
also. This building is very small - smaller than a stand.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #07
/ BSAA \
(------------) LOCATION: The Port - Chapter 2-1
\ EMBLEM / DETAILS: Climb to the top of the building with the ladder
\________/ propped against it then move to the north side railing. Look
toward the open doorway on the north building directly ahead
to see this BSAA emblem on the wall behind the doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #08
/ BSAA \
(------------) LOCATION: Shanty Town - Chapter 2-1
\ EMBLEM / DETAILS: Before performing the partner action jump to toss Sheva
\________/ over to the BG Production Building, while at the edge of the
walkway, turn around then aim upwards to see the edge of this
BSAA emblem. A Sheva player can simply turn around after
landing on the opposite building to see the full emblem easily.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #09
/ BSAA \
(------------) LOCATION: Train Station - Chapter 2-2
\ EMBLEM / DETAILS: Climb to the top of the middle train cart then hop over
\________/ to the right (west) train cart. Look off to the west and find
the closest tower. The BSAA emblem is on the middle portion of
the top section of the tower. Use a sniper rifle or a handgun
to hit it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #10
/ BSAA \
(------------) LOCATION: The Mines - Chapter 2-2
\ EMBLEM / DETAILS: Once the characters reach the bridge in the dark cave,
\________/ step to the middle of the bridge then turn right. Look up
toward the cave wall with the waterfall to notice the emblem
stuck to the cave wall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #11
/ BSAA \
(------------) LOCATION: Mining Area - Chapter 2-2
\ EMBLEM / DETAILS: Once both characters exit the building after picking
\________/ off the Majini on the mountain with the use of a sniper rifle,
climb the tall ladder along the side of the mountain. Turn left
at the top of the mountain path then run to the left and look
toward the northeast buildings. This emblem is on the lower
rooftop of the building to the right of the building that the
characters exited from. It can be hit with a sniper rifle or a
well-aimed shot from any weapon. Come on and use the machine
gun my readers and show off those aiming skillz!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #12
/ BSAA \
(------------) LOCATION: Marshlands - Chapter 3-1
\ EMBLEM / DETAILS: In the area where the characters obtain the Beast Slate
\________/ at the beginning of the Marshlands, arm a sniper rifle while
standing behind the north railing of the nearby wooden dock
where the boat is then look to the north. Find the pole out in
the water up ahead with two overhead telephone wires connected
to it and look in the center of the pole to see a slight
glimmer. The slight glimmer is the BSAA emblem. A player can
only shoot it from this distance in single player mode. In a
co-op game, one character can drive the boat out to the pole
while the other character shoots the emblem from up close.
If you want to get it easily, press "Start" on a second player
controller and then have one character drive the other out to
the pole while on board the boat. The character on the front
can easily shoot it from the front of the boat with a handgun
while the boat is facing the north end of the pole. Just quit
the game afterwards if you don't want to continue playing two-
player and the medal will save on the main save file for
Resident Evil 5.
Another way to clearly see this is to bring a PSG-1 rifle with
your character with a level 2 upgraded scope. Simply aim then
look to the north pole with the cables attached to it while on
the dock and it will appear a bit bigger in the scope. It's
still small though and will require some pinpoint aiming even
with an upgraded scope. The PSG-1 rifle is not obtained or
unlocked in the Buy menu until Chapter 5-3 however.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #13
/ BSAA \
(------------) LOCATION: Marshlands - Chapter 3-1
\ EMBLEM / DETAILS: Step toward the abandoned boat on the chicken island in
\________/ the middle of the map then look north to see this emblem under
the building up ahead. You'll need to look past the stairs of
the building to see this so you might have to adjust your
viewpoint a bit if something is blocking it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #14
/ BSAA \
(------------) LOCATION: Marshlands - Chapter 3-1
\ EMBLEM / DETAILS: Go to the far northwest corner of the map then step off
\________/ the boat and move up the wooden walkway and you should be able
to see this on a wooden beam near the ceiling of the overhead
straw rooftop.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #15
/ BSAA \
(------------) LOCATION: Village - Chapter 3-1
\ EMBLEM / DETAILS: Right at the beginning of this area, drop off the right
\________/ side of the platform then make a quick turn while in the water
and move to the left so that your character moves to the section
of the wooden platform that isn't boarded up and you will see
this emblem as it stands on the ground below the wooden platform
that your character dropped from.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #16
/ BSAA \
(------------) LOCATION: Execution Grounds - Chapter 3-2
\ EMBLEM / DETAILS: In the area with the Tricell tents, step around the
\________/ back of either one then move to the center and look in between
the tents to see this emblem lying against some sandbags on the
far side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #17
/ BSAA \
(------------) LOCATION: Oil Refinery - Dock - Chapter 3-2
\ EMBLEM / DETAILS: After the cutscene with Irving while out on the docks,
\________/ turn to the left after the cutscene and open the door to the
nearby building then step inside. This medal is on the right
wall near the back corner.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #18
/ BSAA \
(------------) LOCATION: Oil Field - Drilling Facilities - Chapter 3-2
\ EMBLEM / DETAILS: Before the boat moves up under the doorway with the
\________/ two Majini with crossbows overhead, this emblem is attached to
the bottom portion of the walkway below them. If you miss, then
you can easily shoot the bottom portion of this emblem when the
boat stops. Simply look to the east then look below the walkway
where the Majini were at to see the bottom glowing portion of
this emblem. You can get off the boat and shoot it from the
walkways further ahead for an easier shot.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #19
/ BSAA \
(------------) LOCATION: Caves - Chapter 4-1
\ EMBLEM / DETAILS: While on the bridge in the cave after climbing the
\________/ wooden ladder, look off toward south railing and look to the
right of the waterfall to find this emblem stuck to the wall
below. It has some water flowing down along the wall near it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #20
/ BSAA \
(------------) LOCATION: Ancient Village - Chapter 4-1
\ EMBLEM / DETAILS: After both characters exit from the north door of the
\________/ area with hallways that they fall to from the trapdoor, arm a
rifle and stand along the walkway just outside the door. Look
far up above the door to the north and you'll see this on a
ledge on the other side. This can be hit from below if your
characters step off the walkway early.
This BSAA emblem can also be seen from the high walkway at the
beginning of the Ancient Village area. Arm a rifle then look to
the northeast. Look below the circular glowing object in the
distance and this emblem can be seen on the ledge below it. It
is rather far away so shooting from the beginning walkway
requires some very precise aiming with the rifle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #21
/ BSAA \
(------------) LOCATION: Labyrinth - Chapter 4-1
\ EMBLEM / DETAILS: Right when the characters enter the labyrinth, after
\________/ opening the door to it, move down the first set of stairs. A
vase will be to your left. Aim and look up toward the high wall
in the west to see this emblem attached to a wall on a high
ledge above. The sniper rifle is really the only weapon that
can hit this when you first enter, but later on in this area, it
can easily be hit with any weapon. After pulling the chains on
the green status, follow the walkway that forms in front of it
then turn and face the green statue and look directly up. This
is the closest viewpoint that is available for hitting it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #22
/ BSAA \
(------------) LOCATION: Pyramid - Chapter 4-2
\ EMBLEM / DETAILS: While inside the third mirror puzzle room, enter the
\________/ north room with the impaled corpse above the coffin. Walk
toward the impaled corpse then perform a quick turn. Aim and
look up above the doorway to see this emblem in the middle
portion of the high wall above the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #23
/ BSAA \
(------------) LOCATION: Underground Garden - Chapter 5-1
\ EMBLEM / DETAILS: When the characters first start out in the garden,
\________/ move along the east path and head to the northeast. Stop at the
water pump then look under the bridge to the north that leads
out of the garden to see this medal lying on top of the pump
that extends under the bridge. You'll be able to get a side
view of it. It can be easily hit with any firearm.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #24
/ BSAA \
(------------) LOCATION: Missile Area 1st Floor - Chapter 5-2
\ EMBLEM / DETAILS: After moving across the conveyor belt with explosive
\________/ canisters and going down the stairs along the side of the
platform at the end, there is an open dumpster to the left of
the bottom of the stairs. Walk over to this dumpster and look
inside to see this emblem. It can be hit with a gun by standing
near it then aiming at the top of it and firing.
For a Sheva player, this BSAA medal will be harder to hit
because she isn't as tall as Chris, so a player might want to
take out a hand grenade and toss it inside of the dumpster to
hit the BSAA medal while playing as Sheva.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #25
/ BSAA \
(------------) LOCATION: Uroboros Research Facility - Chapter 5-3
\ EMBLEM / DETAILS: Step into the north room from the room where the
\________/ characters fought the Uroboros in the last chapter then stand
in the doorway and look in the back of the right fan on the wall
to the north. This BSAA emblem is on the top middle portion of
the wall in the back of the fan. Time a shot to hit the emblem
when the fan blades move out of the way. It can also be seen
from right underneath the fan.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #26
/ BSAA \
(------------) LOCATION: Moving Platform - Chapter 5-3
\ EMBLEM / DETAILS: When the characters first step onto the center
\________/ platform in the big open area, step to the east side then find
the high platform up above. Look through the metal grating of
the high platform floor to see this BSAA emblem through the
grating. Shoot it through the metal grating. With good aim, a
handgun can shoot it, or just use a rifle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #27
/ BSAA \
(------------) LOCATION: Moving Platform - Chapter 5-3
\ EMBLEM / DETAILS: Run toward the elevator in the west portion of the
\________/ excavation site then step to the left of it or move around the
other side of it then look down into the shaft. This BSAA
emblem is hanging on the east side of the elevator shaft below.
It can be shot through the elevator if the elevator has already
been lowered.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #28
/ BSAA \
(------------) LOCATION: Ship Deck - Chapter 6-1
\ EMBLEM / DETAILS: Look off to the south from the starting point on the
\________/ Ship Deck and find the cross-shaped structure on the south side
of the boat to find this medal on the very top of it. You'll
really need a PSG-1 rifle with a level 2 scope magnification to
be able to make out the actual emblem. Without it, you'll only
see a glowing speck on top of the structure from the current
distance. It can be shot later on in the area before entering
the exit door to move onto the next area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #29
/ BSAA \
(------------) LOCATION: Ship Deck - Chapter 6-1
\ EMBLEM / DETAILS: After collecting the crane keycard from the Duvalia in
\________/ the area where the cage drops, shoot the green button on the
north end to make the lift rise. During the cutscene when the
lift rises, a BSAA emblem can be seen inside the open metal
container to the left of the metal lift. Toss a hand grenade
through the opening of the metal crate in order to hit this BSAA
emblem. An explosive round shot toward the back portion of the
ceiling of the crate will work as well.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
________ [ ]
/ \ --> B S A A E M B L E M #30
/ BSAA \
(------------) LOCATION: Ship Hold - Chapter 6-1
\ EMBLEM / DETAILS: After the cutscene with Excella in the room with the
\________/ Progenitor flowers, look at the row of cabinets on the high
north wall to see this emblem inside the second cabinet from the
left. Shoot the glass to break it then shoot the emblem.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - -
_____ __ _ _ [LI02]
/__ \_ __ ___ __ _ ___ _ _ _ __ ___ / /(_)___| |_
/ /\/ '__/ _ \/ _` / __| | | | '__/ _ \ / / | / __| __|
/ / | | | __/ (_| \__ \ |_| | | | __/ / /__| \__ \ |_
\/ |_| \___|\__,_|___/\__,_|_| \___| \____/_|___/\__|
TREASURE CHECKLIST (BY CHAPTER)
-------------------------------------------------------------------------------
Treasures may be sold through the "Treasure" side of the main inventory in
between chapters or at the beginning of each chapter portion after restarting
from a saved game. The amount that each treasure can be sold for is listed to
the side of each treasure name.
To see the amounts, choose "Organize" from the main inventory menu then scroll
down to inventory and hit the R2/RB button to see your available treasures.
There are altogether 50 treasure types in Resident Evil 5 and obtaining all of
them give you the "They Belong in a Museum" trophy/achievement.
There is no point in keeping a treasure. Treasures should be sold after
obtaining them in order to gain extra gold to upgrade weapons and buy new
items. Treasures may not be combined with other treasures. All the gems that
are obtained may not be combined with any other treasures, so all treasures are
sold as is for the face value available through the treasures menu.
--> CHAPTER 1-1 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Back Alley - Chapter 1-1
| [ ] | TREASURE: Topaz (Marquise) [3,000 gold]
|_________________| DETAILS: Defeat a good majority of the Majini in the back
alley area when they attack and one of the final few will
drop this treasure. There will be a Majini equipped with
dynamite that will appear near the end of Majini wave and
he will drop this treasure once defeated. It's best to
attempt this on a second playthrough and bring about 10
hand grenades, especially if you're playing in single
player mode. Chris could also simply bring along his
gatling gun weapon if has been unlocked.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Public Assembly - Chapter 1-1
| [ ] | TREASURE: Gold Ring [5,000 gold]
|_________________| DETAILS: Defeat the Executioner Majini before the timer
of the Pubic Assembly raid ends.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 1-2 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Urban District - Chapter 1-2
| [ ] | TREASURE: Antique Clock [2,000 gold]
|_________________| DETAILS: After climbing the stairs in the building with the
two locked doors, fight off the two Majini that attack near
the west walkway then step out onto it and turn left to
find a chest containing this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Urban District - Chapter 1-2
| [ ] | TREASURE: Ivory Relief [2,000 gold]
|_________________| DETAILS: Allyson (blonde woman) will drop this treasure
after she is defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Furnace Facility - Chapter 1-2
| [ ] | TREASURE: Gold Ring [5,000 gold]
|_________________| DETAILS: Defeat the Uroboros without leading it into the
incinerator for the final hit. The final hit must be a
gunshot.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 2-1 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Bridge - Chapter 2-1
| [ ] | TREASURE: Jewel Bangle [1,000 gold]
|_________________| DETAILS: Defeat the Big man Majini and he will drop this.
Most Big man Majini will drop this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: This is lying in the standing water on the south
side of the waterway to the left as the characters exit the
tunnel while starting this chapter.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Diamond (Pear) [2,000 gold]
|_________________| DETAILS: After exiting the sewer via the ladder, step
around the right side of the nearby building and you'll see
a Majini quickly move around the side of the boat up ahead.
Quickly arm the S75 rifle and shoot him to make him drop
this. You have to be quick. One shot anywhere on the body
at default damage level will work on normal mode.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Topaz (Pear) [1,000 gold]
|_________________| DETAILS: This is lying out in the far northwest portion
of the ocean. Simply run out to the far northwest portion
of the water, near the boat then pick this up.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Ruby (Marquise) [3,000 gold]
|_________________| DETAILS: Approach the stand in the middle of the market-
place area in front of the locked door and toss a hand
grenade against the chest in the middle of the stands. The
grenade will go off and break the two side stands and allow
access to the chest. Open the chest for this treasure!
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Emerald (Square) [1,000 gold]
|_________________| DETAILS: Find the ladder on the south side of the building
next to the building with the padlocked door then climb the
ladder. Run across the rooftop then walk to the far north
corner to find this laying on the rooftop. It's not exactly
in the corner but very near it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Jewel Bangle [1,000 gold]
|_________________| DETAILS: Defeat the Big Man Majini after collecting the
Port Key and he will drop this.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Port - Chapter 2-1
| [ ] | TREASURE: Jewel Bangle [1,000 gold]
|_________________| DETAILS: Defeat the Big Man Majini shortly after moving
along the docks from the ship after using the Port Key to
unlock the gate.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Train Station - Chapter 2-2
| [ ] | TREASURE: Ruby (Square), Sapphire (Square), Emerald (Pear)
|_________________| Topaz (Pear), 3000 Gold [all treasures = 1,000 gold each]
DETAILS: Inside the chest beyond the gate that requires
the Guard's Key.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 2-2 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | Location: Train Station - Chapter 2-2
| [ ] | Treasure: Jewel Beetle [2,000 gold]
|_________________| Details: Walk around the side of the third train cart in
the east and you'll find this attached to the wooden fence
to the right of the wooden blockade on the other side.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | Location: Train Station - Chapter 2-2
| [ ] | Treasure: Jewel Beetle [2,000 gold]
|_________________| Details: While climbing the stack of wooden pieces to get
on top of the middle train cart, turn to the right and grab
this off the west side of the north metal piece stack.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: While moving down the tunnel, find the first set
of wooden planks that are nailed together overhead then
continue down the tunnel and count the single overhead
planks as you move by them. At the third wooden plank, aim
upward toward the cave ceiling behind it so that you are
aiming in between the third and fourth plank. Watch for
your laser sighting to change to a circular dot while
aiming at the cave ceiling then shoot the object and it
will fall. Pick it up to claim your reward. This treasure
does not glimmer and it is invisible while attached to the
ceiling.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: Shortly after moving out of the standing water,
and right as the Majini with the mining pick appears ahead,
aim upwards and shoot this off the wooden plank attached to
the ceiling.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: While standing near the middle of the bridge in
the dark cave, look toward the opposite side then look up
to find this treasure attached to the wall above the next
tunnel. Shoot it down then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Diamond (Oval) [4,000 gold]
|_________________| DETAILS: When both characters reach the rock formation
near the end of the dark cave, turn left and follow the
slightly hidden path then open the chest near the wooden
crate at the end.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Ruby (Square) [1,000 gold]
|_________________| DETAILS: Once the characters reach the big open cave area
after the dark cave, climb to the second floor then stand
on the wooden walkway on the left side of the second floor
and aim up toward the wheel above the middle platform then
shoot this down from the center of the right circular metal
piece in the center of the side of the wheel.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: The Mines - Chapter 2-2
| [ ] | TREASURE: Ruby (Square) [1,000 gold]
|_________________| DETAILS: After moving to the third floor in the big open
cave area after the dark cave, enter the tunnel on the
right side then fight off the Majini with dynamite that
falls from the overhead alcove. Aim upward towards the
wall directly ahead after finishing him then look up to see
this on the wall above the tunnel ahead. Shoot it down
then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Mining Area - Chapter 2-2
| [ ] | TREASURE: Diamond (Brilliant) [4,000 gold]
|_________________| DETAILS: Once both characters exit the building after
picking off the Majini on the mountain with the use of a
sniper rifle, move around the left side of the trailer
ahead then climb the ladder along the raised area then
open the chest off to the left to collect this.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Mining Area - Chapter 2-2
| [ ] | TREASURE: Diamond (Pear) [2,000 gold]
|_________________| DETAILS: Once both characters exit the building after
picking off the Majini on the mountain with the use of a
sniper rifle, when you reach the first tall ladder, look up
on the side of the mountain and shoot this sparkling
treasure on the mountain wall to the right of the top
portion of the ladder.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Mining Area - Chapter 2-2
| [ ] | TREASURE: Diamond (Square) [2,000 gold]
|_________________| DETAILS: This diamond is stuck on the wall to the left of
the short ladder that Sheva can be hoisted up to. Look on
the mountain wall then shoot it to make it fall. I highly
advise shooting this treasure from the ledge that the
characters fall to after dropping from the high ledge
before the cutscene since the Sheva player will not really
have time to aim for it with the dynamite Majini in the
area after the cutscene.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 2-3 TREASURES
NONE
--> CHAPTER 3-1 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: Break the goat skull hanging on the wooden pole
beside the shield on the left side of the area with the
Beast Slate and this treasure will fall to the ground.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: Find the two purple flowers on the right side of
the area with the Beast Slate and collect this from the
fence above the flowers.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: Find the two purple flowers on the left side of
the chicken island in the middle of the map then collect
this from the side of the thick wooden pole above them.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Chalice (Silver) [2,000 gold]
|_________________| DETAILS: Inside the chest in the building on the chicken
island in the middle of the map.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: This is in the water on the left side of the
sunken boat that you get off on in the northeast portion of
the map.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: Drive out to the far northwest portion of the map
then get off at the wooden platform in that area. Move
along the platforms then fall into the middle section of
water. This is to the left of the left red ladder that is
attached to the side of the wooden platform above the
water.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Chalice (Silver) [2,000 gold]
|_________________| DETAILS: Drive out to the far northwest portion of the map
then get off at the wooden platform in that area. Move
along the platforms then climb the ladder. Open the chest
at the top to obtain this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: In the lake with the crocodiles, run to the left
(north end) to find this on the north side of the tree in
the water.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: In the lake with the crocodiles, run to the far
east fenced area and lure the crocodile out from the
entrance then quickly grab this from the right side of the
wooden fence while stepping inside. You should be able to
see it glimmer. Keep in mind that a character can also
toss a hand grenade at the crocodile while it is in the
water to kill it off.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: In the far northeast portion of the map, break
the goat skull above the shield and spear display to have
this drop on the wooden pedestal below it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: In the far northeast portion of the map, break
the goat skull that hangs on the top of the left pole in
front of the entrance to the first building.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Idol (Silver) [2,000 gold]
|_________________| DETAILS: In the far northeast portion of the map, boost
Sheva up to the left high platform at the end of the area
then she will collect this treasure from the chest above.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: After obtaining the Shaman Slate in the northeast
portion of the map, look to the south and find the tall
tree with a few dark flowers on its branches that sticks
out of the water near a row of spiked poles. Drive toward
the tree and you'll see this treasure shining on the north
portion of the tree. In order to retrieve it, drive toward
it and allow your partner to grab it while that character
stands on the front of the boat. In single player, the AI
will automatically grab it while next to it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Beetle (Brown) [1,000 gold]
|_________________| DETAILS: After moving down the river in the southwest,
you'll come to a building area surrounded by a fence.
Head to the north around the fence and make a left. This
treasure will be on the small tree surrounded by purple
flowers off to the right. Drive your partner over to it to
pick it up.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Marshlands - Chapter 3-1
| [ ] | TREASURE: Idol (Silver) [2,000 gold]
|_________________| DETAILS: After docking at the southwest portion of the
map, this will be inside of a chest in front of the first
building.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Village - Chapter 3-1
| [ ] | TREASURE: Blue Enigma [3,000 gold]
|_________________| DETAILS: Defeat both Giant Majini in the village to
receive this as an item drop from each of them (two total).
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Village - Chapter 3-1
| [ ] | TREASURE: Jewel Beetle [2,000 gold]
|_________________| DETAILS: Reach the locked set of double doors beside the
handle to the east of the north bridge. This treasure is
stuck to the wall to the right of the locked set of doors.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Village - Chapter 3-1
| [ ] | TREASURE: Ceremonial Mask [4,000 gold]
|_________________| DETAILS: Move down the path to the west once your
characters reach the second floor of the building on the
other side of the bridge in the village and this will be at
the end of the cave tunnel inside of a chest.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 3-2 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: After climbing up the first raised area in the
cave tunnel past the wooden bridge in the east, equip the
knife and break the overhead torch to make this fall from
it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2
| [ ] | TREASURE: Sapphire (Square) [1,000 gold]
|_________________| DETAILS: After climbing up the second raised area in the
cave tunnel past the wooden bridge in the east, equip the
knife and break the overhead torch to make this fall from
it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2
| [ ] | TREASURE: Jewel Beetle [2,000 gold]
|_________________| DETAILS: This is lying on the north barrel that lies in a
shallow pool of oil below the pipe with flames shooting out
of it in the middle of the camp with Tricell tents.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2
| [ ] | TREASURE: Ruby (Square) [1,000 gold]
|_________________| DETAILS: After the characters move through the camp with
the Tricell tents, they will arrive at the double door
entrance that leads to the oil field refinery. Stand in
front of the burning set of tires then look on the mountain
wall to the southwest. This red gem will be shining along
the mountain wall, so shoot it down then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Refinery - Chapter 3-2
| [ ] | TREASURE: Jewel Beetle [2,000 gold]
|_________________| DETAILS: Once the characters move up the first set of
stairs to the left at the beginning of the area and climb
the ladder at the top they will be on the platform (tower)
in the center of the area, move around the opposite side of
the structure with the red valve handle on it and this
treasure will be attached to one of the metal bars on the
back of the structure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Refinery - Chapter 3-2
| [ ] | TREASURE: Venom Fang [3,000 gold]
|_________________| DETAILS: Dropped by the first Chainsaw Majini after
defeating him.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Refinery - Chapter 3-2
| [ ] | TREASURE: Venom Fang [3,000 gold]
|_________________| DETAILS: Dropped by the second Chainsaw Majini after
defeating him.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Control Facility - Chapter 3-2
| [ ] | TREASURE: Jewel Bangle (x2) [1,000 gold]
|_________________| DETAILS: Dropped by the two Big Man Majini that attack
along with the final wave of Majini on the first floor as
Josh tries to activate the elevator.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Control Room - Chapter 3-2
| [ ] | TREASURE: Gold Ring [5,000 gold]
|_________________| DETAILS: Dropped by the Chainsaw Majini.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Dock - Chapter 3-2
| [ ] | TREASURE: 3,000 gold
|_________________| DETAILS: After the cutscene with Irving while out on the
docks, turn to the west and move down steps and you'll find
this in a metal case at the end of the walkway near the
water.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Dock - Chapter 3-2
| [ ] | TREASURE: Gold Ring [5,000 gold]
|_________________| DETAILS: Defeat the Big Man Majini among the third wave of
enemies and he will drop this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 3-3 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Drilling Facilities - Chapter 3-3
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: This is on the left side of the wooden walkway
that can be gotten to by leaping off the north east side of
the area after moving down the second ramp. This will be
near the end of the walkway, to the right.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Oil Field - Drilling Facilities - Chapter 3-3
| [ ] | TREASURE: Emerald (Marquise) [3,000 gold]
|_________________| DETAILS: Step inside the office room along the very top
walkway once the boat stops for the second time and open
the drawer to obtain this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 4-1 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Topaz (Trilliant) [2,000 gold]
|_________________| DETAILS: Step past the wooden ladder in the area where the
Bui kichwa are first met then find the vase in the alcove
in the northeast. Turn to the left and face the wall with
the water moving down it for a "Climb" command. Climb to
the alcove above then collect this treasure from the chest.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: After collecting the Topaz (Trilliant) from the
chest, turn around and step to the edge of the dropoff then
look up toward the ceiling to see this stuck on the
ceiling. Shoot it down then collect it after dropping
down from the ledge.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: While moving into the tunnel past the middle
bridge, break the torch in the metal piece off to the right
and this will fall from it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Sapphire (Square) [1,000 gold]
|_________________| DETAILS: In the middle of the tunnel past the bridge,
break the torch on the cave floor to the left.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: Break the goat skull on the right portion of the
cave floor in front of the exit door at the end of the cave
tunnel.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: Break the goat skull on the left portion of the
cave floor in front of the exit door at the end of the cave
tunnel.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Caves - Chapter 4-1
| [ ] | TREASURE: Topaz (Pear) [1,000 gold]
|_________________| DETAILS: Break the standing torch to the left of the exit
door at the end of the cave tunnel.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Topaz (Square) [1,000 gold]
|_________________| DETAILS: Above the first open doorway, which is off to the
right after dropping from the overhead walkway that over-
looks the village.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: 100 Gold, 100 Gold, 150 Gold, 200 Gold, 150 Gold,
|_________________| 100 Gold, 100 Gold
DETAILS: After dropping from the stairs, these pickups will
be inside of a coffin around the west corner. Both
characters need to use the partner assist command to open
the coffin.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: Break the torch through the north doorway after
opening the first coffin. The torch is lying on a fallen
pillar.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Topaz (Pear) [1,000 gold]
|_________________| DETAILS: While moving up the east set of stairs after the
bridge is broken, break the torch in the middle section of
those stairs and pick this up from it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Sapphire (Square) [1,000 gold], Sapphire (Pear)
|_________________| [1,000 gold], 100 gold, 150 gold, 100 gold, 150 gold, 100
gold, 100 gold
DETAILS: When both characters meet up after fighting off
the Majini after the bridge is broken, these items will be
inside of a coffin in the southwest room on the second
floor along the opposite side of the bridge.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: In the room beside the southwest room on the
second floor on the opposite side of the bridge, break the
torch on the floor next to the mummified corpse then
collect this from it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: In the room beside the southwest room on the
second floor on the opposite side of the bridge, examine
the mummified corpse inside then pry this from his dead
fingers afterwards.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Emerald (Trilliant) [2,000 gold]
|_________________| DETAILS: After the characters fall through the trapdoor
and fight off all the Majini and Bui kichwa below, run all
the way down the west hallway and collect this from the
chest at the end.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Ruby (Trilliant) [2,000 gold]
|_________________| DETAILS: After the characters fall through the trapdoor
and fight off all the Majini and Bui kichwa below, run all
the way down the south hallway and collect this from the
chest at the end.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1
| [ ] | TREASURE: Sapphire (Trilliant) [2,000 gold]
|_________________| DETAILS: After the characters fall through the trapdoor
and fight off all the Majini and Bui kichwa below, run all
the way down the east hallway and collect this from the
chest at the end.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Topaz (Square) [1,000 gold]
|_________________| DETAILS: After entering the labyrinth (going down the
stairs past the entrance door), turn to the right and hop
across the gap to reach the walkway with wooden stairs to
the north. Follow the staircase to the middle then stop.
Look up on the ceiling near the top of the stairs then
shoot this treasure down from the ceiling portion near the
hole in the ceiling.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Emerald (Square) [1,000 gold]
|_________________| DETAILS: While in the northwest section of the first floor
with the blue statue, the character that moves around the
west side should look up once that character reaches the
mid portion, in between the statue and the west entrance,
and this will be attached to the side of the broken
overhead walkway above. Look for a green circular object
that glimmers along the side of the damaged overhead
walkway.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Sapphire (Square) [1,000 gold]
|_________________| DETAILS: Once the blue statue slides into the wall after
both chains along its side have been pulled, this will be
on the floor where it was previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Idol (Gold) [3,000 gold]
|_________________| DETAILS: Before pulling the chains on the green statue on
the west side, turn to the left then hop across the gap
further along the left side then open the chest on the
other end to collect this treasure from inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Emerald (Square) [1,000 gold]
|_________________| DETAILS: Once the green statue slides into the wall after
both chains along its side have been pulled, this will be
on the floor where it was previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Topaz (Square) [1,000 gold]
|_________________| DETAILS: Once the yellow statue slides into the wall after
both chains along its side have been pulled, this will be
on the floor where it was previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: Once the bottom purple statue slides into the
wall after the chains on both purple statues have been
pulled, this will be on the floor where the bottom purple
statue was previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: Once the top purple statue slides into the wall
after the chains on both purple statues have been pulled,
this will be on the floor where the top purple statue was
previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Ruby (Oval) [2,000 gold]
|_________________| DETAILS: Once the red statue slides into the wall after
both chains along its side have been pulled, this will be
on the floor where it was previously at.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1
| [ ] | TREASURE: Soul Gem [10,000 gold]
|_________________| DETAILS: Defeat the Popokarimu in the Labyrinth.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 4-2 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Topaz (Pear) [1,000 gold]
|_________________| DETAILS: At the beginning of the chapter, move up the
first set of stairs then perform a quick turn and look up
on the high wall above the entrance door to the Worship
area then shoot this down from that wall.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Blue Enigma [3,000 gold]
|_________________| DETAILS: After obtaining the Sea Emblem, defeat the Giant
Majini and he will drop this.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Topaz (Square) [1,000 gold]
|_________________| DETAILS: Move along the west path toward the north laser
then quickly move onto the stairs and take cover behind the
section of wall before stepping onto the next walkway.
Break the torch in the second alcove against the left wall
and this treasure will be inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Blue Enigma [3,000 gold]
|_________________| DETAILS: Defeat the Giant Majini in the northwest area
when both characters go to retrieve the Sky Emblem.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: Break the torch along the floor while walking to
the end of the wooden walkway in the far north along the
east path.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: Along the north walkway near the middle, look up
at the bottom portion of the overhead bridge while passing
underneath it then shoot this down from the ceiling. It's
best to deactivate both light pillar lasers before
attempting to find this.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Sapphire (Pear) [1,000 gold]
|_________________| DETAILS: In the east area where the Earth Emblem is
obtained, move to the top of the top floor staircase then
look along the damaged wall to the south. Find a brick on
the wall with this treasure attached to it then shoot it to
make it fall.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Sapphire (Square) [1,000 gold]
|_________________| DETAILS: While moving to the south along the bottom east
walkway, this will be in the third alcove on the west wall.
Break the torch on the floor to obtain it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Worship Area - Chapter 4-2
| [ ] | TREASURE: Diamond (Trilliant) [4,000 gold]
|_________________| DETAILS: After using the three emblems to open the door,
run to the far north and approach the exit doors then look
up above the doors to see this stuck on the wall above the
doors. Shoot it down then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Pyramid - Chapter 4-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: This is lying on the left side of the east
platform in the second mirror puzzle room.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Pyramid - Chapter 4-2
| [ ] | TREASURE: Beetle (Gold) [3,000 gold]
|_________________| DETAILS: After focusing the light beam on the skull statue
in the third mirror puzzle room, both the west and east
rooms will unlock. Step into the west room and this will
be lying on the pedestal in front of the burning corpse.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Pyramid - Chapter 4-2
| [ ] | TREASURE: Idol (Gold) [3,000 gold]
|_________________| DETAILS: After focusing the light beam on the skull statue
in the third mirror puzzle room, both the west and east
rooms will unlock. Step into the east room and collect
this from the pedestal at the top of the stairs.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Pyramid - Chapter 4-2
| [ ] | TREASURE: Ruby (Pear) [1,000 gold]
|_________________| DETAILS: After focusing the light beam on the skull statue
in the third mirror puzzle room, both the west and east
rooms will unlock. Step into the east room and break the
goat skull on the back wall to the right of the stairs.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Pyramid - Chapter 4-2
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: After focusing the light beam on the skull statue
in the third mirror puzzle room, both the west and east
rooms will unlock. Step into the east room and break the
goat skull on the back wall to the left of the stairs.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 5-1 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Underground Garden - Chapter 5-1
| [ ] | TREASURE: Ruby (Square) [1,000 gold]
|_________________| DETAILS: When the characters start out in the garden, turn
around and look up above the south tunnel that they entered
this area from during the last chapter. Aim up toward the
cave wall high above the tunnel then shoot this red ruby
down from the rock wall above. Stop and watch for it to
shimmer.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Underground Garden - Chapter 5-1
| [ ] | TREASURE: Jewel Beetle [2,000 gold]
|_________________| DETAILS: Lying on a stone block along a row of blocks near
the water and to the right of the front portion of the
water purifiers at the northwest end of the west path.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Underground Garden - Chapter 5-1
| [ ] | TREASURE: Emerald (Pear) [1,000 gold]
|_________________| DETAILS: Look up on the high north wall above the bridge
to see this shimmering up above. You'll need to stand at
the top of the north set of stairs above the north bridge
and look directly up toward the wall where sunlight shines
in order to see it. It's much further away than the other
treasure on the high rock wall in the garden area.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Progenitor Virus House - Chapter 5-1
| [ ] | TREASURE: Lion heart [2,500 gold]
|_________________| DETAILS: One of the Licker Betas in the first set of
Licker Betas will drop this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Progenitor Virus House - Chapter 5-1
| [ ] | TREASURE: 3,000 gold
|_________________| DETAILS: Open the safe off to the right after entering the
monitor room down the hall from the area with the first two
Licker Betas.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Progenitor Virus House - Chapter 5-1
| [ ] | TREASURE: Lion heart (x3) [2,500 gold]
|_________________| DETAILS: Three of the Licker Betas will drop this
treasure. Stay behind and fight all sixteen of them
outside the elevator. Proximity Mines and hand grenades
are highly recommended.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 5-2 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Experimental Facility Passage - Chapter 5-2
| [ ] | TREASURE: Lion heart (x2) [2,500 gold]
|_________________| DETAILS: Two of the Licker Betas in the passage that
leads east will drop this treasure if the characters choose
to fight the Lickers.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Experimental Facility Passage - Chapter 5-2
| [ ] | TREASURE: Lion heart (x3) [2,500 gold]
|_________________| DETAILS: Three of the Licker Betas in the passage that
leads west will drop this treasure if the characters choose
to fight the Lickers.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 1st Floor - Chapter 5-2
| [ ] | TREASURE: Power stone [5,000 gold]
|_________________| DETAILS: The Reaper that is fought on the way back from
pulling the two levers will drop this once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 1st Floor - Chapter 5-2
| [ ] | TREASURE: Dead bride's necklace (x2) [2,000 gold]
|_________________| DETAILS: Two of these can be found on the south (left and
middle) side of the conveyor belt near the fallen test
subjects. If your character reaches the end of the
conveyor belt and you haven't grabbed two of them yet then
rush back to the east and wait for more test subjects to
move out from the doors ahead then step by the test
subjects on the left side and try again.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 5-3 TREASURES
NOTE: Keep in mind that the Reapers that appear in the Missile Area will appear
randomly, so the characters won't always fight each one on every playthrough.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Uroboros Research Facility - Chapter 5-3
| [ ] | TREASURE: Sapphire (Marquise) [3,000 gold]
|_________________| DETAILS: Inside of a safe to the left of the door as the
characters enter the south room after moving up the ladder
past the area where the characters fought the Uroboros in
the last chapter.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3
| [ ] | TREASURE: Power Stone [5,000 gold]
|_________________| DETAILS: The first possible Reaper that attacks from above
the cover point along the walkway next to the corridor
walkway will drop this once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3
| [ ] | TREASURE: Power Stone [5,000 gold]
|_________________| DETAILS: The second possible Reaper that attacks in the
corridor area of the walkway will drop this treasure once
defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3
| [ ] | TREASURE: Power Stone [5,000 gold]
|_________________| DETAILS: The third possible Reaper that attacks before
entering the east room after moving down the corridor area
along the walkway will drop this treasure once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3
| [ ] | TREASURE: Jewel Bangle [1,000 gold]
|_________________| DETAILS: The Big Man Majini that moves across to the other
side of the walkway while on a lift will drop this
treasure. Don't defeat him while he is on the lift or he
might not drop it. This happened to me once. Allow him to
step off. The Jewel Bangle may appear on the opposite side
of the area if he is defeated while on the lift.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3
| [ ] | TREASURE: Royal Necklace [5,000 gold]
|_________________| DETAILS: This is lying on the desk with a computer inside
the office room in the far south. You'll fight a few
Majini with rocket launchers before and while entering this
room.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Ruby (Brilliant) [2,500 gold]
|_________________| DETAILS: After moving down the starting corridor, the
characters will enter a cave tunnel with overhead lights
above. Right before stepping under the first lit up
overhead light, look up toward the ceiling to see this
stuck in the ceiling. Shoot it down then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Lion heart [2,500 gold]
|_________________| DETAILS: The second Licker Beta in the first pair of
Licker Betas along the high walkway will drop this once
defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Lion heart [2,500 gold]
|_________________| DETAILS: One of the many Lickers in the second wave of
Licker Betas will drop this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Chalice (Gold) [3,000 gold]
|_________________| DETAILS: After pushing the blue metal crate across the
high catwalk step onto the rooftop of the nearby building
then drop through the opening in the roof. Open the left
locker inside the room below to receive this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Topaz (Brilliant) [2,500 gold]
|_________________| DETAILS: Once the bridge has been lowered, move across it
then stop before entering the corridor with the Tricell
logo door at the end. Look up to see this shining on the
wall above the corridor. Shoot it down then collect it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Emerald (Brilliant) [2,500 gold]
|_________________| DETAILS: In the middle room, move up the right set of
stairs then follow the right path all the way to the south
to find two vases. Facing them, this treasure is inside
the left vase.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Sapphire (Oval) [2,000 gold]
|_________________| DETAILS: On the second floor, northwest room, break the
pot lying next to the mummified body on the wall stand to
find this treasure. This is only obtainable during the
Wesker and Jill portion of the battle.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Sapphire (Brilliant) [3,000 gold]
|_________________| DETAILS: During the battle with Jill and Wesker, move up
the stairs to the second floor and enter the northwest
room. Both characters must use the partner assist button
to open the stone coffin in the south portion of the
northwest room. This will be inside along with another
treasure and the L. Hawk Magnum.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Emerald (Oval) [2,000 gold]
|_________________| DETAILS: During the battle with Jill and Wesker, move up
the stairs to the second floor and enter the northwest
room. Both characters must use the partner assist button
to open the stone coffin in the south portion of the
northwest room. This will be inside along with another
treasure and the L. Hawk Magnum.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3
| [ ] | TREASURE: Heart of Africa [10,000 gold]
|_________________| DETAILS: If a character causes Wesker to leave early by
damaging him too much during the Jill and Wesker fight then
this treasure will be lying in between the stairs in the
middle room during the battle with Jill alone. The easiest
way to make Wesker leave early is to sneak up on him and
fire a rocket from a rocket launcher then shoot the rocket
when he grabs it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 6-1 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: Topaz (Oval) [2,000 gold]
|_________________| DETAILS: From where the characters start, turn to the
south and back up toward the ladder then keep looking to
the south to see a Majini armed with a stun rod on a
walkway behind a vent close to the platform that the
characters are on. Shoot him and he will drop the topaz
treasure. He can also be shot when the characters climb on
top of the metal container to push the blue crate in front
of the locked gate. The treasure is along the north side
of the walkway behind the area with the locked gate. When
a character opens the gate by using the keycard, on that
character's way to raise the cage, this will be off to the
right once the character moves up the stairs.
In order to collect this treasure, the characters MUST NOT
kill the Majini that activates the cage trap on the crane
tower or the way to this treasure cannot be accessed. The
characters must also shoot this Majini BEFORE the cage
drops. The character that has to raise the cage will meet
this Majini after moving up the stairs past the locked
gate. If he is shot at that time, he will not drop this
treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: Topaz (Oval) x2 [2,000 gold]
|_________________| DETAILS: From the starting point of the Ship Deck chapter,
move forward and fight the Majini like normal then climb
all the way up both ladders on the high platform. Arm a
rifle (preferably with a level 2 scope magnification) then
look off to the south. Find the crane that extends across
the middle portion of the area up high then shoot each of
the two Majini on top of the crane. They will each drop a
Topaz (Oval), which can be obtained later in the area.
Once the characters reach the ladder on the side of the
metal container beyond the area where the cage drops (or
doesn't drop if you shot the crane operator early), climb
the ladder on the metal container to the east and you'll
see a glowing treasure off to the left. That will be the
first Topaz (Oval). Continue on around the east corner
where the characters have to raise both lifts and the
second Topaz (Oval) will be on the floor in front of the
two lifts.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: Jewel Bangle [1,000 gold]
|_________________| DETAILS: The Big Man Majini that attacks along with the
Majini and the two Adjules will drop this treasure once
defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: 3,000 gold
|_________________| DETAILS: After climbing the ladder along the side of the
metal container, past the area where the cage drops, move
over the metal cage walkway to the north and hop to each
metal container further ahead to the right. A safe is on
the other side and it will contain this gold pickup.
NOTE: In order to collect this pickup of gold, the cage
trap portion of this area must be activated since the crane
moves the cage and drops it in between the containers,
which forms a bridge to the safe containing this.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: Jewel Bangle (x2) [1,000 gold]
|_________________| DETAILS: After moving to the east along the metal
containers after picking up the first 3,000 gold from the
nearby safe, two Big Man Majini will attack. After they
are defeated, each of them will leave behind a Jewel
Bangle.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1
| [ ] | TREASURE: 3,000 gold
|_________________| DETAILS: Once the lift on the east side has been raised
and the partner has gotten off that lift, fall to the north
end of the area ahead and press the button to raise the
lift. An Adjule will attack from the other side. Blast
him with a shotgun then move to the opposite side and pick
up this gold from the safe off to the left at the other
end.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Ship Hold - Chapter 6-1
| [ ] | TREASURE: Dead bride's necklace (x3) [2,000 gold]
|_________________| DETAILS: Each of the three rocket launcher Majini in the
room after fighting the Gatling Gun Majini will drop this
treasure once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 6-2 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Bridge - Chapter 6-2
| [ ] | TREASURE: Chalice (Gold) [3,000 gold]
|_________________| DETAILS: In the first room of the ship that is entered,
right near the hallway with the first Uroboros tentacle
hanging from the ceiling, find the two closed lockers on
the north wall then open the left locker to find this
treasure inside.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Bridge - Chapter 6-2
| [ ] | TREASURE: Chalice (Gold) [3,000 gold]
|_________________| DETAILS: After moving up the stairs in the ship, open the
door on the left wall down the north corridor then find the
row of lockers inside. This is inside of the middle
locker.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
--> CHAPTER 6-3 TREASURES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Bridge - Chapter 6-3
| [ ] | TREASURE: Dead Bride's Necklace (x2) [2,000 gold]
|_________________| DETAILS: Both of the rocket launcher Majini in the second
bulkhead room will drop this treasure once defeated.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Bridge - Chapter 6-3
| [ ] | TREASURE: Power Stone (x2) [5,000 gold]
|_________________| DETAILS: Defeat both Reapers that attack in the second
bulkhead area of the Engine Room. They will burst forth
from their eggs after the characters flip the levers to
open the second bulkhead door.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
_________________ [ ]
(_________________) --> H I D D E N T R E A S U R E
| T R E A S U R E | LOCATION: Volcano - Chapter 6-3
| [ ] | TREASURE: Diamond (Marquise) [5,000 gold]
|_________________| DETAILS: Before activating the cutscene at the beginning
of the battle, aim for the lightly colored rock wall on
the north wall past the current ledge then shoot it with a
shotgun to make the wall crumble (shoot the top portion).
A boulder from the wall will land in the lava below the
current ledge. Sometimes it takes more than one shot to
make it fall.
If you have problems finding the breakable portion of the
rock wall then aim toward it and watch for the laser
pointer to form a circle at the end to know when you are
aiming for the breakable portion of the rock wall.
When the ledge breaks and the Chris player falls below,
when control is given back to Chris, turn to the left
(northeast) and hop onto the boulder in the lava (this is
the one that fell off the wall) then leap to the rock
platform on the other side. Run to the far end of that
rock platform and collect this treasure.
If the Chris player accidentally jumps over the gap in the
lava directly in front of Chris when he starts then that
player CANNOT get back across to get this treasure.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
- - - - - -
_____ __ _ _ [LI03]
/__ \_ __ ___ __ _ ___ _ _ _ __ ___ / /(_)___| |_
/ /\/ '__/ _ \/ _` / __| | | | '__/ _ \ / / | / __| __|
/ / | | | __/ (_| \__ \ |_| | | | __/ / /__| \__ \ |_
\/ |_| \___|\__,_|___/\__,_|_| \___| \____/_|___/\__|
TREASURE CHECKLIST (BY TREASURE)
-------------------------------------------------------------------------------
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- ANTIQUE CLOCK
VALUE: 2,000 gold
[ ]
LOCATION: Urban District - Chapter 1-2
DETAILS: After climbing the stairs in the building with the two locked doors,
fight off the two Majini that attack near the west walkway then step out onto
it and turn left to find a chest containing this treasure.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- BEETLE BROWN
VALUE: 1,000 gold
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: Find the two purple flowers on the right side of the area with the
Beast Slate and collect this from the fence above the flowers.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: Find the two purple flowers on the left side of the chicken island in
the middle of the map then collect this from the side of the thick wooden pole
above them.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: This is in the water on the left side of the sunken boat that you get
off on in the northeast portion of the map.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: Drive out to the far northwest portion of the map then get off at the
wooden platform in that area. Move along the platforms then fall into the
middle section of water. This is to the left of the left red ladder that is
attached to the side of the wooden platform above the water.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: In the lake with the crocodiles, run to the left (north end) to find
this on the north side of the tree in the water.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: After obtaining the Shaman Slate in the northeast portion of the map,
look to the south and find the tall tree with a few dark flowers on its
branches that sticks out of the water near a row of spiked poles. Drive toward
the tree and you'll see this treasure shining on the north portion of the tree.
In order to retrieve it, drive toward it and allow your partner to grab it
while that character stands on the front of the boat. In single player, the AI
will automatically grab it while next to it.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: After moving down the river in the southwest, you'll come to a
building area surrounded by a fence. Head to the north around the fence and
make a left. This treasure will be on the small tree surrounded by purple
flowers off to the right. Drive your partner over to it to pick it up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- BEETLE (GOLD)
VALUE: 3,000 gold
[ ]
LOCATION: Pyramid - Chapter 4-2
DETAILS: After focusing the light beam on the skull statue in the third mirror
puzzle room, both the west and east rooms will unlock. Step into the west room
and this will be lying on the pedestal in front of the burning corpse.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- BLUE ENIGMA
VALUE: 3,000 gold
[ ]
LOCATION: Village - Chapter 3-1
DETAILS: Defeat one of the two Giant Majini in the village to receive this as
an item drop from each of them.
[ ]
LOCATION: Village - Chapter 3-1
DETAILS: Defeat one of the two Giant Majini in the village to receive this as
an item drop from each of them.
[ ]
LOCATION: Worship Area - Chapter 4-2
DETAILS: After obtaining the Sea Emblem, defeat the Giant Majini and he will
drop this.
[ ]
LOCATION: Worship Area - Chapter 4-2
DETAILS: Defeat the Giant Majini in the northwest area when both characters go
to retrieve the Sky Emblem.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- CEREMONIAL MASK
VALUE: 4,000 gold
[ ]
LOCATION: Village - Chapter 3-1
DETAILS: Move down the path to the west once your characters reach the second
floor of the building on the other side of the bridge in the village and this
will be at the end of the cave tunnel inside of a chest.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- CHALICE (GOLD)
VALUE: 3,000 gold
[ ]
LOCATION: Monarch Room Entrance - Chapter 5-3
DETAILS: After pushing the blue metal crate across the high catwalk step onto
the rooftop of the nearby building then drop through the opening in the roof.
Open the left locker inside the room below to receive this treasure.
[ ]
LOCATION: Bridge - Chapter 6-2
DETAILS: In the first room of the ship that is entered, right near the hallway
with the first Uroboros tentacle hanging from the ceiling, find the two closed
lockers on the north wall then open the left locker to find this treasure
inside.
[ ]
LOCATION: Bridge - Chapter 6-2
DETAILS: After moving up the stairs in the ship, open the door on the left
wall down the north corridor then find the row of lockers inside. This is
inside of the middle locker.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- CHALICE (SILVER)
VALUE: 2,000 gold
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: Inside the chest in the building on the chicken island in the middle
of the map.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: Drive out to the far northwest portion of the map then get off at the
wooden platform in that area. Move along the platforms then climb the ladder.
Open the chest at the top to obtain this treasure.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- DEAD BRIDE'S NECKLACE
VALUE: 2,000 gold
[ ]
LOCATION: Missile Area 1st Floor - Chapter 5-2
DETAILS: Two of these can be found on the south (left and middle) side of the
conveyor belt near the fallen test subjects. If your character reaches the end
of the conveyor belt and you haven't grabbed two of them yet then rush back to
the east and wait for more test subjects to move out from the doors ahead then
step by the test subjects on the left side and try again.
[ ]
LOCATION: Ship Hold - Chapter 6-1
DETAILS: Each of the three rocket launcher Majini in the room after fighting
the Gatling Gun Majini will drop this treasure once defeated.
[ ]
LOCATION: Bridge - Chapter 6-3
DETAILS: Both of the rocket launcher Majini in the second bulkhead room will
drop this treasure once defeated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- DIAMOND (BRILLIANT)
VALUE: 4,000 gold
[ ]
LOCATION: Mining Area - Chapter 2-2
DETAILS: Once both characters exit the building after picking off the Majini
on the mountain with the use of a sniper rifle, move around the left side of
the trailer ahead then climb the ladder along the raised area then open the
chest off to the left to collect this.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- DIAMOND (MARQUISE)
VALUE: 5,000 gold
[ ]
LOCATION: Volcano - Chapter 6-3
DETAILS: Before activating the cutscene at the beginning of the battle, aim
for the lightly colored rock wall on the north wall past the current ledge then
shoot it with a shotgun to make the wall crumble (shoot the top portion). A
boulder from the wall will land in the lava below the current ledge. Sometimes
it takes more than one shot to make it fall.
If you have problems finding the breakable portion of the rock wall then aim
toward it and watch for the laser pointer to form a circle at the end to know
when you are aiming for the breakable portion of the rock wall.
When the ledge breaks and the Chris player falls below, when control is given
back to Chris, turn to the left (northeast) and hop onto the boulder in the
lava (this is the one that fell off the wall) then leap to the rock platform on
the other side. Run to the far end of that rock platform and collect this
treasure.
If the Chris player accidentally jumps over the gap in the lava directly in
front of Chris when he starts then that player CANNOT get back across to get
this treasure.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- DIAMOND (OVAL)
VALUE: 4,000
[ ]
LOCATION: The Mines - Chapter 2-2
DETAILS: When both characters reach the rock formation near the end of the
dark cave, turn left and follow the slightly hidden path then open the chest
near the wooden crate at the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- DIAMOND (PEAR)
VALUE: 2,000 gold
[ ]
LOCATION: The Port - Chapter 2-1
DETAILS: After exiting the sewer via the ladder, step around the right side of
the nearby building and you'll see a Majini quickly move around the side of the
boat up ahead. Quickly arm the S75 rifle and shoot him to make him drop this.
You have to be quick. One shot anywhere on the body at default damage level
will work on normal mode.
[ ]
LOCATION: Mining Area - Chapter 2-2
DETAILS: Once both characters exit the building after picking off the Majini
on the mountain with the use of a sniper rifle, when you reach the first tall
ladder, look up on the side of the mountain and shoot this sparkling treasure
on the mountain wall to the right of the top portion of the ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- DIAMOND (SQUARE)
VALUE: 2,000 gold
[ ]
LOCATION: Mining Area - Chapter 2-2
DETAILS: This diamond is stuck on the wall to the left of the short ladder
that Sheva can be hoisted up to. Look on the mountain wall then shoot it to
make it fall. I highly advise shooting this treasure from the ledge that the
characters fall to after dropping from the high ledge before the cutscene since
the Sheva player will not really have time to aim for it with the dynamite
Majini in the area after the cutscene.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- DIAMOND (TRILLIANT)
VALUE: 4,000 gold
[ ]
LOCATION: Worship Area - Chapter 4-2
DETAILS: After using the three emblems to open the door, run to the far north
and approach the exit doors then look up above the doors to see this stuck on
the wall above the doors. Shoot it down then collect it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- EMERALD (BRILLIANT)
[ ]
VALUE: 2,500 gold
LOCATION: Monarch Room Entrance - Chapter 5-3
DETAILS: In the middle room, move up the right set of stairs then follow the
right path all the way to the south to find two vases. Facing them, this
treasure is inside the left vase.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- EMERALD (OVAL)
VALUE: 2,000 gold
[ ]
LOCATION: Monarch Room Entrance - Chapter 5-3
DETAILS: During the battle with Jill and Wesker, move up the stairs to the
second floor and enter the northwest room. Both characters must use the
partner assist button to open the stone coffin in the south portion of the
northwest room. This will be inside along with another treasure and the L.
Hawk Magnum.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- EMERALD (PEAR)
VALUE: 1,000 gold
[ ]
LOCATION: Train Station - Chapter 2-2
DETAILS: Inside the chest beyond the gate that requires the Guard's Key.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: In the far northeast portion of the map, break the goat skull above
the shield and spear display to have this drop on the wooden pedestal below it.
[ ]
LOCATION: Caves - Chapter 4-1
DETAILS: While moving into the tunnel past the middle bridge, break the torch
in the metal piece off to the right and this will fall from it.
[ ]
LOCATION: Ancient Village - Chapter 4-1
DETAILS: Break the torch through the north doorway after opening the first
coffin. The torch is lying on a fallen pillar.
[ ]
LOCATION: Worship Area - Chapter 4-2
DETAILS: Break the torch along the floor while walking to the end of the
wooden walkway in the far north along the east path.
[ ]
LOCATION: Pyramid - Chapter 4-2
DETAILS: After focusing the light beam on the skull statue in the third mirror
puzzle room, both the west and east rooms will unlock. Step into the east room
and break the goat skull on the back wall to the left of the stairs.
[ ]
LOCATION: Underground Garden - Chapter 5-1
DETAILS: Look up on the high north wall above the bridge to see this
shimmering up above. You'll need to stand at the top of the north set of
stairs above the north bridge and look directly up toward the wall where
sunlight shines in order to see it. It's much further away than the other
treasure on the high rock wall in the garden area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- EMERALD (SQUARE)
VALUE: 1,000 gold
[ ]
LOCATION: The Port - Chapter 2-1
DETAILS: Find the ladder on the south side of the building next to the
building with the padlocked door then climb the ladder. Run across the rooftop
then walk to the far north corner to find this laying on the rooftop. It's not
exactly in the corner but very near it.
[ ]
LOCATION: Labyrinth - Chapter 4-1
DETAILS: While in the northwest section of the first floor with the blue
statue, the character that moves around the west side should look up once that
character reaches the mid portion, in between the statue and the west entrance,
and this will be attached to the side of the broken overhead walkway above.
Look for a green circular object that glimmers along the side of the damaged
overhead walkway.
[ ]
LOCATION: Labyrinth - Chapter 4-1
DETAILS: Once the green statue slides into the wall after both chains along
its side have been pulled, this will be on the floor where it was previously
at.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- EMERALD (TRILLIANT)
[ ]
VALUE: 2,000 gold
LOCATION: Ancient Village - Chapter 4-1
DETAILS: After the characters fall through the trapdoor and fight off all the
Majini and Bui kichwa below, run all the way down the west hallway and collect
this from the chest at the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- GOLD RING
VALUE: 5,000 gold
[ ]
LOCATION: Public Assembly - Chapter 1-1
DETAILS: Defeat the Executioner Majini before the timer of the Pubic Assembly
raid ends.
[ ]
LOCATION: Furnace Facility - Chapter 1-2
DETAILS: Defeat the Uroboros without leading it into the incinerator for the
final hit. The final hit must be a gunshot.
[ ]
LOCATION: Oil Field - Control Room - Chapter 3-2
DETAILS: Dropped by the Chainsaw Majini.
[ ]
LOCATION: Oil Field - Dock - Chapter 3-2
DETAILS: Defeat the Big Man Majini among the third wave of enemies and he will
drop this treasure.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- HEART OF AFRICA
VALUE: 10,000 gold
[ ]
LOCATION: Monarch Room Entrance - Chapter 5-3
DETAILS: If a character causes Wesker to leave early by damaging him too much
during the Jill and Wesker fight then this treasure will be lying in between
the stairs in the middle room during the battle with Jill alone. The easiest
way to make Wesker leave early is to sneak up on him and fire a rocket from a
rocket launcher then shoot the rocket when he grabs it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- IDOL (GOLD)
VALUE: 3,000 gold
[ ]
LOCATION: Labyrinth - Chapter 4-1
DETAILS: Before pulling the chains on the green statue on the west side, turn
to the left then hop across the gap further along the left side then open the
chest on the other end to collect this treasure from inside.
[ ]
LOCATION: Pyramid - Chapter 4-2
DETAILS: After focusing the light beam on the skull statue in the third mirror
puzzle room, both the west and east rooms will unlock. Step into the east room
and collect this from the pedestal at the top of the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- IDOL (SILVER)
VALUE: 2,000 gold
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: In the far northeast portion of the map, boost Sheva up to the left
high platform at the end of the area then she will collect this treasure from
the chest above.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: After docking at the southwest portion of the map, this will be
inside of a chest in front of the first building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- IVORY RELIEF
VALUE: 2,000 gold
LOCATION: Urban District - Chapter 1-2 [ ]
DETAILS: Allyson (blonde woman) will drop this treasure after she is defeated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- JEWEL BANGLE
VALUE: 1,000 gold
[ ]
LOCATION: The Bridge - Chapter 2-1
DETAILS: Defeat the Big man Majini and he will drop this. Most Big man Majini
will drop this treasure.
[ ]
LOCATION: The Port - Chapter 2-1
DETAILS: Defeat the Big Man Majini after collecting the Port Key and he will
drop this.
[ ]
LOCATION: The Port - Chapter 2-1
DETAILS: Defeat the Big Man Majini shortly after moving along the docks from
the ship after using the Port Key to unlock the gate.
[ ]
LOCATION: Oil Field - Control Facility - Chapter 3-2
DETAILS: Dropped by one of the two Big Man Majini that attack along with the
final wave of Majini on the first floor as Josh tries to activate the elevator.
[ ]
LOCATION: Oil Field - Control Facility - Chapter 3-2
DETAILS: Dropped by one of the two Big Man Majini that attack along with the
final wave of Majini on the first floor as Josh tries to activate the elevator.
[ ]
LOCATION: Missile Area 2nd Floor - Chapter 5-3
DETAILS: The Big Man Majini that moves across to the other side of the walkway
while on a lift will drop this treasure. Don't defeat him while he is on the
lift or he might not drop it. This happened to me once. Allow him to step
off. The Jewel Bangle may appear on the opposite side of the area if he is
defeated while on the lift.
[ ]
LOCATION: Ship Deck - Chapter 6-1
DETAILS: The Big Man Majini that attacks along with the Majini and the two
Adjules will drop this treasure once defeated.
[ ]
LOCATION: Ship Deck - Chapter 6-1
DETAILS: After moving to the east along the metal containers after picking up
the first 3,000 gold from the nearby safe, two Big Man Majini will attack.
After they are defeated, each of them will leave behind a Jewel Bangle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- JEWEL BEETLE
VALUE: 2,000 gold
[ ]
LOCATION: Train Station - Chapter 2-2
DETAILS: Walk around the side of the third train cart in the east and you'll
find this attached to the wooden fence to the right of the wooden blockade on
the other side.
[ ]
LOCATION: Train Station - Chapter 2-2
DETAILS: While climbing the stack of wooden pieces to get on top of the middle
train cart, turn to the right and grab this off the west side of the north
metal piece stack.
[ ]
LOCATION: Village - Chapter 3-1
DETAILS: Reach the locked set of double doors beside the handle to the east of
the north bridge. This treasure is stuck to the wall to the right of the
locked set of doors.
[ ]
LOCATION: Execution Grounds - Chapter 3-2
DETAILS: This is lying on the north barrel that lies in a shallow pool of oil
below the pipe with flames shooting out of it in the middle of the camp with
Tricell tents.
[ ]
LOCATION: Oil Field - Refinery - Chapter 3-2
DETAILS: Once the characters move up the first set of stairs to the left at
the beginning of the area and climb the ladder at the top they will be on the
platform (tower) in the center of the area, move around the opposite side of
the structure with the red valve handle on it and this treasure will be
attached to one of the metal bars on the back of the structure.
[ ]
LOCATION: Underground Garden - Chapter 5-1
DETAILS: Lying on a stone block along a row of blocks near the water and to
the right of the front portion of the water purifiers at the northwest end of
the west path.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- LION HEART
VALUE: 2,500
[ ]
LOCATION: Progenitor Virus House - Chapter 5-1
DETAILS: One of the Licker Betas in the first set of Licker Betas will drop
this treasure.
[ ]
LOCATION: Progenitor Virus House - Chapter 5-1
DETAILS: Three of the Licker Betas will drop this treasure. Stay behind and
fight all sixteen of them outside the elevator. Proximity Mines and hand
grenades are highly recommended.
[ ]
LOCATION: Experimental Facility Passage - Chapter 5-2
DETAILS: Two of the Licker Betas in the passage that leads east will drop this
treasure if the characters choose to fight the Lickers.
[ ]
LOCATION: Experimental Facility Passage - Chapter 5-2
DETAILS: Three of the Licker Betas in the passage that leads west will drop
this treasure if the characters choose to fight the Lickers.
[ ]
LOCATION: Monarch Room Entrance - Chapter 5-3
DETAILS: The second Licker Beta in the first pair of Licker Betas along the
high walkway will drop this once defeated.
[ ]
LOCATION: Monarch Room Entrance - Chapter 5-3
DETAILS: One of the many Lickers in the second wave of Licker Betas will drop
this treasure.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- POWER STONE
VALUE: 5,000 gold
[ ]
LOCATION: Missile Area 1st Floor - Chapter 5-2
DETAILS: The Reaper that is fought on the way back from pulling the two levers
will drop this once defeated.
[ ]
LOCATION: Missile Area 2nd Floor - Chapter 5-3
DETAILS: All three of three possible Reapers that can appear on the walkway
near the beginning of the Missile Area 2nd Floor will drop these if they fall
from the Reaper eggs.
[ ]
LOCATION: Bridge - Chapter 6-3
DETAILS: Defeat one of the two Reapers that attack in the second bulkhead area
of the Engine Room. They will burst forth from their eggs after the characters
flip the levers to open the third bulkhead door.
[ ]
LOCATION: Bridge - Chapter 6-3
DETAILS: Defeat one of the two Reapers that attack in the second bulkhead area
of the Engine Room. They will burst forth from their eggs after the characters
flip the levers to open the second bulkhead door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- ROYAL NECKLACE
VALUE: 5,000 gold
[ ]
LOCATION: Missile Area 2nd Floor - Chapter 5-3
DETAILS: This is lying on the desk with a computer inside the office room in
the far south. You'll fight a few Majini with rocket launchers before and
while entering this room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- RUBY (BRILLIANT)
VALUE: 2,500 gold
[ ]
LOCATION: Monarch Room Entrance - Chapter 5-3
DETAILS: After moving down the starting corridor, the characters will enter a
cave tunnel with overhead lights above. Right before stepping under the first
lit up overhead light, look up toward the ceiling to see this stuck in the
ceiling. Shoot it down then collect it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- RUBY (MARQUISE)
VALUE: 3,000 gold
[ ]
LOCATION: The Port - Chapter 2-1
DETAILS: Approach the stand in the middle of the market-place area in front of
the locked door and toss a grenade against the chest in the middle of the
stands. The grenade will go off and break the two side stands and allow access
to the chest. Open the chest for this treasure!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- RUBY (OVAL)
VALUE: 2,000 gold
[ ]
LOCATION: Labyrinth - Chapter 4-1
DETAILS: Once the red statue slides into the wall after both chains along its
side have been pulled, this will be on the floor where it was previously at.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- RUBY (PEAR)
VALUE: 1,000 gold
[ ]
LOCATION: The Mines - Chapter 2-2
DETAILS: While moving down the tunnel, find the first set of wooden planks
that are nailed together overhead then continue down the tunnel and count the
single overhead planks as you move by them. At the third wooden plank, aim
upward toward the cave ceiling behind it so that you are aiming in between the
third and fourth plank. Watch for your laser sighting to change to a circular
dot while aiming at the cave ceiling then shoot the object and it will fall.
Pick it up to claim your reward. This treasure does not glimmer and it is
invisible while attached to the ceiling.
[ ]
LOCATION: The Mines - Chapter 2-2
DETAILS: Shortly after moving out of the standing water, and right as the
Majini with the mining pick appears ahead, aim upwards and shoot this off the
wooden plank attached to the ceiling.
[ ]
LOCATION: The Mines - Chapter 2-2
DETAILS: While standing near the middle of the bridge in the dark cave, look
toward the opposite side then look up to find this treasure attached to the
wall above the next tunnel. Shoot it down then collect it.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: Break the goat skull hanging on the wooden pole beside the shield on
the left side of the area with the Beast Slate and this treasure will fall to
the ground.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: In the lake with the crocodiles, run to the far east fenced area and
lure the crocodile out from the entrance then quickly grab this from the right
side of the wooden fence while stepping inside. You should be able to see it
glimmer. Keep in mind that a character can also toss a hand grenade at the
crocodile while it is in the water to kill it off.
[ ]
LOCATION: Marshlands - Chapter 3-1
DETAILS: In the far northeast portion of the map, break the goat skull that
hangs on the top of the left pole in front of the entrance to the first
building.
[ ]
LOCATION: Execution Grounds - Chapter 3-2
DETAILS: After climbing up the first raised area in the cave tunnel past the
wooden bridge in the east, equip the knife and break the overhead torch to make
this fall from it.
[ ]
LOCATION: Caves - Chapter 4-1
DETAILS: Break the goat skull on the right portion of the cave floor in front
of the exit door at the end of the cave tunnel.
[ ]
LOCATION: Ancient Village - Chapter 4-1
DETAILS: In the room beside the southwest room on the second floor on the
opposite side of the bridge, examine the mummified corpse inside then pry this
from his dead fingers afterwards.
[ ]
LOCATION: Labyrinth - Chapter 4-1
DETAILS: Once the bottom purple statue slides into the wall after the chains
on both purple statues have been pulled, this will be on the floor where the
bottom purple statue was previously at.
[ ]
LOCATION: Worship Area - Chapter 4-2
DETAILS: Along the north walkway near the middle, look up at the bottom
portion of the overhead bridge while passing underneath it then shoot this down
from the ceiling. It's best to deactivate both light pillar lasers before
attempting to find this.
[ ]
LOCATION: Pyramid - Chapter 4-2
DETAILS: This is lying on the left side of the east platform in the second
mirror puzzle room.
[ ]
LOCATION: Pyramid - Chapter 4-2
DETAILS: After focusing the light beam on the skull statue in the third mirror
puzzle room, both the west and east rooms will unlock. Step into the east room
and break the goat skull on the back wall to the right of the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- RUBY (SQUARE)
VALUE: 1,000 gold
[ ]
LOCATION: Train Station - Chapter 2-2
DETAILS: Inside the chest beyond the gate that requires the Guard's Key.
[ ]
LOCATION: The Mines - Chapter 2-2
DETAILS: Once the characters reach the big open cave area after the dark cave,
climb to the second floor then stand on the wooden walkway on the left side of
the second floor and aim up toward the wheel above the middle platform then
shoot this down from the center of the right circular metal piece in the center
of the side of the wheel.
[ ]
LOCATION: The Mines - Chapter 2-2
DETAILS: After moving to the third floor in the big open cave area after the
dark cave, enter the tunnel on the right side then fight off the Majini with
dynamite that falls from the overhead alcove. Aim upward towards the wall
directly ahead after finishing him then look up to see this on the wall above
the tunnel ahead. Shoot it down then collect it.
[ ]
LOCATION: Execution Grounds - Chapter 3-2
DETAILS: After the characters move through the camp with the Tricell tents,
they will arrive at the double door entrance that leads to the oil field
refinery. Stand in front of the burning set of tires then look on the mountain
wall to the southwest. This red gem will be shining along the mountain wall,
so shoot it down then collect it.
[ ]
LOCATION: Underground Garden - Chapter 5-1
DETAILS: When the characters start out in the garden, turn around and look up
above the south tunnel that they entered this area from during the last
chapter. Aim up toward the cave wall high above the tunnel then shoot this red
ruby down from the rock wall above. Stop and watch for it to shimmer.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- RUBY (TRILLIANT)
VALUE: 2,000 gold
[ ]
LOCATION: Ancient Village - Chapter 4-1
DETAILS: After the characters fall through the trapdoor and fight off all the
Majini and Bui kichwa below, run all the way down the south hallway and collect
this from the chest at the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- SAPPHIRE (BRILLIANT)
VALUE: 2,500 gold
[ ]
LOCATION: Monarch Room Entrance - Chapter 5-3
DETAILS: During the battle with Jill and Wesker, move up the stairs to the
second floor and enter the northwest room. Both characters must use the
partner assist button to open the stone coffin in the south portion of the
northwest room. This will be inside along with another treasure and the L.
Hawk Magnum.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- SAPPHIRE (MARQUISE)
VALUE: 3,000 gold
[ ]
LOCATION: Uroboros Research Facility - Chapter 5-3
DETAILS: Inside of a safe to the left of the door as the characters enter the
south room after moving up the ladder past the area where the characters fought
the Uroboros in the last chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- SAPPHIRE (OVAL)
VALUE: 2,000 gold
[ ]
LOCATION: Monarch Room Entrance - Chapter 5-3
DETAILS: On the second floor, northwest room, break the pot lying next to the
mummified body on the wall stand to find this treasure. This is only
obtainable during the Wesker and Jill portion of the battle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- SAPPHIRE (PEAR)
VALUE: 1,000 gold
[ ]
LOCATION: The Port - Chapter 2-1
DETAILS: This is lying in the standing water on the south side of the waterway
to the left as the characters exit the tunnel while starting this chapter.
[ ]
LOCATION: Oil Field - Drilling Facilities - Chapter 3-3
DETAILS: This is on the left side of the wooden walkway that can be gotten to
by leaping off the north east side of the area after moving down the second
ramp. This will be near the end of the walkway, to the right.
[ ]
LOCATION: Caves - Chapter 4-1
DETAILS: After collecting the Topaz (Trilliant) from the chest, turn around
and step to the edge of the dropoff then look up toward the ceiling to see this
stuck on the ceiling. Shoot it down then collect it after dropping down from
the ledge.
[ ]
LOCATION: Caves - Chapter 4-1
DETAILS: Break the goat skull on the left portion of the cave floor in front
of the exit door at the end of the cave tunnel.
[ ]
LOCATION: Ancient Village - Chapter 4-1
DETAILS: When both characters meet up after fighting off the Majini after the
bridge is broken, these items will be inside of a coffin in the southwest room
on the second floor along the opposite side of the bridge.
[ ]
LOCATION: Ancient Village - Chapter 4-1
DETAILS: In the room beside the southwest room on the second floor on the
opposite side of the bridge, break the torch on the floor next to the mummified
corpse then collect this from it.
[ ]
LOCATION: Labyrinth - Chapter 4-1
DETAILS: Once the top purple statue slides into the wall after the chains on
both purple statues have been pulled, this will be on the floor where the top
purple statue was previously at.
[ ]
LOCATION: Worship Area - Chapter 4-2
DETAILS: In the east area where the Earth Emblem is obtained, move to the top
of the top floor staircase then look along the damaged wall to the south. Find
a brick on the wall with this treasure attached to it then shoot it to make it
fall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- SAPPHIRE (SQUARE)
VALUE: 1,000 gold
[ ]
LOCATION: Train Station - Chapter 2-2
DETAILS: Inside the chest beyond the gate that requires the Guard's Key.
[ ]
LOCATION: Execution Grounds - Chapter 3-2
DETAILS: After climbing up the second raised area in the cave tunnel past the
wooden bridge in the east, equip the knife and break the overhead torch to make
this fall from it.
[ ]
LOCATION: Caves - Chapter 4-1
DETAILS: In the middle of the tunnel past the bridge, break the torch on the
cave floor to the left.
[ ]
LOCATION: Ancient Village - Chapter 4-1
DETAILS: When both characters meet up after fighting off the Majini after the
bridge is broken, these items will be inside of a coffin in the southwest room
on the second floor along the opposite side of the bridge.
[ ]
LOCATION: Labyrinth - Chapter 4-1
DETAILS: Once the blue statue slides into the wall after both chains along its
side have been pulled, this will be on the floor where it was previously at.
[ ]
LOCATION: Worship Area - Chapter 4-2
DETAILS: While moving to the south along the bottom east walkway, this will be
in the third alcove on the west wall. Break the torch on the floor to obtain
it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- SAPPHIRE (TRILLIANT)
VALUE: 2,000 gold
[ ]
LOCATION: Ancient Village - Chapter 4-1
DETAILS: After the characters fall through the trapdoor and fight off all the
Majini and Bui kichwa below, run all the way down the east hallway and collect
this from the chest at the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- SOUL GEM
VALUE: 10,000 gold
[ ]
LOCATION: Labyrinth - Chapter 4-1
DETAILS: Defeat the Popokarimu in the Labyrinth.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- TOPAZ (BRILLIANT)
VALUE: 2,500 gold
[ ]
LOCATION: Monarch Room Entrance - Chapter 5-3
DETAILS: Once the bridge has been lowered, move across it then stop before
entering the corridor with the Tricell logo door at the end. Look up to see
this shining on the wall above the corridor. Shoot it down then collect it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- TOPAZ (MARQUISE)
VALUE: 3,000 gold
[ ]
LOCATION: Back Alley - Chapter 1-1
DETAILS: Defeat a good majority of the Majini in the back alley area when they
attack and one of the final few will drop this treasure. There will be a
Majini equipped with dynamite that will appear near the end of Majini wave and
he will drop this treasure once defeated. It's best to attempt this on a
second playthrough and bring about 10 hand grenades, especially if you're
playing in single player mode. Chris could also simply bring along his gatling
gun weapon if has been unlocked.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- TOPAZ (OVAL)
VALUE: 2,000 gold
[ ]
LOCATION: Ship Deck - Chapter 6-1
DETAILS: From where the characters start, turn to the south and back up toward
the ladder then keep looking to the south to see a Majini armed with a stun rod
on a walkway behind a vent close to the platform that the characters are on.
Shoot him and he will drop the topaz treasure. He can also be shot when the
characters climb on top of the metal container to push the blue crate in front
of the locked gate. The treasure is along the north side of the walkway behind
the area with the locked gate. When a character opens the gate by using the
keycard, on that character's way to raise the cage, this will be off to the
right once the character moves up the stairs.
In order to collect this treasure, the characters MUST NOT kill the Majini that
activates the cage trap on the crane tower or the way to this treasure cannot
be accessed. The characters must also shoot this Majini BEFORE the cage drops.
The character that has to raise the cage will meet this Majini after moving up
the stairs past the locked gate. If he is shot at that time, he will not drop
this treasure.
[ ]
LOCATION: Ship Deck - Chapter 6-1
EXTRA NOTE: This description is for two Topaz (Ovals)
DETAILS: From the starting point of the Ship Deck chapter, move forward and
fight the Majini like normal then climb all the way up both ladders on the high
platform. Arm a rifle (preferably with a level 2 scope magnification) then
look off to the south. Find the crane that extends across the middle portion
of the area up high then shoot each of the two Majini on top of the crane.
They will each drop a Topaz (Oval), which can be obtained later in the area.
Once the characters reach the ladder on the side of the metal container beyond
the area where the cage drops (or doesn't drop if you shot the crane operator
early), climb the ladder on the metal container to the east and you'll see a
glowing treasure off to the left. That will be the first Topaz (Oval).
Continue on around the east corner where the characters have to raise both
lifts and the second Topaz (Oval) will be on the floor in front of the two
lifts.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- TOPAZ (PEAR)
VALUE: 1,000 gold
[ ]
LOCATION: The Port - Chapter 2-1
DETAILS: This is lying out in the far northwest portion of the ocean. Simply
run out to the far northwest portion of the water, near the boat then pick this
up.
[ ]
LOCATION: Train Station - Chapter 2-2
DETAILS: Inside the chest beyond the gate that requires the Guard's Key.
[ ]
LOCATION: Caves - Chapter 4-1
DETAILS: Break the standing torch to the left of the exit door at the end of
the cave tunnel.
[ ]
LOCATION: Ancient Village - Chapter 4-1
DETAILS: While moving up the east set of stairs after the bridge is broken,
break the torch in the middle section of those stairs and pick this up from it.
[ ]
LOCATION: Worship Area - Chapter 4-2
DETAILS: At the beginning of the chapter, move up the first set of stairs then
perform a quick turn and look up on the high wall above the entrance door to
the Worship area then shoot this down from that wall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- TOPAZ (SQUARE)
VALUE: 1,000 gold
[ ]
LOCATION: Ancient Village - Chapter 4-1
DETAILS: Above the first open doorway, which is off to the right after
dropping from the overhead walkway that over-looks the village.
[ ]
LOCATION: Labyrinth - Chapter 4-1
DETAILS: After entering the labyrinth (going down the stairs past the entrance
door), turn to the right and hop across the gap to reach the walkway with
wooden stairs to the north. Follow the staircase to the middle then stop. Look
up on the ceiling near the top of the stairs then shoot this treasure down from
the ceiling portion near the hole in the ceiling.
[ ]
LOCATION: Labyrinth - Chapter 4-1
DETAILS: Once the yellow statue slides into the wall after both chains along
its side have been pulled, this will be on the floor where it was previously
at.
[ ]
LOCATION: Worship Area - Chapter 4-2
DETAILS: Move along the west path toward the north laser then quickly move
onto the stairs and take cover behind the section of wall before stepping onto
the next walkway. Break the torch in the second alcove against the left wall
and this treasure will be inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- TOPAZ (TRILLIANT)
VALUE: 2,000 gold
[ ]
LOCATION: Caves - Chapter 4-1
DETAILS: Step past the wooden ladder in the area where the Bui kichwa are
first met then find the vase in the alcove in the northeast. Turn to the left
and face the wall with the water moving down it for a "Climb" command. Climb
to the alcove above then collect this treasure from the chest.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- Venom Fang
VALUE: 2,000 gold
[ ]
LOCATION: Oil Field - Refinery - Chapter 3-2
DETAILS: Dropped by the first Chainsaw Majini after defeating him.
[ ]
LOCATION: Oil Field - Refinery - Chapter 3-2
DETAILS: Dropped by the second Chainsaw Majini after defeating him.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - -
_ _ _ __ __ [LI04]
/\ /(_) __| | __| | ___ _ __ / / /\ \ \___ __ _ _ __ ___ _ __
/ /_/ / |/ _` |/ _` |/ _ \ '_ \ \ \/ \/ / _ \/ _` | '_ \ / _ \| '_ \
/ __ /| | (_| | (_| | __/ | | | \ /\ / __/ (_| | |_) | (_) | | | |
\/ /_/ |_|\__,_|\__,_|\___|_| |_| \/ \/ \___|\__,_| .__/ \___/|_| |_|
|_|
__ _ _
/ /(_)___| |_
/ / | / __| __|
/ /__| \__ \ |_
\____/_|___/\__|
HIDDEN WEAPON CHECKLIST
-------------------------------------------------------------------------------
Not all weapons have to be bought through the Buy" menu. Some of them can be
found in metal cases throughout the game. Sometimes they are in rather offbeat
areas and sometimes they are directly in front of the character as they pass by
an area. The following is a full checklist of all weapons that can be found in
the game.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- M92F (HG)
Location: Back Alley - Chapter 1-1
Details: The character's will be placed right in front of the metal case
containing this weapon after the first cutscene with the contact (Reynard) in
the Butcher's Shop. There is one for each character. On the first playthrough,
the characters must pick up one each since it is there only weapon to equip and
they must both equip something to trigger the next cutscene. On a second
playthrough, if the characters already have a gun available then the M92F does
not have to be picked up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- VZ61 (MG)
Location: Public Assembly - Chapter 1-1
Details: Open the metal case on the stand under the red and white umbrella to
the right of the locked north door during the Public Assembly timed portion.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- Ithaca M37 (SG)
Location: Urban District - Chapter 1-2
Details: Have Sheva collect the old building key by moving along the rooftops
after using the partner assist action near the second broken ladder then, after
the cutscene with Allyson, unlock the blue door to the nearby building then
collect this weapon from the plaque inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- H&K MP5 (MG)
Location: Storage Facility - Chapter 2-1
Details: Open the metal case in front of the south jeep to find this weapon
inside. This is located inside the warehouse that the character start inside at
the beginning of Chapter 2-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- S75 (RIF)
Location: The Port - Chapter 2-1
Details: Open the metal case inside the building to the northeast while on the
street where Kirk provides cover fire.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- Dragunov SVD (RIF)
Location: Mining Area - Chapter 2-2
Details: After the first cutscene in this area, open the left locker in the set
of lockers on the south side of the room to find this inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- Rocket Launcher (RL)
Location: Marshlands - Chapter 3-1
Details: Dock the boat at the sunken ship in the northeast portion of the map
and this will be inside the metal care on the far right end of the boat. Keep
in mind that you HAVE to move up to the small wooden ramp in order to get the
"Open" command.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- S&W M29 (MAG)
Location: Village - Chapter 3-1
Details: This is lying beside a dead BSAA soldier body below a high walkway
down the right path after first entering the village. Stepping toward it
without previously fighting the Giant Majini in the village will result in a
trap being set where both characters will have to fight off four Majini with
explosive arrows on the walkway above.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- M3 (SG)
Location: Oil Field - Drilling Facilities - Chapter 3-3
Details: After stepping off the boat for the second time, you'll need to drop
from the side of the walkway without railing to the east after moving up the
first ramp. The wooden walkway that you drop to will take you to a shack off
to the right. This is inside the metal case on the table next to that shack.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- Grenade Launcher
Location: Labyrinth - Chapter 4-1
Details: After moving down the stairs and stepping to the center of the
labyrinth, this is down the path to the west. Turn left once you reach the
west wall then open the metal case on the block and this will be inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- AK-74 (MG)
Location: Progenitor Virus House - Chapter 5-1
Details: Open the metal case inside the Monitor room down the hall from the
area where the first two Licker Betas are encountered.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- SIG 556 (MG)
Location: Missile Area 1st Floor - Chapter 5-2
Details: After moving across the conveyor belt with explosive canisters and
going down the stairs along the side of the platform at the end, open the metal
case on the table near the railing off to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- H&K PSG-1 (RIF)
Location: Missile Area 2nd Floor - Chapter 5-3
Details: After the second (or however many you encounter) Reaper encounter near
the walkway corridor, open the east door and this will be inside the metal case
on a metal crate to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- L. Hawk (MAG)
Location: Monarch Room - Chapter 5-3
Details: During the battle with Jill and Wesker, move up the stairs to the
second floor and enter the northwest room. Both characters must use the
partner assist button to open the stone coffin in the south portion of the
northwest room. This will be inside along with two treasures.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- Jail Breaker (SG)
Location: Ship Hold - Chapter 6-1
Details: On the bottom floor of the staircase in the room where the characters
chat about Wesker.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - -
___ _ _ __ _ _ [LI05]
/ __(_) | ___ / /(_)___| |_
/ _\ | | |/ _ \ / / | / __| __|
/ / | | | __/ / /__| \__ \ |_
\/ |_|_|\___| \____/_|___/\__|
FILE CHECKLIST
-------------------------------------------------------------------------------
Files can be viewed from the "Library" menu once they are unlocked.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 01 - History of RESIDENT EVIL
Requirement: Unlocked by default.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 02 - BSAA
Requirement: Unlocked after completing Chapter 1-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 03 - Majini
Requirement: Unlocked after completing Chapter 2-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 04 - Chris Redfield
Requirement: Unlocked after completing Chapter 3-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 05 - Sheva Alomar
Requirement: Unlocked after completing Chapter 3-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 06 - Ricardo Irving
Requirement: Unlocked after completing Chapter 3-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 07 - Ndipaya Tribe
Requirement: Unlocked after completing Chapter 4-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 08 - U-8
Requirement: Unlocked after completing Chapter 5-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 09 - Tricell
Requirement: Unlocked after completing Chapter 5-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 10 - Jill Valentine
Requirement: Unlocked after completing Chapter 5-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 11 - Excella Gionne
Requirement: Unlocked after completing Chapter 6-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
No. 12 - Albert Wesker
Requirement: Unlocked after completing Chapter 6-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - -
___ _ __ _ _ [LI06]
/ __(_) __ _ _ _ _ __ ___ / /(_)___| |_
/ _\ | |/ _` | | | | '__/ _ \ / / | / __| __|
/ / | | (_| | |_| | | | __/ / /__| \__ \ |_
\/ |_|\__, |\__,_|_| \___| \____/_|___/\__|
|___/
FIGURE CHECKLIST
-------------------------------------------------------------------------------
All figures are purchased through the Bonus Features menu. Collecting them all
with net the player the "They're ACTION Figures!" trophy/achievement. They are
unlocked by performing certain task in the main game of Resident Evil 5. All
of them can be viewed by displaying selecting each individual figure from the
"Figures" submenu under the "Library" menu.
Here are the controls for viewing one:
- PS3 - Xbox 360
Left analog = Rotate Left thumbstick = Rotate
Right analog = Zoom Right thumbstick = Zoom
Directional pad = Move to sides Directional Pad = Move to sides
/\ = Voice Y = Voice
[] = Reset default position [] = Reset
O = Back O = Back
Below is a list of all figures along with the requirement(s) for each and
exchange points needed to unlock each one.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
01 - Chris (BSAA)
Amount: 0 points
Requirement: Default unlockable.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
02 - Sheva (BSAA)
Amount: 0 points
Requirement: Default unlockable.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
03 - Josh
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
04 - Jill (Brainwashed)
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
05 - Wesker
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
06 - Excella
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
07 - Irving
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
08 - Spencer
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 6.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
09 - DeChant
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
10 - Dave
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
11 - Kirk
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
12 - Reynard
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
13 - Majini (Town A) figurine
Amount: 500 points
Requirement: Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
14 - Majini (Town B)
Amount: 500 points
Requirement: Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
15 - Majini (Town C)
Amount: 500 points
Requirement: Complete Chapter 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
16 - Majini (Town D) figurine
Amount: 500 Pts
Requirement: Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
17 - Majini (Cephalo)
Amount: 500 points
Requirement: BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
18 - Majini (Agitator)
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
19 - Majini (Wetlands A)
Amount: 500 points
Requirement: Complete Chapter 3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
20 - Majini (Wetlands B)
Amount: 500 points
Requirement: Complete Chapter 4.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
21 - Majini (Wetlands C)
Amount: 500 points
Requirement: Complete Chapter 3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
22 - Giant Majini
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 4.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
23 - Majini (Base A)
Amount: 500 points
Requirement: Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
24 - Majini (Base B)
Amount: 500 points
Requirement: Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
25 - Majini (Duvalia)
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 6.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
26 - Reaper
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 6.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
27 - Big man Majini
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
28 - Executioner Majini
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
29 - Chainsaw Majini
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
30 - Gatling gun Majini
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 6.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
31 - Motorcycle Majini
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
32 - Uroboros
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
33 - Licker Beta
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
34 - Kipepeo
Amount: 500 points
Requirement: Complete Chapter 4.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
35 - Bui kichwa
Amount: 500 points
Requirement: Complete Chapter 4.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
36 - Adjule
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 4.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
37 - Crocodile
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
38 - Uroboros Adheri
Amount: 500 points
Requirement: 30 BSAA emblems. Complete Chapter 6.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
39 - U-8
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
40 - Popokarimu
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
41 - Ndesu
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
42 - Irving (Transformed)
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
43 - Chris (Rare)
Amount: 500 points
Requirement: 25 BSAA emblems. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
44 - Sheva (Rare)
Amount: 500 points
Requirement: 30 BSAA emblems. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
45 - Jill (Rare)
Amount: 500 points
Requirement: Achieve Rank A or higher in all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
46 - Wesker (Rare)
Amount: 500 points
Requirement: Achieve Rank S or higher in all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - -
_____ _ __ [LI07]
/__ \_ __ ___ _ __ | |__ _ _ / /
/ /\/ '__/ _ \| '_ \| '_ \| | | | / /
/ / | | | (_) | |_) | | | | |_| | / /
\/ |_| \___/| .__/|_| |_|\__, | /_/
|_| |___/
_ _ _ _ __ _ _
/_\ ___| |__ (_) _____ _____ _ __ ___ ___ _ __ | |_ / /(_)___| |_
//_\\ / __| '_ \| |/ _ \ \ / / _ \ '_ ` _ \ / _ \ '_ \| __| / / | / __| __|
/ _ \ (__| | | | | __/\ V / __/ | | | | | __/ | | | |_ / /__| \__ \ |_
\_/ \_/\___|_| |_|_|\___| \_/ \___|_| |_| |_|\___|_| |_|\__| \____/_|___/\__|
TROPHY/ACHIEVEMENT CHECKLIST
-------------------------------------------------------------------------------
A trophy/achievement is added to your gamer ID on PSN and added to your
gamertag on Xbox 360. Both of them are displayed with an icon prompt once they
are obtained and they will be then be unlocked under your trophy collection of
achievement list. The following is a list of trophies/achievements for
Resident Evil 5 along with a brief description and a method to obtain some of
the harder accomplishments.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
-- RESIDENT EVIL 5 Platinum Trophy
(PS3 only)
Trophy type: Platinum
Gamerscore Amount: N/A
Description: Congratulations! You've overcome all of your fears in RESIDENT
EVIL 5!
Extra Details: Obtain all other trophies to receive this one.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Completed Chapter 1-1
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 1-1 on any difficulty setting.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Completed Chapter 1-2
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 1-2 on any difficulty setting.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Completed Chapter 2-1
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 2-1 on any difficulty setting.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Completed Chapter 2-2
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 2-2 on any difficulty setting.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Completed Chapter 2-3
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 2-3 on any difficulty setting.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Completed Chapter 3-1
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 3-1 on any difficulty setting.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Completed Chapter 3-2
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 3-2 on any difficulty setting.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Completed Chapter 3-3
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 3-3 on any difficulty setting.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Completed Chapter 4-1
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 4-1 on any difficulty setting.
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[ ]
--> Completed Chapter 4-2
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 4-2 on any difficulty setting.
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[ ]
--> Completed Chapter 5-1
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 5-1 on any difficulty setting.
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[ ]
--> Completed Chapter 5-2
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 5-2 on any difficulty setting.
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[ ]
--> Completed Chapter 5-3
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 5-3 on any difficulty setting.
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[ ]
--> Completed Chapter 6-1
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 6-1 on any difficulty setting.
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[ ]
--> Completed Chapter 6-2
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 6-2 on any difficulty setting.
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[ ]
--> Completed Chapter 6-3
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete Chapter 6-3 on any difficulty setting.
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[ ]
--> Recruit
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete all chapters on Amateur.
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[ ]
--> Soldier
Trophy type: Bronze
Gamerscore Amount: 15
Description: Complete all chapters on Normal.
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[ ]
--> Veteran
Trophy type: Silver
Gamerscore Amount: 30
Description: Complete all chapters on Veteran.
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[ ]
--> War Hero
Trophy type: Gold
Gamerscore Amount: 70
Description: Complete all chapters on Professional.
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[ ]
--> Egg Hunt
Trophy type: Bronze
Gamerscore Amount: 15
Description: Find all 4 types of eggs.
Extra Details:
The four types of eggs are:
1) White
2) Brown
3) Gold
4) Rotten
Go to the chicken island in the center of the map in the Marshlands of chapter
3-1 and you'll likely find the first three types of eggs if you keep reloading
your checkpoint or just wait around at island for the chickens to lay eggs.
The rotten egg is received as an enemy item drop and is more likely to appear
in the later chapters around 6-1. In chapter 5-2 in the Progenitor House
Facility, you can bring proximity mines with your characters and constantly
defeat the Licker Betas that chase the character down the hallway in front of
the elevator. With my playthroughs these Licker Betas have a tendency to drop
a rotten egg eventually if you keep reloading the prior checkpoint and trying.
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[ ]
--> All Dressed Up
Trophy type: Silver
Gamerscore Amount: 30
Description: Purchases all available alternative costumes in Bonus Features.
Extra Details: Each character has three outfits, two of which are unlocked by
default. Here's the list of all six:
Chris (BSAA) Sheva (BSAA)
Chris (Safari) Sheva (Clubbin')
Chris (S.T.A.R.S.) Sheva (Tribal)
Beat all chapters one time on any difficulty to receive Chris (Safari) and
Sheva (Clubbin'). Chris (S.T.A.R.S.) requires all chapters to be completed on
any difficulty and 25 BSAA medals to be found. Sheva (Tribal0 requires all
chapters to be completed on any difficulty and all 30 BSAA medals to be found.
Go into the Bonus Features menu and buy all four for the listed amount of
exchange points then this trophy/achievement will appear directly afterwards.
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[ ]
--> Stockpile
Trophy type: Silver
Gamerscore Amount: 30
Description: Obtain all available weapons.
Extra Details: ALL weapons must be in your main inventory at one time in order
to get this trophy/achievement. If you sell off one before having all of them
together, then you'll need to buy it back or collect it again if possible. The
trophy/achievement will not appear until the main inventory is entered.
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[ ]
--> Take it to the Max
Trophy type: Silver
Gamerscore Amount: 30
Description: Completely upgrade all weapons.
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[ ]
--> They Belong in a Museum
Trophy type: Silver
Gamerscore Amount: 30
Description: Obtain all treasure in the game.
Extra Details: See the treasure checklists in the Lists section.
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[ ]
--> Badge of Honor
Trophy type: Silver
Gamerscore Amount: 30
Description: Find all the BSAA emblems.
Extra Details: See the BSAA emblem checklist in the Lists section.
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[ ]
--> They're ACTION Figures!
Trophy type: Silver
Gamerscore Amount: 30
Description: Collect all figurines.
Extra Details: See the Figures checklist in the Lists section.
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[ ]
--> A Friend in Need
Trophy type: Bronze
Gamerscore Amount: 15
Description: Save partner 10 times when HELP is displayed.
Extra Details: "Help" is displayed whenever a partner is grabbed by an enemy.
Whenever an enemy grabs your partner, press the assist button near that
character when the melee command appears to free the character. Do this 10
times to get the trophy/achievement.
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[ ]
--> Lifeguard
Trophy type: Bronze
Gamerscore Amount: 15
Description: Save partner 10 times when DYING is displayed.
Extra Details: When a partner enters Dying status (red health) from sustaining
too much damage, approach that character then press the assist button to bring
that character back to caution status with an adrenaline boost shot or heal
that character with a healing item. Do this 10 times to bag the
trophy/achievement.
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[ ]
--> Exploding Heads
Trophy type: Bronze
Gamerscore Amount: 15
Description: Pull off 20 headshots.
Extra Details: Any type of headshot where a Majini's head explodes will count
toward this trophy/achievement. It's best to use a rifle and aim for the head
of any Majini to get this one easy. Really a person can get this in any
chapter that has Majini present. Try going to the Shooting Gallery at the end
of chapter 1-1... I mean Public Assembly.
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[ ]
--> A Cut Above
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat 5 enemies with the Knife.
Extra Details: Equip the knife with the knife button then slash any 5 enemies
until your character kills them. The final hit must be with the knife in order
for this kill to count as a knife kill, so you could actually shoot a Majini in
the head then knock it down a melee attack and knife slash it while it is on
the ground to get a knife kill. Any enemy will count toward the five enemies
so long as that enemy is killed with a knife; a player can even gain it from
slashing a snake!
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[ ]
--> Cattle Prod
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat 30 enemies with the Stun rod.
Extra Details: The Stun Rod is first available for purchase after chapter 3-1.
Kill off any 30 enemies with it to gain this trophy/achievement.
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[ ]
--> Crowd Control
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat 30 enemies with the Gatling gun.
Extra Details: Upgrade the VZ61 machine gun all the way and the gatling gun
will be available in the store. Only Chris can equip this weapon. Pick any
chapter then kill off 30 enemies with the gatling gun to bag this
trophy/achievement.
I recommend choosing Chapter 1-1 so Chris can fight off the Majini mob after
jumping out the window shortly following the first Majini encounter. The
trophy/achievement will be gained while killing them off.
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[ ]
--> Bull's-eye
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat 30 enemies with the Longbow
Extra Details: Sheva (Tribal) which in The Mercenaries already has the Longbow
weapon from the start, so simply pick her and enter a stage then kill 30
enemies with her. She can be unlocked by gaining an A-rank or greater in the
Missile Area.
Otherwise, you'll have to upgrade the S75 rifle to max and buy the Longbow in
the store. Only Sheva can equip this weapon. Kill off 30 enemies in any
chapter with the Longbow to get this.
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[ ]
--> Get Physical
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat 20 enemies with physical attacks.
Extra Details: All physical (melee) attacks are performed by shooting a normal
Majini in the head, arms or legs. Simply shoot a Majini in one of those areas
then run up to it for a melee button prompt command with the action button.
Hit it with the command and kill off 20 Majini to get this trophy/achievement.
Your character can perform a ground melee while standing next to a fallen
Majini, so try to kill off the Majini with the ground melee if the standing
melee doesn't kill them off.
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[ ]
--> The Works
Trophy type: Bronze
Gamerscore Amount: 15
Description: Chain the maximum number of combos together.
Extra Details: I could write a whole freaking term paper dealing with how to
set up a tag team melee in Resident Evil 5. I'm sure I just made a few friends
chuckle with that thought.
Anyway, what you want for this trophy/achievement is a tag team melee. Tag
team melees usually triggered from an arm stun. Simply perform an arm stun on
a Majini by shooting it in the arm with a handgun or a single tap from a
machine gun then run up and hit it with a melee attack. The partner must get
on the other side of the Majini and knock it back toward your character with a
melee prompt command that will appear for them. Once the Majini staggers back
toward your character, you'll get a new tag team command depending on the side
of the Majini that your character is facing. Your character can step in front
of the Majini or behind it to change the command when it staggers back toward
the character that is about to perform the tag team melee. The Majini must
survive all of the bouncing melee attacks.
Here is the list of them:
Chris = Haymaker (front) Back Hand (back)
Sheva = Skull Crusher (front), Spinning Back Kick (back)
Simple enough, huh? But what if you want to perform these harsh displays of
aggression in single player? Well, I've found several ways and I'd like to
mention that I do these all the time. It's best to try for these on Veteran
difficulty so the Majini will have more health to survive the full sequence.
Method 1) Set the "Attack Reaction" to "On" before starting a chapter with a
Big Man Majini in it then bring a flash grenade with your main
character. When the Big Man Majini appears, toss a flash grenade to
set it up for a tag team melee then run toward it and hit it with
melee attack. Your AI partner will run up and hit it again with a
melee attack as it slides away, so quickly follow the Big Man Majini
at that time and you'll get the special tag team melee command while
close to the Big Man Majini after your AI partner hits it with a
melee. Perform the tag team melee to get the trophy.
Method 2) Shoot a Majini in the arm while your AI partner is nearby then, once
the Majini is in arm stun stance, issue the "Go" command to quickly
make your AI partner run behind the Majini. Hit the Majini with a
melee attack and your partner will bounce it back toward your main
character. Your main character will get the tag team melee command
when the Majini bounces back toward your character.
Method 3) Make sure that the AI partner is tied up with firing at another
Majini then perform a quick arm stun and knock the Majini toward your
AI partner and that character will instantly knock it back toward
your main character for the special command.
In the walkthrough section, I showcased a few key points where one can easily
obtain these using the first method. The most notable for me is during the
fight with Allyson since she starts out at such a perfect distance. Performing
this with a human partner is much easier, but the AI can be tricked into
helping a single player perform these pretty easily with practice.
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[ ]
--> Lead Aspirin
Trophy type: Silver
Gamerscore Amount: 30
Description: Defeat a Majini with a headshot while it's jumping.
Extra Details: This is very easy to get in The Mercenaries mode or in chapter
1-1 Public Assembly. Pick Chris (BSAA) in Mercenaries mode or have the Ithaca
shotgun with your character in chapter 1-1 Public Assembly. Jump over to the
top of the shack or the top of the bus from the roof of the middle building
then face an area where Majini jump. Aim upwards with the Ithaca shotgun then
aim at the top portion of their body as they leap onto either obstacle. Simply
fire at them as they jump and wait for a critical headshot with the Ithaca
shotgun. In the main game, it will help out to upgrade the critical special
through the main inventory menu before the chapter.
This shouldn't take that long since a critical headshot with the Ithaca shotgun
isn't that hard to get.
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[ ]
--> Fireworks
Trophy type: Bronze
Gamerscore Amount: 15
Description: Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade.
Extra Details: In chapter 2-1 there is an enemy with a Molotov Cocktail next
to the building that Chris can toss Sheva up to in Shanty Town. In Chapter 2-
2's Mining Area, there are tons of Majiin with dynamite sticks. Simply shoot
the explosive that is in their hand and they will explode or burn and you'll
get the trophy/achievement.
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[ ]
--> Be the Knife
Trophy type: Silver
Gamerscore Amount: 60
Description: Deflect a bow gun arrow with your knife.
Extra Details: There are several places to get this one. The main thing you
have to keep in mind is to pick Chris since you'll have greater reach with his
machete making an arrow easier to defect and if you're playing single player,
request all of Sheva's guns so she won't interfere. Kill off all Majini in the
area except for one with a bow gun. Stand at a distance from the bow gun
Majini then hit the bow gun arrow out of the air with the knife when it travels
toward Chris. The timing is not hard but it will take a few tries most likely.
It's best to get at least mid distance or maybe further away from the Majini.
I like to try for this one in the Port area. Toward the end once Kirk starts
to fire at the Majini below there are a few instances where Majini with bow
guns will fire at your characters from a distance, so this one can easily be
obtained there. One good place is on the rooftop of the building with a ladder
beside at the Port. The Majini on the rooftop across from that one (where a
BSAA emblem is located) will constantly fire at the characters, so just get a
little ways away from him then deflect it with Chris' knife.
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[ ]
--> Meat Shower
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat 3 Majini with one grenade or proximity bomb.
Extra Details: It's best to use a hand grenade to perform this one. In Chapter
1-1 Public Assembly, wait for Majini to gather then toss a hand grenade at
them. You'll get two hand grenades before moving through the gate, so you'll
have two chances for sure. There are a few other hand grenades hidden around
the town as well besides the one in the melon stack inside the first building.
One of the others is in the east house on a shelf and the other is in a stack
of melons on the northwest side of town.
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[ ]
--> Go into the Light
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat 2 enemies with one flash grenade.
Extra Details: Bring a flash grenade to chapter 4-1's Cave and toss it at a
group of Bui kichwa at the beginning of the cave area. Not only is the flash
grenade incredibly useful for the next to final group, but it will also bag you
a trophy/achievement.
One can also easily perform this task in The Mercenaries also. Jill (BSAA)
starts out with flash grenades so simply choose her. If not, then just find a
flash grenade. It's best to try this on The Village stage since you'll have
Cephalo, Kipepeos and Bui kichwa available there. Kill off enemies until two
Cephalos, Kipepeos spawn or a Bui kichwa is in the area with either enemy then
toss a flash grenade to defeat two at the same time.
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[ ]
--> Ride the Lightning
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat a Majini using the electric current from a transformer.
Extra Details: This one can be gained rather easily on any chapter where a
transformer can be found. There are two in the chapter 1-1 Public Assembly
area (down the path to the left after the gate is broken and down the middle
path after the gate is broken) and one in the chapter 2-1 Shanty Town area at
the bottom of the stairs near the Chainsaw Majini fight. Transformers are
usually attached to the top of a wooden pole, so look up and find them then
shoot them down. Once a transformer falls it will send out an electric current
and that is what you want to catch the Majini with to kill it.
If the transformer deactivates after fall then shoot it again to make another
electric current ignite from it. Really, I feel it is best to use the
transformer down the middle path in chapter 1-1 Public Assembly to gain this
one. Allow Majini to pile up underneath the transformer then shoot it to knock
it down to make an electric current hit them. If you don't get the
trophy/achievement, then wait around until the transformer deactivates then
shoot it again.
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[ ]
--> Stop, Drop, & Roll
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat 3 Majini at once by setting oil canisters on fire.
Extra Details: At the chapter 1-1 Public Assembly, once the Executioner breaks
the gate, run past the gate and move down the middle path. There will be some
oil canisters off to the left while moving by. Turn around and wait for Majini
to gather then shoot the oil canisters. If the trophy/achievement doesn't
appear instantly, then run further to the north and allow the Majini to
continue to step through the flames and you'll most likely get this achievement
a few moments afterwards. There is another set of oil canisters in the far
north by the locked gate, but it's much harder to get Majini lined up there.
If you don't get it in the Public Assembly, I'd recommend restarting at the
checkpoint since the Public Assembly first set of oil canisters is really your
best bet in gaining this trophy/achievement.
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[ ]
--> Baptism by Fire
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat 3 Majini at once with a drum or gas tank explosion.
Extra Details: One can easily obtain this in the Public Assembly Portion of
chapter 1-1. Right after the Executioner Majini breaks the gate, run by him
and move down the right path. There is an explosive barrel in the far right
corner, so just allow Majini to pile up near it then shoot it.
This can also be gained in a bunch of other different places. Chapter 2-1's
Bridge area should be an ever easier place to gain this one. After the truck
crashes, Majini simply stand next to the explosive barrels at the end of the
bridge, so just shoot one and you'll likely take down multiple Majini.
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[ ]
--> Masters of Removing
Trophy type: Bronze
Gamerscore Amount: 15
Description: Work together to save someone special
Extra Details: This must be done during the solo Jill boss fight portion of the
Monarch Room battle in chapter 5-3. The device on Jill's chest must be removed
through a button command while Jill is standing in order to receive this
trophy/achievement. Again, the final attack must show the character removing
the device from her chest while Jill is standing NOT on the floor. A partner
must restrain Jill from behind and the other character must remove the device
through the button prompt assist "Tear Off" command.
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[ ]
--> Bad Blood (Secret)
Trophy type: Bronze
Gamerscore Amount: 15
Description: During the fight with Wesker, damage him a set number of times.
Extra Details: This can only be done on the chapter 5-3 boss fight in the
Monarch Room only during the Wesker and Jill portion of the fight. A player
must drive Wesker off by damaging him before the seven minute time limit is up.
Wesker can only be hit after hiding from him, so you'll need to hide then hit
him with a powerful weapon then run up and perform the full partner specific
melee combo to him as described in the walkthrough.
An extremely easy way to get this, is to bring a rocket launcher into the
battle with your character. Simply hide from him and allow him to turn his
back then fire a rocket at him from behind. He will turn and catch the rocket.
Fire at the rocket with any weapons and it will explode and damage Wesker
enough to where he will leave the battle early.
Wesker will crouch down and then suddenly dash toward the middle room when he
leaves.
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[ ]
--> Drive By
Trophy type: Silver
Gamerscore Amount: 30
Description: Stop an armored truck by taking out the driver.
Extra Details: This can only be gained on chapter 2-3 Savannah. Simply aim for
the door of any armored truck that passes by the jeep and shoot off the door
with your mounted gun then shoot and kill the driver inside the truck. The
truck will crash after the drive has been killed and this trophy/achievement
will be earned. This can be done with either character.
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[ ]
--> Egg on Your Face
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat a Majini with a rotten egg.
Extra Details: I highly recommend performing this in The Mercenaries mode once
it is unlocked. This can be gained on any Mercenaries stage since Rotten Egg
drops are so frequent. The Majority of health (green) type enemy drops will
consists of rotten eggs. Simply pick up a rotten egg from an enemy drop, equip
the rotten egg then toss it at a Majini like a grenade. The moment it hits
one, it will likely kill it since it takes 2,000 damage per hit.
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[ ]
--> Heart Stopper
Trophy type: Bronze
Gamerscore Amount: 15
Description: Defeat a certain enemy by stabbing it in the heart.
Extra Details: This trophy/achievement can only be gained on a Licker Beta
enemy. The Licker Betas first appear toward the end of chapter 5-1 Progenitor
Virus House. Arm a shotgun then aim downward and shoot a Licker from the front
portion. When it falls over on its back AND kicks while screaming, run up to
it with either character to receive a special "Stab" command. Perform the stab
melee attack to gain this trophy/achievement.
One extremely easy way to get this achievement on normal mode is to arm your
character with a grenade launcher loaded with acid rounds then fire an acid
round at a Licker Beta. It will automatically fall over and kick its legs
after the first shot. Simply run up to it and stab it to gain the
trophy/achievement.
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[ ]
--> Who Do You Trust?
Trophy type: Silver
Gamerscore Amount: 30
Description: Build up a certain level of trust with your partner.
Extra Details: In order to get this one, a partner must heal your character or
save your character from an enemy grapple, then you must press the assist
button (O or B) for a partner response. The response will differ based on the
currently controlled character. Chris will say, "Much appreciated", "Thanks
for the help" and "Thanks". Sheva will say "I you one", "Thanks partner" and
"Thanks".
This can be done in any mode, single player or co-op play (online or offline).
All you really have to do in single player is allow a Majini to grab your
character over and over in single player and tap the assist button to have your
AI partner knock it off then press the assist button again to respond, or get
badly damaged and allow your partner to heal your character when the partner
has a herb or first aid spray.
It take quite a few of these responses to get the trophy/achievement.
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[ ]
--> Army of One
Trophy type: Bronze
Gamerscore Amount:
Description: Win 30 matches in Slayers.
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[ ]
--> Eye of the Tiger
Trophy type: Bronze
Gamerscore Amount:
Description: Win 30 matches in Survivors.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> The Team That Slays Together...
Trophy type: Silver
Gamerscore Amount:
Description: Win 30 matches in Team Slayers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> We Will Survive
Trophy type: Silver
Gamerscore Amount:
Description: Win 30 matches in Team Survivors.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Keep the Good Times Rolling
Trophy type: Bronze
Gamerscore Amount:
Description: Chain a 20-defeated combo in Slayers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> It Takes Two to Tango
Trophy type: Bronze
Gamerscore Amount:
Description: Chain a 40-defeated combo in Team Slayers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> It's All About the Points
Trophy type: Bronze
Gamerscore Amount:
Description: Score at least 40,000 points in Survivors.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> There's no "I" in Team
Trophy type: Bronze
Gamerscore Amount:
Description: Score at least 80,000 points in Team Survivors.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Let's Get This Party Started!
Trophy type: Bronze
Gamerscore Amount:
Description: Unlock all selectable characters in Versus.
Extra Details: A player must buy the Versus mode from the Xbox LIVE marketplace
or PS Store to unlock this trophy/achievement. Go to "Play Game" then "Bonus
Features" and all 8 unlockable bonus characters will be listed as the last 8
unlockables on the bonus feature menu.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[ ]
--> Bringing the Pain
Trophy type: Bronze
Gamerscore Amount:
Description: Defeat 100 players using physical attacks in Versus.
Extra Details: A player must buy the Versus mode from the Xbox LIVE marketplace
or PS Store to unlock this trophy/achievement. Once an enemy player enters
dying status from having sustained too much damage, approach that player from
close range to get a melee prompt command. Simply kill off 100 enemy players
with this melee command.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - -
_ _ _ _ __ _ _ [LI08]
/\ /\ _ __ | | ___ ___| | ____ _| |__ | | ___ ___ / /(_)___| |_
/ / \ \ '_ \| |/ _ \ / __| |/ / _` | '_ \| |/ _ \/ __| / / | / __| __|
\ \_/ / | | | | (_) | (__| < (_| | |_) | | __/\__ \ / /__| \__ \ |_
\___/|_| |_|_|\___/ \___|_|\_\__,_|_.__/|_|\___||___/ \____/_|___/\__|
MAIN GAME UNLOCKABLES LIST
-------------------------------------------------------------------------------
Below is a list of unlockables for that may be accessed by performing various
task in the main game of Resident Evil 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Play as Sheva in Single Player
Requirement: Complete Chapters 1-6 on any difficulty.
Details: Sheva can be chosen on the Character Select screen before beginning a
chapter. The main player will control Sheva while the AI controls Chris.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chris' Safari Outfit
Requirement: Complete Chapter 1-6 on any difficulty.
Details: Chris' Safaris outfit can be selected from the "Costume Select"
submenu under Special Settings.
NOTE: Chris will not wear this outfit until after both characters equip a
weapon in front of Reynard in the Butcher's Shop.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Sheva's Clubbin' Outfit
Requirement: Complete Chapter 1-6 on any difficulty.
Details: Sheva's Clubbin' outfit can be selected from the "Costume Select"
submenu under Special Settings.
NOTE: Sheva will not wear this outfit until after both characters equip a
weapon in front of Reynard in the Butcher's Shop.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chris' S.T.A.R.S. Outfit
Requirement: Find 25 BSAA medals and complete Chapter 1-6 on any difficulty.
Details: Chris' S.T.A.R.S. outfit can be selected from the "Costume Select"
submenu under Special Settings.
NOTE: Chris will not wear this outfit until after both characters equip a
weapon in front of Reynard in the Butcher's Shop.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Sheva's Tribal Outfit
Requirement: Find 30 BSAA medals and complete Chapter 1-6 on any difficulty.
Details: Sheva's Tribal outfit can be selected from the "Costume Select"
submenu under Special Settings.
NOTE: Sheva will not wear this outfit until after both characters equip a
weapon in front of Reynard in the Butcher's Shop.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Classic Horror Filter
Requirement: Complete Chapter 1-6 on Amateur difficulty or higher.
Details: The Classic Horror filter will be selectable under the "Filter Select"
submenu under Special Settings.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Retro Filter
Requirement: Complete Chapter 1-6 on Normal difficulty or higher.
Details: The Retro filter will be selectable under the "Filter Select" submenu
under Special Settings.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Noise Filter
Requirement: Complete Chapter 1-6 on Veteran difficulty or higher.
Details: The Noise filter will be selectable under the "Filter Select" submenu
under Special Settings.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Professional Difficulty
Requirement: Complete Chapters 1-6 on Veteran difficulty.
Details: Professional mode can be chosen when starting a new game and any
chapter on the chapter select can be played on Professional difficulty.
NOTE: A player can be invited to a Professional level chapter and that will
permanently unlock Professional difficulty on that player's save file without
the need to beat Veteran difficult.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> The Mercenaries Mode
Requirement: Complete Chapter 1-6 on any difficulty.
Details: Allows access to The Mercenaries challenge mode.
NOTE: A player can be invited to a game of The Mercenaries and actually play
the game with a friend before unlocking it. The game saves what the player has
unlocked. A player must still beat chapters 1-6 on any difficulty to actually
play The Mercenaries outside of invites however. The Mercenaries will be
displayed on the main menu for a person that has been invited but has not
finished all chapter, but the "START" option will be highlighted in red instead
of white and cannot be chosen until all chapters are finished.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Infinite Rocket Launcher
Requirement: Complete Chapters 1-6 in under 5 hours on any difficulty.
Details: Allows access to the Rocker Launcher with infinite ammo in the
"Infinite Ammo" submenu under the Special Settings menu.
NOTE: The Rocket Launcher will be listed as the final weapon on the right row
under the S&W M500 (MAG) in the Infinite Ammo submenu under the Special
Settings menu.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - -
_ _ _ _ __ _ _ [LI09]
/\ /\ _ __ | | ___ ___| | ____ _| |__ | | ___ ___ / /(_)___| |_
/ / \ \ '_ \| |/ _ \ / __| |/ / _` | '_ \| |/ _ \/ __| / / | / __| __|
\ \_/ / | | | | (_) | (__| < (_| | |_) | | __/\__ \ / /__| \__ \ |_
\___/|_| |_|_|\___/ \___|_|\_\__,_|_.__/|_|\___||___/ \____/_|___/\__|
MERCENARIES UNLOCKABLES LIST - STAGES
-------------------------------------------------------------------------------
There are a total of eight stages in The Mercenaries challenge mode. Only
Public Assembly is unlocked by default. The rest require a player to finish
each stage starting with Public Assembly with at least a B-rank in order to
unlock the next stage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> The Mines
Requirement: Finish "Public Assembly" stage with at least a B-rank.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> The Village
Requirement: Finish "The Mines" stage with at least a B-rank.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Ancient Village
Requirement: Finish "The Village" stage with at least a B-rank.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Experimental Facility
Requirement: Finish "Ancient Village" stage with at least a B-rank.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Missile Area
Requirement: Finish "Experimental Facility" stage with at least a B-rank.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Ship Deck
Requirement: Finish "Missile Area" stage with any rank at least a B-rank
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Prison
Requirement: Finish "Ship Deck" stage with at least a B-rank rank.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - -
_ _ _ _ __ _ _ [LI10]
/\ /\ _ __ | | ___ ___| | ____ _| |__ | | ___ ___ / /(_)___| |_
/ / \ \ '_ \| |/ _ \ / __| |/ / _` | '_ \| |/ _ \/ __| / / | / __| __|
\ \_/ / | | | | (_) | (__| < (_| | |_) | | __/\__ \ / /__| \__ \ |_
\___/|_| |_|_|\___/ \___|_|\_\__,_|_.__/|_|\___||___/ \____/_|___/\__|
MERCENARIES UNLOCKABLES LIST - CHARACTERS
-------------------------------------------------------------------------------
Both Chris (BSAA) and Sheva (BSAA) are unlocked in The Mercenaries by default.
A total of eight players may be unlocked by finishing all of the stages in
Public Assembly with an A-rank. Please note that an A-rank in duo mode
requires a higher amount of points than an A-rank in single mode.
To achieve an A-rank you must obtain the following amount of points in a single
game of The Mercenaries:
A-rank in Single = 40,000 points
A-rank in Duo = 80,000 points
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Jill (BSAA)
Requirement: Finish "Public Assembly" with an A-rank or higher.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Wesker (Midnight)
Requirement: Finish "The Mines" with an A-rank or higher.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chris (Safari)
Requirement: Finish "The Village" with A-rank or higher.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Sheva (Clubbin')
Requirement: Finish the "Ancient Ruins" with an A-rank or higher.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chris (S.T.A.R.S.)
Requirement: Finish the "Experimental Facility" with an A-rank or higher.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Sheva (Tribal)
Requirement: Finish the "Missile Area" with an A-rank or higher.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Jill (Battle Suit)
Requirement: Finish the "Ship Deck" with an A-rank or higher.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Wesker (S.T.A.R.S.)
Requirement: Finish the "Prison" with an A-rank or higher.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - -
__ _ __ _ _ [LI11]
/ _\ |_ ___ _ __ ___ / /(_)___| |_
\ \| __/ _ \| '__/ _ \ / / | / __| __|
_\ \ || (_) | | | __/ / /__| \__ \ |_
\__/\__\___/|_| \___| \____/_|___/\__|
STORE LIST
-------------------------------------------------------------------------------
The store is accessible by under the main inventory menu in between chapters -
select "Buy" to enter the store. Below is a list of all available guns and
equipment that can be purchased at the store along with the availability of
each. All sale prices are based on the default customization of each weapon.
NOTE: If you find that any of the availability listings are incorrect then
please email me with the correct listing. It's very hard to keep up with the
precise times for each one.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M92F (HG)
Buy Price: 2,000 gold
Sell Price: 200 gold
Availability: In store after collecting the M92F (HG) in Chapter 1-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
H&K P8 (HG)
Buy Price: 4,000 gold
Sell Price: 400 gold
Availability: In store after Chapter 2-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SIG P226 (HG)
Buy Price: 4,000 gold
Sell Price: 400 gold
Availability: In store after Chapter 4-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M93R (HG)
Buy Price: 30,000 gold
Sell Price: 3,000 gold
Availability: In store after fully upgrading the M92F (HG)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ithaca M37 (SG)
Buy Price: 2,000 gold
Sell Price: 200 gold
Availability: In store after Chapter 1-2 or after collecting the Ithaca M37
(SG) in Chapter 1-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
M3 (SG)
Buy Price: 4,000 gold
Sell Price: 400 gold
Availability: In store after Chapter 3-3 or after collecting the M3 (SG) in
Chapter 3-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Jail Breaker (SG)
Buy Price: 4,000 gold
Sell Price: 400 gold
Availability: In store after Chapter 6-3 or after collecting the Jail Breaker
(SG) in Chapter 6-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hydra (SG)
Buy Price: 30,000 gold
Sell Price: 3,000 gold
Availability: In store after fully upgrading the Ithaca M37 (SG).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
VZ61 (MG)
Buy Price: 2,000 gold
Sell Price: 200 gold
Availability: In store after Chapter 1-2 or after collecting the VZ61 (MG) in
Chapter 1-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
H&K MP5 (MG)
Buy Price: 2,000 gold
Sell Price: 200 gold
Availability: In store after Chapter 2-3 or after collecting the H&K MP5 (MG)
in Chapter 2-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
AK-74 (MG)
Buy Price: 4,000 gold
Sell Price: 400 gold
Availability: In store after Chapter 5-3 or after collecting the AK-74 in
Chapter 5-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SIG 556 (MG)
Buy Price: 4,000 gold
Sell Price: 400 gold
Availability: In store after Chapter 5-3 or after collecting the SIG 556 (MG)
in Chapter 5-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
S75 (RIF)
Buy Price: 2,000 gold
Sell Price: 200
Availability: In store after Chapter 2-3 or after collecting the S75 (RIF) in
Chapter 2-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dragunov SVD (RIF)
Buy Price: 4,000 gold
Sell Price: 400 gold
Availability: In store after Chapter 2-3 or after collecting the Dragunov SVD
(RIF) in Chapter 2-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
H&K PSG-1 (RIF)
Buy Price: 4,000 gold
Sell Price: 400 gold
Availability: In store after Chapter 5-3 or after collecting the H&K PSG-1 in
Chapter 5-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
S&W M29 (MAG)
Buy Price: 4,000 gold
Sell Price: 400 gold
Availability: In store after Chapter 3-3 or after collecting the S&W M29 (MAG)
in Chapter 3-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
L. Hawk (MAG)
Buy Price: 5,000 gold
Sell Price: 500 gold
Availability: In store after Chapter 5-3 or after collecting the L. Hawk (MAG)
in Chapter 5-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
S&W M500 (MAG)
Buy Price: 30,000 gold
Sell Price: 3,000 gold
Availability: In store after fully upgrading the S&W M29 (MAG).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Grenade launcher
Buy Price: 10,000 gold
Sell Price: 1,000 gold
Availability: In store after Chapter 4-1 or after collecting the Grenade
Launcher in Chapter 4-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Rocket launcher
Buy Price: 10,000 gold
Sell Price: 1,000 gold
Availability: In store after Chapter 4-1 or after collecting the Rocket
Launcher in Chapter 3-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Stun rod
Buy Price: 3,000 gold
Sell Price: 300 gold
Availability: In store after Chapter 2-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Gatling Gun
Buy Price: 50,000 gold
Sell Price: 5,000 gold
Availability: In store after fully upgrading VZ61 and completing all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Longbow
Buy Price: 50,000 gold
Sell Price: 5,000 gold
Availability: In store after fully upgrading S75 and completing all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Proximity bomb
Buy Price: 1,500 gold
Sell Price: 150 gold
Availability: In store after Chapter 2-3 or after collecting a Proximity Bomb
in Chapter 2-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Explosive rounds
Buy Price: 400 gold (each, must buy 12)
Sell Price: 40 gold
Availability: In store after Chapter 4-1 or after collect the Grenade Launcher
in Chapter 4-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Acid rounds
Buy Price: 200 gold (each, must buy 12)
Sell Price: 20 gold
Availability: In store after Chapter 4-1 or after collect the Grenade Launcher
in Chapter 4-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Nitrogen rounds
Buy Price: 400 gold (each, must buy 12)
Sell Price: 40
Availability: In store after Chapter 6-3 or after collecting Nitrogen Rounds in
Chapter 6-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Flame rounds
Buy Price: 200 gold (each, must buy 12)
Sell Price: 20 gold
Availability: In store after Chapter 6-3 or after colleting Flame Rounds in
Chapter 5-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Flash rounds
Buy Price: 50 gold (each, must buy 12)
Sell Price: 5 gold
Availability: In store after Chapter 4-1 or after collecting the Grenade
Launcher in Chapter 4-1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Electric rounds
Buy Price: 100 gold (each, must buy 12)
Sell Price: 10 gold
Availability: In store after Chapter 6-3 or after collecting the Electric
Rounds in Chapter 5-3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
First aid spray
Buy Price: 1,000 gold
Sell Price: 100 gold
Availability: In store from beginning.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Melee vest
Buy Price: 10,000 gold
Sell Price: 1,000 gold
Availability: In store after Chapter 1-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Bulletproof vest
Buy Price: 10,000 gold
Sell Price: 1,000 gold
Availability: In store after Chapter 4-2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - -
___ ___ _ [LI12]
/ __\ ___ _ __ _ _ ___ / __\__ __ _| |_ _ _ _ __ ___ ___
/__\/// _ \| '_ \| | | / __| / _\/ _ \/ _` | __| | | | '__/ _ \/ __|
/ \/ \ (_) | | | | |_| \__ \ / / | __/ (_| | |_| |_| | | | __/\__ \
\_____/\___/|_| |_|\__,_|___/ \/ \___|\__,_|\__|\__,_|_| \___||___/
__ _ _
/ /(_)___| |_
/ / | / __| __|
/ /__| \__ \ |_
\____/_|___/\__|
BONUS FEATURES LIST
-------------------------------------------------------------------------------
Resident Evil 5's Bonus Features are all listed under the "Bonus Features"
submenu under the "Play Game" menu. Use Exchange points to buy each feature
once it is obtained through the required tasks listed.
Exchange points can be gained in two ways:
a) Total chapter rank at the end of each chapter in the main game.
b) Total stage rank at the end of each stage in The Mercenaries.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
01 - Chris Outfit (Safari)
Amount: 0 points
Requirement: Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
02 - Sheva Outfit (Clubbin')
Amount: 0 points
Requirement: Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
03 - Chris Outfit (S.T.A.R.S.)
Amount: 0 points
Requirement: 25 BSAA emblems. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
04 - Sheva Outfit (Tribal)
Amount: 0 points
Requirement: 30 BSAA emblems. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
05 - Filter (Classic Horror)
Amount: 0 points
Requirement: Complete all chapters on Amateur mode or higher.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
06 - Filter (Retro)
Amount: 0 points
Requirement: Complete all chapters on Normal or higher.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
07 - Filter (Noise)
Amount: 0 points
Requirement: Complete all chapters on Veteran or higher.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
08 - Chris (BSAA) 0 Pts.
Amount: N/A
Requirement: Default unlockable.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
09 - Sheva (BSAA) 0 Pts.
Amount: N/A
Requirement: Default unlockable.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
10 - Josh
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
11 - Jill (Brainwashed)
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
12 - Wesker
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
13 - Excella
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
14 - Irving
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
15 - Spencer
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 6.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
16 - DeChant
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
17 - Dave
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
18 - Kirk
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
19 - Reynard
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
20 - Majini (Town A) figurine
Amount: 500 points
Requirement: Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
21 - Majini (Town B)
Amount: 500 points
Requirement: Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
22 - Majini (Town C)
Amount: 500 points
Requirement: Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
23 - Majini (Town D) figurine
Amount: 500 Pts
Requirement: Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
24 - Majini (Cephalo)
Amount: 500 points
Requirement: BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
25 - Majini (Agitator)
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
26 - Majini (Wetlands A)
Amount: 500 points
Requirement: Complete Chapter 3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
27 - Majini (Wetlands B)
Amount: 500 points
Requirement: Complete Chapter 4.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
28 - Majini (Wetlands C)
Amount: 500 points
Requirement: Complete Chapter 3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
29 - Giant Majini
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 4.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
30 - Majini (Base A)
Amount: 500 points
Requirement: Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
31 - Majini (Base B)
Amount: 500 points
Requirement: Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
32 - Majini (Duvalia)
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 6.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
33 - Reaper
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 6.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
34 - Big man Majini
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
35 - Executioner Majini
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 1.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
36 - Chainsaw Majini
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
37 - Gatling gun Majini
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 6.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
38 - Motorcycle Majini
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
39 - Uroboros
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
40 - Licker Beta
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
41 - Kipepeo
Amount: 500 points
Requirement: Complete Chapter 4.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
42 - Bui kichwa
Amount: 500 points
Requirement: Complete Chapter 4.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
43 - Adjule
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 4.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
44 - Crocodile
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
45 - Uroboros Adheri
Amount: 500 points
Requirement: 30 BSAA emblems. Complete Chapter 6.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
46 - U-8
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 5.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
47 - Popokarimu
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
48 - Ndesu
Amount: 500 points
Requirement: 10 BSAA emblems. Complete Chapter 2.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
49 - Irving (Transformed)
Amount: 500 points
Requirement: 5 BSAA emblems. Complete Chapter 3.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
50 - Chris (Rare)
Amount: 500 points
Requirement: 25 BSAA emblems. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
51 - Sheva (Rare)
Amount: 500 points
Requirement: 30 BSAA emblems. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
52 - Jill (Rare)
Amount: 500 points
Requirement: Achieve Rank A or higher in all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
53 - Wesker (Rare)
Amount: 500 points
Requirement: Achieve Rank S or higher in all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
54 - M92F infinite ammo
Amount: 6,000 points
Requirement: Completely upgrade M92F handgun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
55 - H&K P8 infinite ammo
Amount: 10,000 points
Requirement: Completely upgrade H&K P8 handgun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
56 - SIG P226 infinite ammo
Amount: 10,000 points
Requirement: Completely upgrade SIG P226 handgun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
57 - M93R infinite ammo
Amount: 20,0000
Requirement: Completely upgrade M93R handgun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
58 - Ithaca M37 infinity ammo
Amount: 8,000 points
Requirement: Completely upgrade Ithaca M37 shotgun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
59 - M3 infinite ammo
Amount: 12,000 points
Requirement: Completely upgrade M3 shotgun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
60 - Jail Breaker infinite ammo
Amount: 12,000 points
Requirement: Completely upgrade Jail Breaker shotgun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
61 - Hydra infinite ammo
Amount: 20,000 points
Requirement: Completely upgrade Hydra shotgun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
62 - VZ61 infinite ammo
Amount: 6,000 points
Requirement: Completely upgrade VZ61 machine gun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
63 - AK-74 infinite ammo
Amount: 15,000 points
Requirement: Completely upgrade AK-74 machine gun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
64 - H&K MP5 infinite ammo
Amount: 10,000 points
Requirement: Completely upgrade H&K MP5 machine gun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
65 - SIG 556 infinite ammo
Amount: 15,000 points
Requirement: Completely upgrade SIG 556 machine gun. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
66 - S75 infinite ammo
Amount: 15,000 points
Requirement: Completely upgrade S75 rifle. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
67 - Dragunov SVD infinite ammo
Amount: 15,000 points
Requirement: Completely upgrade Dragunov SVD rifle. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
68 - H&K PSG-1 infinite ammo
Amount: 15,000 points
Requirement: Completely upgrade H&K PSG-1 rifle. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
69 - S&W M29 infinite ammo
Amount: 15,000 points
Requirement: Completely upgrade S&W M29 Magnum. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
70 - L. Hawk infinite ammo
Amount: 15,000 points
Requirement: Completely upgrade Lightning Hawk Magnum. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
71 - S&W M500 infinite ammo
Amount: 20,000 points
Requirement: Completely upgrade S&W M500. Complete all chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
72 - Versus character A - Chris (Safari)
Amount: 8,000 points
Requirement: Download Versus downloadable content
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
72 - Versus character B - Chris (S.T.A.R.S.)
Amount: 13,000 points
Requirement: Download Versus downloadable content
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
72 - Versus character C - Sheva (Clubbin')
Amount: 6,000 points
Requirement: Download Versus downloadable content
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
72 - Versus character D - Sheva (Tribal)
Amount: 15,000 points
Requirement: Download Versus downloadable content
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
72 - Versus character E - Jill (BSAA)
Amount: 5,000 points
Requirement: Download Versus downloadable content
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
72 - Versus character F - Jill (Battle Suit)
Amount: 7,000 points
Requirement: Download Versus downloadable content
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
72 - Versus character G - Wesker (Midnight)
Amount: 30,000 points
Requirement: Download Versus downloadable content
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
72 - Versus character H - Wesker (S.T.A.R.S.)
Amount: 50,000 points
Requirement: Download Versus downloadable content
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - -
___ _ _ __ _ _ [LI13]
/ __\ |__ __ _ _ __ | |_ ___ _ __ /__\ __ _ _ __ | | _(_)_ __ __ _
/ / | '_ \ / _` | '_ \| __/ _ \ '__| / \/// _` | '_ \| |/ / | '_ \ / _` |
/ /___| | | | (_| | |_) | || __/ | / _ \ (_| | | | | <| | | | | (_| |
\____/|_| |_|\__,_| .__/ \__\___|_| \/ \_/\__,_|_| |_|_|\_\_|_| |_|\__, |
|_| |___/
__ _ _
/ /(_)___| |_
/ / | / __| __|
/ /__| \__ \ |_
\____/_|___/\__|
CHAPTER RANKING LIST
-------------------------------------------------------------------------------
A player is graded at the end of each chapter based on four determining
factors:
1) Accuracy - The overall accuracy based on enemy hits. Basically, if the
enemy is hit while it is alive and breathing then that shot will improve
accuracy. Any shot that misses will decrease accuracy. Maintain a good
accuracy to receive a high rank.
2) Enemies Routed - The number of enemies that are killed in a chapter. This
includes all normal enemies such as Majini and animals such as crows, snakes,
rats, poor little caged goats, etc. Kill more to receive a high rank.
3) Deaths - The full number of deaths that the player suffered in a stage.
This means that the player got knocked out of dying status and had to
continue the stage. Limit your deaths to receive a high rank.
4) Clear Time - The total amount of time that it took to complete a stage.
Pausing the game will stop the timer in single player. Race through a stage
quickly to receive a high rank.
A player does not have to achieve all S-ranks in order to receive an overall
"S" at the end of a chapter. All the ranking grades can add up to an "S" score
and that player will receive the S-rank. For instance a player could receive
an S-S-A-S score and still receive an overall S-rank for that specific chapter.
With these aspects in mind, the following tables list the requirements that are
needed for each rank in each chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 1-1
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 20+ | 15 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <12'00" | 17'00" | 22'00" | 22'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 1-2
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 15+ | 10 | 7 | <6 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <13'00" | 18'00" | 23'00" | 23'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 2-1
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 60+ | 45 | 30 | <29 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <23'00" | 28'00" | 33'00" | 33'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 2-2
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 50+ | 35 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 27'00" | 32'00" | 32'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 2-3
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 40+ | 30 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <09'00" | 12'00" | 15'00" | 15'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 3-1
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 30+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <18'00" | 22'00" | 26'00" | 26'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 3-2
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 50+ | 35 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <19'00" | 23'00" | 27'00" | 27'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 3-3
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 30+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <19'00" | 23'00" | 27'00" | 22'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 4-1
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 50+ | 35 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <21'00" | 28'00" | 33'00" | 33'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 4-2
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 35+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <16'00" | 20'00" | 24'00" | 24'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 5-1
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 7+ | 5 | 4 | <3 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <12'00" | 16'00" | 20'00" | 20'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 5-2
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 40+ | 25 | 15 | <14 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 5-3
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 30+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <38'00" | 42'00" | 48'00" | 48'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 6-1
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 40+ | 25 | 14 | <14 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <26'00" | 31'00" | 36'00" | 36'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 6-2
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 35+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 28'00" | 33'00" | 33'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Chapter 6-3
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 25+ | 15 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[TM00]
===============================================================================
_____ _
|_ _|| |__ ___
| | | '_ \ / _ \
| | | | | || __/
|_| |_| |_| \___|
__ __ _
| \/ | ___ _ __ ___ ___ _ __ __ _ _ __ (_) ___ ___
| |\/| | / _ \| '__|/ __|/ _ \| '_ \ / _` || '__|| | / _ \/ __|
| | | || __/| | | (__| __/| | | || (_| || | | || __/\__ \
|_| |_| \___||_| \___|\___||_| |_| \__,_||_| |_| \___||___/
T H E M E R C E N A R I E S C H A L L E N G E M O D E
===============================================================================
===========================
OVERVIEW OF THE MERCENARIES
===========================
The main goal of The Mercenaries challenge mode is to chain kills on enemies
and kill as many enemies as possible all while collecting time extenders to
extend the current clock for more time on the current stage. Your character
will start out with a total of 2 minutes and will face up to 150 enemies total
in each stage. Once the stage timer has expired or the full amount of enemies
have been killed, the stage will end and the score will be tallied based on
your performance.
Mercenaries may be played through Single play (by yourself) or Duo play (with a
friend or online gamer). Mercenaries characters have a fixed equipment list
that may not be changed from the start but each character can pick up different
items and a few different weapons as the stage progresses. New stages will be
unlocked as each stage is completed with at least a B-rank and new characters
are unlocked per stage completed with an A-rank (Single = 40,000, Duo =
80,000).
===========================
DIFFICULTY AND DYING STATUS
===========================
Mercenaries has two fixed difficulties that cannot be changed while playing in
a chosen mode. Single player mode has a difficulty of 6, which is equal to
that of Normal mode in the main game and Duo mode has a difficulty of 8, which
is equal to Veteran difficulty. In short, while playing on duo mode, players
will experience much more aggressive enemies along with more random parasitic
enemy spawnings.
Dying in a Mercenaries stage will automatically end the stage without any
points. In Duo mode, whenever a character enters dying status, the other
player will have to rush toward that character and heal or resuscitate that
character. In single player, the player can resuscitate a controlled character
by tapping the assist button to revive the current character while that
character staggers in the dying status. The player's life will begin to
restore as the assist button is tapped.
===================
ENEMY SCORE AMOUNTS
===================
Each enemy that is killed in a stage will yield a specific amount of points
based on the enemy type and overall difficulty of the enemy. Normal enemies
will yield a small amount while boss type enemies will add a much greater
amount to the overall point total. There are a total of 150 enemies per stage.
-- Normal Enemy Points List -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town) = 300 | | Executioner Majini = 5,000 |
| Majini (Wetland) = 400 | | Giant Majini = 5,000 |
| Majini (Base) = 400 | | Reaper = 6,000 |
| Bui Kichwa = 400 | | Chainsaw Majini = 7,000 |
| Kipepeo = 700 | | Gatling Gun Majini = 10,000 |
| Cephalo = 800 | | Executioner Majini (Red) = 15,000 |
| Licker Beta = 900 | '-----------------------------------------'
| Duvalia = 900 |
| Big Man Majini = 1,000 |
| Chicken = 2,000 |
'---------------------------------'
==============
COMBOING KILLS
==============
Kills can be chained if enemies are defeated within 10 seconds apart from each
other. Directly after two kills have been chained, an indicator of the current
amount of kills, shown in white text font, will display in the top right hand
corner of the screen. The indictor will flash a blue color for each multiple
of 10 that has been reached. As the 10 seconds go by the current indicator
will begin to flash and when the 10 seconds are almost up, the indicator will
flash rapidly. Once the chain kill indicator disappears it will instantly
begin to award the combo score amount based on the current kills that have been
chained.
.---------------------------------------------------------.
| CURRENT COMBO | NORMAL ENEMY BONUS | BOSS ENEMY BONUS |
|=========================================================|
| 2 | + 20 per kill | + 500 per kill |
| 3 | + 50 per kill | + 1,000 per kill |
| 4 | + 100 per kill | + 1,500 per kill |
| 5 | + 200 per kill | + 2,000 per kill |
| 6 | + 250 per kill | + 2,500 per kill |
| 7 | + 300 per kill | + 3,000 per kill |
| 8 | + 350 per kill | + 3,500 per kill |
| 9 | + 400 per kill | + 4,000 per kill |
| 10-19 | + 500 per kill | + 4,500 per kill |
| 20-29 | + 600 per kill | + 5,000 per kill |
| 30-39 | + 700 per kill | + 5,500 per kill |
| 40-49 | + 850 per kill | + 6,000 per kill |
| 50+ | + 1,000 per kill | + 7,000 per kill |
'---------------------------------------------------------'
Chaining kills is necessary to receive a high score. For instance, by killing
the Executioner Majini with a 50+ combo chain active, you will receive the
normal 5,000 points for killing him then you will receive an additional 7,000
bonus points because the current combo gauge is over 50; so instead of 5,000
points for a normal Executioner Majini kill, you will receive 12,000 points for
killing him.
=============
COMBO BONUSES
=============
Blue egg-timers are hidden in chests throughout each stage. Once these are
collected the players will enter a 30 second period where "Combo Bonus" will
displayed on the upper right hand portion of the screen. During this Combo
Bonus period, each kill is worth an additional 1,000 points each. So defeating
a normal Town Majini will now yield 1,300 points instead of the usual 300
points like usual.
==========
TIME BONUS
==========
Hidden throughout each Mercenaries stage are orange colored time extenders that
can extend the clock by a certain amount of seconds. There are altogether 3
different type of time extenders that can be collected in Mercenaries mode.
Each time extender will add a certain amount of seconds to the clock as shown
below:
.----------------------.
| TIME EXTENDERS |
|======================|
| +30 |
| +60 |
| +90 |
'----------------------'
There is also a +5 second per kill resulting from a melee attack. Even though
the time extension is minimal per melee attack this little bonus can be
exploited beyond belief with certain characters. Characters that have heavy
damaging melee attacks can easily perform constant melee moves to keep adding
seconds to the clock.
Ending a stage by killing all 150 enemies early will give the player an extra
1,000 points per second leftover. So if a player ends a stage early with 60
seconds left over then that player will gain a bonus 60,000 points added to the
score total once the stage ends. This time left over bonus can be severely
exploited through the use of certain character melees that can constantly add 5
seconds to the clock through their instant kill ability.
==============
RANKING SYSTEM
==============
Once the timer has run out or once all 150 enemies in a stage have been
defeated, a rank will be given at the end of the stage based on the player(s)
performance. Exchange points will be awarded and the score will be posted up on
the leaderboards.
.---------------------------------------------------------------.
| RANK GRADE | SOLO SCORE | DUO SCORE | EXCHANGE POINT AMOUNT |
|===============================================================|
| D | 0 - 9,9999 | 0 - 19,999 | 200 |
| C | 10,000+ | 20,000+ | 600 |
| B | 20,000+ | 40,000+ | 1,000 |
| A | 40,000+ | 80,000+ | 1,500 |
| S | 60,000+ | 120,000+ | 3,000 |
| SS | 90,000+ | 150,000+ | 5,000 |
'---------------------------------------------------------------'
Rank differs depending on the mode that a player chooses to play on. While
playing in single player, the game is more forgiving in terms of grading,
allowing for a player to get a lower score and still get a high overall grade
when compared to duo mode. In duo mode, the player must work nearly twice as
hard all the time in order to gain a high rank.
============
SPAWN POINTS
============
Spawn points are portions of a map where enemies will drop into the stage from.
These might be a certain portion of a fence or a hole in the ceiling. A player
can camp out next to these spawn points and shoot enemies as they drop but the
area factor mentioned below will keep a player from gaining too many point from
one particular spawn point. Even boss enemies spawn from these locations.
Every map has several spawn points and knowing their locations can really help
out when enemies begin to stop appearing once so many have been killed. Each
stage listed in the stages section has a full map of the various spawn points
per stage.
=====
AREAS
=====
Each map has multiple areas that a player must visit in order to make some
enemies spawn from certain spawn points. Some areas cover a wide range of the
full map while other areas are much smaller. A player must visit all areas
throughout the course of the battle in order to make enemies spawn since the
enemies will stop appearing if a player chooses to stay in one area range for
too long. Each stage listed in the stages section has a full map of the
various areas associated with that stage.
============================================
EXCLUSIVE MERCENARY INVINCIBILITY ANIMATIONS
============================================
See the advanced techniques section under basics for a full list of
invincibility animations in the main game of Resident Evil 5. All of the same
invincibility animations from the main game can be take advantage of in the
Mercenaries mode, but there are also a few that are exclusive to the
Mercenaries minigame:
--> COLLECTING A COMBO BONUS
Whenever a character opens a chest containing a combo bonus, that character
cannot be hit with an enemy attack while the chest is being opened. While
collecting the time bonus, the character can also not be hit much like
collecting an item. A player can actually take advantage of the chest opening
animation invincibility even further and pull up the inventory to cycle through
it if needed.
--> HITTING A TIME EXTENDER
A character cannot be hit from the moment a melee command is issued to hit a
time extender. The entire makes the character invincible much like a normal
melee attack. Did you know that this melee attack can hit enemies that happen
to be in close range of the time extender item? You do now, buddy!
TIP: Keep in mind that a player can pull up the inventory and quickly make
adjustments during the combo bonus pickup and the melee hit to destroy a time
extender listed above. Hitting a time extender is a melee animation, so one
could easily reload through the inventory or make some much needed inventory
adjustments at that time.
===============================
TIPS AND OTHER MERCENARY EXTRAS
===============================
1) Learn to take advantage of invincibility frames as listed in the basics
section. For instance, when an enemy is preparing to attack and an item is on
the ground below your character, quickly pick up the item and your character
will remain invincible during the entire item pickup animation allowing the hit
to pass right through your character.
2) Try to set up melee kills when possible and make sure that the melee attack
will kill the enemy that is hit so that a 5 second bonus will be received after
the kill. Players that take advantage of melee kills, literally making every
kill a melee kill, while attempting to chain kills WILL get a higher score
because of the 5 second bonus. Wesker Midnight and Jill players should take
notice to this and read their sections below.
3) Reload through the inventory! Pull up the inventory menu and combine ammo
with the appropriate gun to avoid any reload animations. Make appropriate
adjustments to the inventory menu at the beginning of the stage to help in
inventory reloading, such as placing ammo for your most used gun in the middle
of the inventory so the cursor will start right on top of the ammo, allowing it
to be selected quickly when combining it with a gun. Place the gun into one of
the fast equip slots. Many players like to position the ammo at the top or
bottom of the gun slot for quick selection as well, which helps for multiple
guns.
4) Pull up the inventory during long melee attack animations such as instant
kill melees then use that time to make adjustments to the inventory slots or
reload through the inventory menu. This technique can also be used during many
other animations such as climbing a ladder or while recovering from an attack.
A full list of recommended animations is in the basics section.
5) If you are about to lose your current kill streak (the number is flashing)
quickly take out your most powerful weapon and aim at the closest Majini then
blast it for (hopefully) a one-hit kill. A precise long range magnum shot can
be a godsend for a fading kill streak. In single player mode, when your
character is grabbed or knocked down, take out your most powerful weapon and
kill the closest Majini to keep the kill streak going.
6) If a characters has a weapon that you are not going to use in that
character's starting inventory, discard the weapon right as the round starts.
This will keep your character from gaining the ammo or weapon (if it's a
proximity bomb, etc) as a regular drop from enemies.
7) Combine green herbs into a green herb + green herb mixture to avoid crowding
the inventory menu when no red herbs can be found. Give a green herb to your
partner if that player has a red herb and vice versa.
8) If ammo pickups can be combined, then combine it quickly through the
inventory menu. Don't leave 10 handgun bullets in one slot and 2 handguns in
another, combine them for 12 to take up less space.
9) Discarding an item can REALLY leaves a character open to attack so always
try to give your partner a certain ammo if your character can't use it. If
your character needs to get rid of a grenade or rotten egg then equip it and
toss it. Throwing a weapon is much quicker than discarding it. With a rotten
egg, try to make use of it and toss it a Majini. It might even come in handy
as the final hit against a boss enemy!
10) When your character helps out a partner that is grabbed by a Majini, either
fire with a powerful weapon from close range to instantly knock off and finish
the Majini or perform a partner assist melee in the hope that your partner will
kill the staggering Majini with a melee after your character hits it. I
usually issue the "Go" command after I perform a partner assist melee to
encourage my partner to hit the staggering Majini with a melee attack to kill
it off for a 5 second bonus for the melee kill.
11) Whenever another player knocks a Majini off of your character with a
partner assist melee, run toward the staggering Majini, if it is still alive,
then perform a melee on it with your character to most likely kill it off and
receive a 5 second bonus for the melee kill.
12) When a boss is about to explode, it will take damage from a player if the
player is near the expanding boss, but if the boss is quickly shot then that
shot will cancel out the explosion and make it harmless.
13) Each stage has at least one chicken. The chicken is an actual enemy and
counts toward the 150 enemies that must be defeated in a stage. It will always
drop some type of egg, most of the time it is a gold egg but the one on the
upper floor of The Mines stage drops a white egg.
14) Majini that mutate into Cephalos and Duvalias only count as a kill once the
mutated form is defeated. The actual Majini kill is not considered a kill.
15) Wesker's dash move can be used to get to far away places much quicker than
normal running. Say a time bonus is all the across an open straight path
directly ahead, press in on the right thumbstick to run toward the destination
then quickly perform his knee when right next to the time bonus in order to
stop near it.
16) If a player suddenly "gives" your character an item right after your
character saves their character from a Majini grab, then that player most
likely didn't mean to do that. The player was probably trying to thank you
with the partner action command but gave you the item that the character had
equipped instead since both buttons perform the same function. Be a pal and
equip the item then give it back to that player. This happens most commonly
with Wesker Midnight (Proximity Bombs & Hand Grenades), Jill BSAA (Flash
Grenades) and Chris BSAA (Hand Grenades)).
17) If your character can't give an item to another player then that
character's inventory is full. This can be kind of annoying when you're giving
ammo and suddenly can't give anymore to a player and are then stuck with it.
Check the person's inventory by pulling up yours and pressing the R2/RB button.
To avoid accidentally issuing the "Come on" command while attempting to give to
a character who's inventory is possibly full, hold down the assist button for a
few seconds after pressing it while attempting to give and this will cancel the
command.
18) When attempting to retrieve a combo bonus from a chest in a far off area or
inconvenient area (up a ladder), especially in single player, place a proximity
bomb on your way to the chest so an enemy will walk over it. This can help you
to keep your current kill streak while obtaining a combo bonus. The enemy will
likely walk over the proximity bomb when your character is about halfway to the
chest.
-- Valuable tips/rants from Egheadfool/hapkido
1) I HATE BEING GRABBED SO DAMNED MUCH. And it didn't take me very long to come
to the conclusion that Majini who are behind you are EXTREMELY prone to
grabbing. I'd say 90% of the time, if you turn your back on a Majini, it will
attempt a grab. Knowing this can change your gameplay because you can face away
from an enemy to shoot another one (or for whatever reason), then run forward a
few paces and turn back around to face a wide open Majini with outstretched
arms. Even in a more general sense, if you know or suspect there are guys
behind you, it is a good idea to move as soon as possible, even if they are out
of weapon range, because they will most likely just run right at you for a
grab. I don't think Majini with shields can grab you though.
2) I HATE MAJINI WITH POLES/PICKAXES. Their range is so unfair. If you are in
close quarters, if they go for a swing, dodging is basically impossible.
Running behind them doesn't help as they arc their swing, and you can't back
away fast enough to avoid being hit. Basically your only chance is to shoot
them really fast. If you aren't fast enough, even if you pull off a shot,
you'll still get hit. Also, I'm still not sure if this is just me, but I could
swear that these particular Majini are faster to attack. Once they run up to
you, they give you almost no time before they swing.
3) I HATE WHEN DEAD MAJINI STILL HIT ME. When you get a critical headshot on a
Majini, sometimes they continue their attack before falling. I've been grabbed
by a headless running Majini and swiped at by them more times than I can stand.
That's why you should still dodge even if their head just blew up. Although,
the running one might be nigh impossible to avoid.
4) This one isn't a complaint! But it's extremely useful. Majini have what I
like to call action-movie complex: they don't team up on you properly.
Specifically, what I mean is that after you've been hit, even if you're
surrounded by 10 Majini, you have a sort of grace period of maybe 3 seconds
before anyone attacks you again. Therefore, instead of frantically blasting
everyone in panic, you can calmly set up a melee attack, or run away if you can
and wish to. Even for someone who only does melee attacks, if you're nervous
you'll probably aim really fast and miss, resulting in getting hit some more.
5) This is related to number 4. If you've just performed a melee attack (or
gotten hit, I believe), if you immediately use a healing item such as a first
aid spray or herb, enemies will just stand around and watch you heal. They
won't attack. In other circumstances they'll keep attacking you and probably at
least get you during your life bar filling up. If you drop into low caution or
want to heal for any reason, even if you're on the brink of death, I highly
recommend setting up a melee attack and instructing your character to use it
during the animation. It's really a lot safer.
===============================================================================
MERCENARY STAGES [ST00]
===============================================================================
The following is a list of all stages in The Mercenaries challenge mode along
with a map and a full listing of the details for each stage. The maps are set
up like so:
- Time Bonus and Combo Bonus Locations
- Item Locations
- Areas (for enemy spawning)
- Enemy Spawn Points
- Blank Map (For the gamer that wants so make his/her own location listings)
If you go to my blog page, then I have all the maps listed on the right sidebar
in collections based on the stage.
http://berserkersblog.blogspot.com
The individual maps are listed in each stage section below.
___ _ _ _ _ _ _ [ST01]
/ _ \_ _| |__ | (_) ___ /_\ ___ ___ ___ _ __ ___ | |__ | |_ _
/ /_)/ | | | '_ \| | |/ __| //_\\/ __/ __|/ _ \ '_ ` _ \| '_ \| | | | |
/ ___/| |_| | |_) | | | (__ / _ \__ \__ \ __/ | | | | | |_) | | |_| |
\/ \__,_|_.__/|_|_|\___| \_/ \_/___/___/\___|_| |_| |_|_.__/|_|\__, |
|___/
S T A G E 1
.------------------------------------.
| How to unlock: Unlocked by default |
'------------------------------------'
--- Berserker's Best Scores ---
- Single w/Chris S.T.A.R.S.: 140,570 -
--- Duo w/Chris S.T.A.R.S.: 596,916 ---
-- Normal Enemy Points List -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town) = 300 | | Executioner Majini = 5,000 |
| Cephalo = 800 | '-----------------------------------------'
| Chicken = 2,000 |
'---------------------------------'
---------------------------
OVERVIEW OF PUBLIC ASSEMBLY
---------------------------
The Public Assembly stage plays out much like the Public Assembly area in the
main game. Players will fight tons of Town Majini that continue to spawn from
buildings on the other side of the surrounding gates around the area. The
Executioner will appear as the sub boss for this stage. The Executioner has
now gained the ability to jump, so he can follow a character anywhere now.
Even on the third floor the south building! There's no point in hiding. You
can't hide forever! Oh, there I go again.
The normal Majini will sometimes form Cephalos in this stage, so its good to
have a few flash grenade ready or prepare to fight them with a powerful weapon.
More Cephalos will spawn in Duo play when compared to the difficulty of single
play. Hand grenades and incendiary grenades are both common as item drops from
Majini and both can be useful for the crowds and Executioners that a player
will face here.
----
MAPS
----
--> Time Bonus and Combo Bonus Locations
http://img35.imageshack.us/img35/939/publicassemblymaptimean.jpg
Visit the Time Bonus list and Combo Bonus list for an in-depth description of
each time and combo bonus.
--> Item Locations
http://img33.imageshack.us/img33/5139/publicassemblymapitemse.jpg
Visit the Item and Breakable Object list for an in-depth description of the
location on the map. The map includes the chicken also.
--> Areas (for enemy spawning)
http://img30.imageshack.us/img30/4332/publicassemblymaparease.jpg
This should be used when examining the Enemy list below.
--> Enemy Spawn Points
http://img40.imageshack.us/img40/4175/publicassemblymapspawnp.jpg
This should be used when examining the Enemy list below.
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img198.imageshack.us/img198/942/publicassemblyblankedit.jpg
This should be used if you want to label everything yourself, my dear reader.
Yes, the map is hand drawn with a straight edge by yours truly. Make fun of
artistic showcase and I will Mustang Kick you off this white page. The maps
are not perfect, but they should get the point across. The majority of the
info labeled above is also detailed below. All of the maps should be at the
perfect printable size.
---------------
STARTING POINTS
---------------
The chosen character that a player starts with will begin the stage in one of
the following portions of the map. The starting place will be chosen at random
for single player and duo mode play.
-- Starting Point 1
On the very top of the execution platform in the east section. The character
will face west.
-- Starting Point 2
Beside the ladder that leads to the waterway in the far northwest portion of
the map. The character will face south.
---------------
TIME BONUS LIST
---------------
--> TOTAL EXTRA TIME = 6 MINUTES AND 30 SECONDS
[ ] Time Bonus 1
Extra Time: +30 seconds
Location: Inside the center of the tunnel in the waterway that stretches across
the north portion of the assembly.
[ ] Time Bonus 2
Extra Time: +30 seconds
Location: Inside the north small building that extends above the northeast
section of the waterway.
[ ] Time Bonus 3
Extra Time: +60 seconds
Location: In the far southeast corner outside of the big building in the
northwest.
[ ] Time Bonus 4
Extra Time: +30 seconds
Location: Among some pillars in the west section along the path that is to the
south of the big northwest building. This time bonus is west of the ramp above
the house that contains time bonus 7.
[ ] Time Bonus 5
Extra Time: +60 seconds
Location: On the rooftop of the building in the west that contains time bonus
7. Use the stairs on the north side of the building to reach the top or use
the ramp on the west side beside the rooftop.
[ ] Time Bonus 6
Extra Time: +60 seconds
Location: On top of the bus in the center of the assembly. Run up the stairs
on the north side or move up the ramp to the west of the building that contains
time bonus 7 then hop across to the bus from the rooftop.
[ ] Time Bonus 7
Extra Time: +60 seconds
Location: Inside the west building. Kick through the door on the south side
and turn to the left then round the corner to see this, or simply jump through
the window on the northwest side of the building and this will be right in
front of the character. A player could also toss a hand grenade toward the
destructible wall on the east side of the along the section outside of the
north door and break it to avoid the door kicking animation in order to get to
the time bonus faster.
[ ] Time Bonus 8
Extra Time: +60 seconds
Location: On the second floor of the south building. Either move up the wooden
ladder on the northeast side of the building or climb up the northwest ladder
beside the small wooden fence. The northwest ladder is connected to a walkway
that leads to the second floor of the house.
----------------
COMBO BONUS LIST
----------------
[ ] Combo Bonus 1
In the far northwest portion of the map, to the right of the ladder that leads
down to the waterway.
[ ] Combo Bonus 2
Inside the bus in the center of the map. The bus is to the south of the
building that contains Time Bonus 7.
[ ] Combo Bonus 3
On the first floor of the building in the south. The chest is in the northwest
corner while inside of the building.
[ ] Combo Bonus 4
On the second floor of the building in the south. Climb up either ladder along
the side of the building and the chest is in the southwest corner of the second
floor.
----------
CHICKEN(S)
----------
[ ] Chicken
The chicken can be found roaming the water way in the north. His starting
appearance is in the east section of the waterway beside the red explosive
barrel.
------------------------------
ITEM AND BREAKABLE OBJECT LIST
------------------------------
(This list basically starts from the northwest starting point)
[ ] Wooden Barrel
Behind the small wooden fence in the northwest portion of the map that is next
to the ladder that leads down to the west portion of the waterway.
[ ] Wooden Barrel
Fall down to the waterway from the ladder in the northwest and this barrel will
be to the right of that ladder while down in the waterway tunnel.
[ ] Wooden Barrel (x2)
At the far east end of the waterway in the north.
[ ] Wooden Crate
After stepping past the north gate entrance while headed south, this wooden
crate is on a stand to the east beside a stack of tomatoes.
[ ] Wooden Barrel
After stepping past the north gate entrance while headed south, this barrel is
in the west corner beside a stand.
[ ] Flash Grenade (x2)
On the cabinet shelf in the first floor of the east building.
[ ] Hand Grenade
Inside of the drawer directly across from the cabinet with the two flash
grenades on the first floor of the east building.
[ ] Wooden Crate
On a counter on the east side of the first floor of the east building. Facing
the door from the inside, it is to the left.
[ ] Incendiary Grenade
Kick open the door of the west building beside the bus and this incendiary
grenade will be lying on a cabinet shelf directly across from the door.
[ ] Incendiary Grenade
Inside the drawer to the left of the cabinet that has the first incendiary
grenade lying on it in the west building.
[ ] Green Herb
After moving through the doorway of the west building, this is on the counter
to the left.
[ ] Hand Grenade
On the counter to the east while inside the west building. This is lying
beside an incendiary grenade.
[ ] Incendiary Grenade
On the counter to the east while inside the west building. This is lying
beside a hand grenade.
[ ] Green Herb
Lying along the side of the railing that stretches along the north portion of
the third floor of the south building. A player will have to climb either
ladder on the north side of the south building then climb the ladder on the
east side of the second floor to reach the third floor.
[ ] Wooden Barrel (x2)
Across from the doorway on the west side of the south building.
[ ] Red Herb
Along the path that stretches across the southeast portion of the map. This
item is near a fence by the end of the path once it stretches to the north.
It's a little hard to see this item in a way unless a player is looking for it
while headed north along the path.
----------
ENEMY LIST
----------
(See the maps at the beginning of this section for a list of spawn points and
areas)
-- Town Majini (x60)
Spawning Condition: Spawns when a player is in Area A
Max Number in stage at once: 12
Item Drops: Random
-- Town Majini (x75)
Spawning Condition: Spawns when a player is in Area B
Max Number in stage at once: 12
Item Drops: Random
-- Executioner 1
Spawning Condition: Spawns when 20 or more enemies have been defeated
Max Number in stage at once: 1
Item Drops: First Aid Spray
-- Executioner 2
Spawning Condition: Spawns when 50 or more enemies have been defeated and
Executioner 1 has been defeated
Max Number in stage at once: 1
Item Drops: First Aid Spray
-- Executioner 3
Spawning conditions: Spawns when 70 or more enemies have been defeated and
Executioner 2 has been defeated
Max Number in stage at once: 1
Item Drops: First Aid Spray
---------
AREA LIST
---------
There are two areas total for the Public Assembly stage:
-- Area A
Area A stretches from the far north corner of the map and includes the entire
map up to the open gate that the Executioner breaks in story mode (to the north
of the south building).
-- Area B
Area B stretches from the far south up to the point of the open gate in the far
north that Kirk fires missiles at in story mode (basically right outside of the
small building above the north waterway).
-------------------------------
SINGLE PLAYER STAGE WALKTHROUGH
-------------------------------
Run and break all of the time bonus statues in the sequences mentioned below
depending on where your character starts from. Don't worry about the Majini at
all from the starting, just try to run past them. In way it doesn't matter the
order that a player breaks time bonus 3, 4, 5, and 6 since they are so close
together.
--> NORTHWEST STARTING POINT
Time Bonus Order: 1, 2*, 5**, 6, 3, 4, 7, 8***
* Defeat the chicken on the east end of the waterway by shooting the red
explosive barrel, or use pinpoint aiming with any weapon from a distance.
** On the way to this time bonus, if you happen to have a hand grenade, toss
the hand grenade toward the middle portion of the assembly, in between the west
and east building to break the damaged walls. This will allow quick access to
both buildings and allow your character to get to time bonus 7 quicker. Drop
off the east end of the west building rooftop after breaking time bonus 4 and
quickly turn around then run through the broken wall to get to time bonus 7
without the need of opening the door.
*** Once time bonus 8 is broken, run directly over to the chest containing
combo bonus 3 then open it and turn to face the Majini that climb the ladder
then start the battle.
-- EAST EXECUTION PLATFORM STARTING POINT
Time Bonus Order: 8, 7*, 5, 6, 4, 3, 1, 2**
* Toss a hand grenade at the door to the house to break the weak wall to the
side or break the door with a weapon to avoid the kicking animation.
** Defeat the chicken as your first enemy. Shoot the red explosive barrel as
it walks by it or use pinpoint aiming from far away.
--> KILL STREAK AND COMBO BONUSES
The key to a high score is to defeat the Majini and keep the current kill steak
active. Combo bonuses also need to be gathered but ONLY while a Majini group
is following your character. If you're going after a combo bonus, then you
need to allow Majini to follow your character, so you can quickly shoot one
then turn and grab the combo bonus and turn right back around to have something
to shoot before the kill streak ends. Grabbing a combo bonus can quickly eat
up kill steak time, so in single player mode, a player has to be ready to shoot
a Majini directly after grabbing the combo bonus.
A helpful method for gaining a high score is to slowly work your way toward a
combo bonus location then allow the Majini to follow your character along the
way. Don't ever be afraid to take out a powerful weapon to shoot them with
when attempting to regain control of the kill steak timer since picking up a
combo bonus in single player will take focus, timing, and some quick gunshots.
--> KEEP THEM WHERE YOU CAN SEE THEM
You want to try as much as possible to keep all the Majini at one side while
killing them. Getting surrounded is one of the worst things a player can do
while trying to keep the kill streak going. A random Majini grab from nowhere
can easily end your current kill counter. To retaliate from an accidental
grab, pull out the character's most powerful weapon and fire at the nearest
Majini. A magnum works extremely well here.
It's not easy to keep them all to one side while in pursuit of a combo bonus,
but try as much as you can to keep the current surrounding Majini in mind.
Wave a machine gun in front of a crowd if needed then run and face them.
--> INVINCIBLITY AMONG THE HORDES
The most effective way to survive among the hordes of Majini is take advantage
of the invincibility of melee attacks. Ground melee attacks are some of the
easiest melees to seek invincibility from but they are not as instant as a
standing melee since your character has to get within a certain precise range
of the fallen Majini. Usually a character's weakest weapon can be the most
effective way to stun a Majini for a melee kill.
--> RELOAD THROUGH INVENTORY DURING MELEE KILLS
If a player is not reloading through the inventory and making inventory
adjustments while invincible throughout this battle, then that player is not
going to get a good score in single player. You need to quickly pull up the
inventory menu to reload or cycle through it during melee attacks or simply
while standing when nothing else is around. It's best to save inventory times
for when your character is performing a melee attack, but sometimes that just
can't be done.
One effective way to quickly gain a good amount of quick invincibility for
inventory management is to quickly shoot the leg of an approaching Majini with
a weak weapon in order to stun it then quickly run behind it and perform an
instant kill melee. The instant kill melee will give a player plenty of time
to manage the inventory or reload through the inventory while the kill takes
place. You don't want to do this while a kill streak is on the line however
since the kill is not always instant enough. For Wesker, all of his melee
attacks are about the same length, so a player will have to be just as fast
while pulling up the inventory.
Ground melees are another effective way to gain invincibility for inventory
management. Most of them take off enough damage to kill a weak enemy as well
to help boost their need. Sheva's ground melee can help a player to easily
make some much needed inventory adjustments since the animation is quite long.
--> FIVE SECOND MELEE KILL BONUS
It's so much better if a melee kills a Majini rather than simply knock it down.
Try to weaken a Majini enough to where a melee will kill it off if possible;
this way, the player will gain a 5 second bonus for the melee kill in an effort
to boost the clock just a bit. I've listed a few methods for gaining 5 second
bonus kills for each character under the section describing them.
The big amount of incendiary grenade that are found in this stage can really
help out for gaining some quick ground melees. Simply toss an incendiary
grenade at a crowd of Majini and wait for them to fall then run up and finish
off the survivors with a ground melee. Depending on the character, a player
can get about three ground melees off of one incendiary grenade toss.
--> DEALING WITH THE EXECUTIONER
Whenever the Executioner appears, take out your most powerful weapon and try to
stun him. Spam him with ammo while he is stunned then shoot a nearby Majini if
the kill streak ever starts to nearly run out. Use your most powerful weapon
to shoot a Majini if needed since time can easily get away during the midst of
an Executioner battle.
With some characters it is a good idea to move near the Executioner while he is
stunned then quickly perform a melee on him when a Majini is about to grab your
character in order to shield that character from Majini attacks. The Majini
will usually not attack directly after the melee, so you could use that time to
finish off the Executioner or shoot another Majini to continue the kill streak.
An Executioner fight can be some of the most dangerous times, both in losing a
kill streak and getting hit, which are basically all caused from a random
Majini grab.
Hand grenades can be a real good way to stun the Executioner for characters
that don't have a good stunning weapon. Hand grenades are found throughout
this stage, so stock up on them. Flash grenade are good for an instant stun on
the Executioner as well in tense situations.
One of the best ways to handle the Executioner whenever he comes close to a
character is to trick him into performing his overhead strike from mid distance
then simply sidestep it and move to either side. From that point, a player can
do a variety of attacks while he is stunned. If he ever holds his axe to the
side then BACK AWAY since he will perform his stepping side swings forward.
--> THE LAST KILL
The final kill will more than likely be gained more in Duo mode rather than
single player mode. Once the final enemy is killed then the stage will end and
all bonus time will add to the score for a better overall score. Once all
enemies have stopped appearing and the stage has not ended, there are three
possible area where a kill needs to be made most likely:
a) The northwest-most area near the ladder that leads down the waterway. A lot
of times one final Majini will be hanging around near the top of the ladder.
The Majini will not attack until approached.
b) The far west area with pillars near Time Bonus 4. Sometimes, a Majini will
be hanging around this area as well. The Majini will not attack until
approached.
c) The chicken on the far east end of the waterway. Yes, the chicken counts as
an enemy and might very well be the last enemy that is keeping your character
from achieving a higher score. It's nothing a little flame round can't fix.
Either kill the final Majini quickly with an extremely powerful weapon or
quickly weaken it then stun it and finish it off with a melee for a quick five
second bonus. If a Majini is not in the above areas then stop and listen and
you might be able to here the Majini yell while in pursuit of your character.
Stand in one place where a big amount of the area can be seen then wait for him
to step into view.
_____ _ _ [ST02]
/__ \ |__ ___ /\/\ (_)_ __ ___ ___
/ /\/ '_ \ / _ \ / \| | '_ \ / _ \/ __|
/ / | | | | __/ / /\/\ \ | | | | __/\__ \
\/ |_| |_|\___| \/ \/_|_| |_|\___||___/
S T A G E 2
.--------------------------------------------------------------------------.
| How to unlock: Achieve a B-rank or higher on the "Public Assembly" stage |
'--------------------------------------------------------------------------'
--- Berserker's Best Scores ---
- Single w/Chris S.T.A.R.S.: 103,420 -
--- Duo w/Chris S.T.A.R.S.: 438,239 ---
-- Normal Enemy Points List -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town) = 300 | | Reaper = 6,000 |
| Cephalo = 800 | '-----------------------------------------'
| Chicken = 2,000 |
'---------------------------------'
---------------------
OVERVIEW OF THE MINES
---------------------
Players will run into the same basic Town Majini that were found in the Public
Assembly while in The Mines. These Town Majini come equipped with dynamite and
cocktails very often for this stage. It's wise not to shoot these type of
Majini up close since it is so very easy to shoot their explosives and have
them go off and damage your character. Some Majini with dynamite will actually
run toward a character with the stick lit in an effort to explode near the
player!
Big Man Majini will appear among the normal Majini often; there can be up to
two Big Man Majini at a time in the area. A Reaper boss enemy will show itself
after a certain amount of Majini have been taken down. Reaper enemies need
full attention when they are in the area thanks to their instant kill grab
attack. There are plenty of proximity bombs lying around the various portions
of the mine that can help a bunch for Majini crowds and gaining some heavy
damage on a Reaper.
This is also the first of the stages with two chickens in it. Kill them, kill
them all! You'll get a total of 4,000 extra points just from defeating both of
them.
----
MAPS
----
--> Time Bonus and Combo Bonus Locations
http://img527.imageshack.us/img527/1014/theminesmaptimeandcombo.jpg
Visit the Time Bonus list and Combo Bonus list for an in-depth description of
each time and combo bonus.
--> Item Locations
http://img340.imageshack.us/img340/6876/theminesmapitems.jpg
Visit the Item and Breakable Object list for an in-depth description of the
location on the map. The map includes the chickens also.
--> Areas (for enemy spawning)
http://img441.imageshack.us/img441/4415/theminesmapareas.jpg
This should be used when examining the Enemy list below.
--> Enemy Spawn Points
http://img340.imageshack.us/img340/4328/theminesmapspawnpointse.jpg
This should be used when examining the Enemy list below.
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img441.imageshack.us/img441/9436/theminesmapblank.jpg
This should be used if you want to label everything yourself.
---------------
STARTING POINTS
---------------
The chosen character that a player starts with will begin the stage in one of
the following portions of the map. The starting place will be chosen at random
for single player and duo mode play.
-- Starting Point 1
On the top of the tall wooden platform on the east side of the north section of
the mine. The character will face southwest.
-- Starting Point 2
In the southwest end of the cave area in the far south portion of the map. The
character will face north.
---------------
TIME BONUS LIST
---------------
-- TOTAL EXTRA TIME = 6 MINUTES
[ ] Time Bonus 1
Extra Time: +30 seconds
Location: In the cave area of the mines, this is in the southeast section lying
near proximity bomb and wooden barrel.
[ ] Time Bonus 2
Extra Time: +30 seconds
Location: At the end of the curved portion of the mine tunnel in the east.
This is lying beside combo bonus 1.
[ ] Time Bonus 3
Extra Time: +30 seconds
Location: Lying in the middle of the tunnel on the west side of the circular
mine tunnel portion. There is an explosive barrel and combo bonus 2 at the end
of the tunnel. A chicken prowls around this time bonus.
[ ] Time Bonus 4
Extra Time: +60 seconds
Location: In the circular center section of the tunnel area right before
getting to the tunnel that leads out into the open mine area.
[ ] Time Bonus 5
Extra Time: +60 seconds
Location: Inside a small dead end tunnel on the west side of the big open mine
area. An enemy spawn point is on the ceiling at the end of this dead end
tunnel.
[ ] Time Bonus 6
Extra Time: +30 seconds
Location: In the big open mine area on the east side of the second floor bridge
that extends out from the middle wooden platform.
[ ] Time Bonus 7
Extra Time: +30 seconds
Location: In the center of the third floor tunnel in the big open mine area.
[ ] Time Bonus 8
Extra Time: +90 seconds
Location: On top of the tall wooden platform on the west side of the big open
mine area. A character will have to climb the ladder on the east side of the
third floor to reach the top of the east wooden platform in order to break
this.
----------------
COMBO BONUS LIST
----------------
[ ] Combo Bonus 1
This is at the end of the curved portion of the tunnel that stretches toward
four cave-like area. It is on the east side.
[ ] Combo Bonus 2
This is at the far end of the tunnel that stretches to the southwest from the
center circular area in the group of mine tunnels. Time Bonus 3 is lying in
the middle of the tunnel while moving toward this combo bonus.
[ ] Combo Bonus 3
In the big open mine area, this is on the northwest side of the bottom floor.
It is lying next to a stack of steel beams near the dead end tunnel
[ ] Combo Bonus 4
On the third floor of the big open mine area, hop over the railing along the
side while in the center and the chest will be on the wooden platform behind
that railing. There is a wooden barrel near this chest as well.
----------
CHICKEN(S)
----------
[ ] Chicken 1
In the circular portion of the mine tunnel area, this chicken should be moving
around the west tunnel that holds time bonus 3.
[ ] Chicken 2
In the big open mine area, climb to the third floor and run into the tunnel to
the north. This chicken should be around the middle of the north tunnel.
---------
ITEM LIST
---------
[ ] Wooden Barrel
On the far southeast end of the group of cave-like tunnels in the south. This
is lying beside time bonus 1.
[ ] Proximity Bomb
On the southeast end of the group of cave-like tunnels in the south. This is
lying beside time bonus 1.
[ ] Wooden Barrel
On the northwest end of the group of cave-like tunnels in the south.
[ ] Flash Grenade
Lying on a wooden container in the northwest end of the group of cave-like
tunnels in the south.
[ ] Green Herb
Lying on a group of bags in the group of cave-like tunnels in the south
portion. This is in the northeast cave-like tunnel of the four.
[ ] Wooden Crate
On a table at the end of the tunnel to the west of the circular section of the
tunnel area. It's right beside the chest containing combo bonus 2.
[ ] Green Herb
Lying to the left (west) near a stack of wooden blocks while entering the big
open mine area from the main tunnel.
[ ] Wooden Barrels
On the east side of the big open mine area near a stack of wooden blocks.
[ ] Proximity Bomb
Propped up inside of a metal piece that is attached to the big wooden platform
that extends across the middle section of the big open mine area. This on the
bottom floor, east side.
[ ] Flash Grenade
Lying on the wheel of an overturned mine cart in the north portion of the big
open mine area. Bottom floor.
[ ] Wooden Barrel
At the end of the west ledge of the second floor of the big open mine area.
[ ] Hand Grenade
Lying on a stack of blocks on the second floor east ledge in the big open mine
area.
[ ] Proximity Bomb
Propped up against a wooden container at the end of the east side of the third
floor ledge in the open mine area.
[ ] Wooden Barrel
Hop over the railing in the middle of the third floor ledge of the big open
mining area and this is to the right of the chest containing combo bonus 4.
[ ] Wooden Barrel
Around the center of the third floor cave in the big open mine area. This is
lying near an enemy spawn point that is in an alcove along that tunnel.
[ ] Wooden Crate
Lying on a stack of steel beams at the end of the west side of the third floor
ledge in the big open mine area.
[ ] Hand Grenade
Lying on a stack of steel beams at the end of the west side of the third floor
ledge in the big open mine area.
----------
ENEMY LIST
----------
-- Town Majini (x73)
Spawning Condition: Spawns when a player is in Area A
Max Number in stage at once: 12
Item Drop: Random
-- Town Majini (x57)
Spawning Condition: Spawns when a player is in Area B
Max Number in stage at once: 12
Item Drop: Random
-- Big Man Majini (x2)
Spawning Condition: Spawns when a player is in Area A
Max Number in stage at once: 2
Item Drop: Proximity Bomb
-- Big Man Majini (x3)
Spawning Condition: Spawns when a player is in Area B
Max Number in stage at once: 2
Item Drop: Proximity Bomb
-- Reaper 1
Spawning Condition: Spawns when a player has defeated 30 or more enemies
Max Number in stage at once: 1
Item Drop: First Aid Spray
-- Reaper 2
Spawning Condition: Spawns when a player has defeated 70 or more enemies and
Reaper 1 has been defeated
Max Number in stage at once: 1
Item Drop: First Aid Spray
-- Reaper 3
Spawning Condition: Spawns when a player has defeated 90 or more enemies and
Reaper 2 has been defeated
Max Number in stage at once: 1
Item Drop: First Aid Spray
---------
AREA LIST
---------
There are two areas total for The Mines stage:
-- Area A
Area A starts in the far north and reaches to the far end of the first tunnel
that leads into the cave area in the center of the map.
-- Area B
Area B starts at mine tunnel entrance in the north section and stretches all
the way to the far south of the map.
-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------
--> FROM THE SOUTH STARTING POINT
Break the time bonuses in the following order:
Time Bonus Order: 1, 2, 3, 4*, 5, 6, 7**, 8***
* Defeat the chicken in the same tunnel as time bonus 4. A lot of times, the
chicken will step near the explosive red barrel at the end of the tunnel, which
a player can quickly shoot to kill the chicken off. This chicken sometimes
moves down the north tunnel and walks out into the big open mine area.
** Defeat the chicken in the third floor tunnel before attempting to break time
bonus 7. Usually a player can wait for the chicken to step past the explosive
barrels then shoot it for a quick kill.
*** Once the final time bonus is broken, don't stay on the platform to knock
off the Majini while they climb after your character, fall down the side of the
ladder to knock them down the ladder like a domino effect while falling. This
will set them up perfectly to where a player can shoot them afterward. A
player can ground melee any of them after falling however since a Majini will
always start to get up instantly after being knocked down from a high place,
well, if the Majini doesn't die from the fall.
--> FROM THE NORTH STARTING POINT (ON PLATFORM)
Break the time bonuses in the following order:
Time Bonus Order: 6, 7*, 8, 5, 4**, 3, 2, 1
* Defeat the chicken in the third floor tunnel before attempting to break time
bonus 7. Usually a player can wait for the chicken to step past the explosive
barrels then shoot it for a quick kill.
** Defeat the chicken in the same tunnel as time bonus 4. A lot of times, the
chicken will step near the explosive red barrel at the end of the tunnel, which
a player can quickly shoot to kill off the chicken. This chicken sometimes
moves down the north tunnel and walks out into the big open mine area.
--> SO MANY EXPLOSIONS
Majini in this stage like to carry dynamite very often, so watch for any
dynamite carries and shoot them from a distance or shoot them in the legs from
close range to avoid hitting their dynamite since the explosion can take some
intense damage. If a Majini with lit dynamite dies then it's body will explode
afterward, so keep your distance from it. Some Majini like to run toward
character with lit dynamite in an effort to explode near that character.
Majini also carry cocktails often in this stage. Don't shoot them from close
range or your character might catch on be caught in the burning blaze once the
cocktail is shot. Shooting these Majini in the legs can help in defeating
them.
--> KILL THE CHICKENS
There are two chickens in this stage (north third floor and near time bonus 3),
so be sure to kill them both. A total of 4,000 points can be gained from
defeating them both. The chicken in the north will only drop a white egg
instead of a gold egg, so don't pick it up by accident if your character
doesn't need it.
--> BIG MAN MAJINI
Big Man Majini should be dealt with the moment that they show up in a crowd of
Majini. Hit them with your character's most powerful weapon. Simply spam them
with gunfire and get rid of them before they become a threat. A magnum works
best, but a shotgun can work well too. Try to work a Big Man Majini into a
wall when using a shotgun and make sure each blast is from close range.
While fighting a crowd of enemies, a Big Majini can so easily sneak in one of
their quick attacks. All characters can take advantage of the invincibility of
a melee attack against a Big Man Majini whenever a Big Man Majini is stunned.
Run up and hit the Big Majini for instant invincibility. This can be useful
when surrounded by other Majini
--> DEALING WITH THE REAPER
Most players will be scared away from the Reaper because of his instant kill
grab attack, and they are right in that notion, because he should indeed be
feared because of that. It still doesn't mean that we have to turn and run and
screw up our kill count just because some jackass wants to ruin our fine
killing spree though.
It's best to back up while a Reaper approaches and give him time to showcase
his stomach weak point. The moment he reveals his weak point, take out the
more powerful weapon that your character carries and blast him in that weak
point. If your current character has a magnum, then that character's first
shot will instantly kill him if the shot is precise.
Characters with machine guns can fire at his stomach weak point or back weak
points (when he dashes) then shoot at his shoulder weak points while he
crouches from the first shot. When he shows his white chest weak point, spam
him in that weak point with the most powerful weapon in your character's
arsenal to finish the job. Constant machine gun fire to its chest weak point
can bring it down very quickly.
Constantly shoot a Reaper anywhere on his body will make him lose his
appendages but this will not damage him. This can help out in escaping his
instant kill grab however since he needs all of his appendages in order to
perform his instant kill grab. Keep in mind that he regenerates appendages at
a very quick rate however!
The Reaper can be damaged with proximity bombs and hand grenades. Each of
these explosives will make him curl into a ball and roll to the side when the
explosion hits him. This will damage him badly and can ultimately kill him,
but the process is slow and he will get up right after rolling then charge at
your character again.
Characters that have grenade launchers have an extremely major advantage
against a Reaper. Acid rounds and flash rounds will instantly stun him no
matter what portion of the body he is hit in and two hits with either of these
rounds will make him bend back and show his chest weak point. Keep in mind
that a flash round has to hit him directly but the area affect of the acid
round will stun him just as much as a direct hit.
Electric rounds can make the Reaper lean over to show his shoulder weak points,
but they can't be used any further than that, so a player will have to quickly
switch to another weapon to continue the stunning process when an electric
round is fired at him. With the grenade launcher's stunning effect and the
magnum's instant kill, Chris S.T.A.R.S. players can be the ultimate Reaper
exterminator when used effectively. Whether it's a magnum shot directly to the
stomach weak point or a few grenade rounds to its body followed by magnum shot
to its exposed weak point to finish it off, no one is going to be seeing Chris'
blood on the ground anytime soon.
Shotguns that hit a tight area with their spread and are long range can make
useful stunning weapons against a Reaper. Both Sheva Clubbin's Jail Breaker
and Wesker S.T.A.R.S.'s Hydra can easily shoot a Reaper's back weak point while
it scurries or have a greater chance to hit its stomach weak point while it
walks. The spread of the shot hits a vast majority of its body, so hitting the
weak point is not all that hard with these shotguns.
--> ADJUST INVENTORY A BUNCH
You're going to be getting hit quite a bit in this stage with all the cocktail
Majini that will spawn, so take advantage of the times when your character is
hit and pull up the inventory to make quick adjustments or reload through the
inventory. Be sure to watch your health. It's so very easy to get hit
unexpectedly in this stage.
--> TAKE ADVANTAGE OF MAJINI COCKTAILS
Whenever a Majini tosses a cocktail and it burns other Majini, run over to the
burning crowd and wait for them to fall then finish them off with ground melee
for some extra 5 second bonuses.
--> PICK UP ITEMS TO AVOID ATTACKS
Picking up items the moment that a Majini attacks is helpful for dodging an
attack in any stage, but when in the mine tunnels it become very necessary when
a player fights Majini in a narrow area. Pick up an item if your character is
about to get grabbed or sliced with a weapon. It's sometimes good to simply
run toward an item and pick it up as a nearby Majini attacks in order to get
the item and avoid the oncoming Majini attacks. Shoot the Majini as it
recovers from its attacks.
--> COMBO BONUSES
It might be a good idea to pick up maybe one of the combo bonuses a bit early.
The one near the explosive barrel in the mine tunnel (combo bonus 2) is a very
good combo bonus to pick up when a bunch of Majini are chasing your character.
Simply grab the combo bonus then turn around and shoot the red barrel when
Majini pile up near it. As long as your character is backed up ALL THE WAY
toward the combo bonus chest, the character will not get hit in the explosion.
_ _ _ [ST03]
/\ /(_) | | __ _ __ _ ___
\ \ / / | | |/ _` |/ _` |/ _ \
\ V /| | | | (_| | (_| | __/
\_/ |_|_|_|\__,_|\__, |\___|
|___/
.-----------------------------------------------------------------.
| How to unlock: Achieve a B-rank or higher on "The Mines" stage |
'-----------------------------------------------------------------'
--- Berserker's Best Scores ---
- Single w/Chris S.T.A.R.S.: -
--- Duo w/Chris S.T.A.R.S.: 314,904 ---
-- Normal Enemy Points List -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Wetland) = 400 | | Giant Majini = 5,000 |
| Bui Kichwa = 400 | '-----------------------------------------'
| Kipepeo = 700 |
| Cephalo = 800 |
| Chicken = 2,000 |
'---------------------------------'
-----------------------
OVERVIEW OF THE VILLAGE
-----------------------
Wetland Majini are the main form of enemy while in the village stage and
parasitic enemies are very common here. Cephalos will spawn from Wetland
Majini at a greater rate than the prior stages and some of these Wetland Majini
will now spawn Kipepeos. Bui kichwa enemies will appear alongside the Wetland
Majini to quickly trap a player so that Wetland Majini may attack the container
player. The boss enemy for this stage is the Giant Majini and there will be a
total of four of them if a player can keep the timer going and kill long
enough.
Shield carriers are common in this stage, so rapid fire and piercing properties
are very helpful for a player. Remember that a character can always aim at the
legs of a shield carrier. Flash grenades or some type of weapon such as a
grenade launcher (w/flash or electric rounds), shotgun or magnum that will
easily dispose of Cephalos are very important to have in this stage.
----
MAPS
----
--> Time Bonus and Combo Bonus Locations
http://img527.imageshack.us/img527/676/villagemaptimeandcombob.jpg
Visit the Time Bonus list and Combo Bonus list for an in-depth description of
each time and combo bonus.
--> Item Locations
http://img340.imageshack.us/img340/3725/villagemapitemsedit.jpg
Visit the Item and Breakable Object list for an in-depth description of the
location on the map. The map includes the chickens also.
--> Areas (for enemy spawning)
http://img441.imageshack.us/img441/917/villagemapareas.jpg
This should be used when examining the Enemy list below.
--> Enemy Spawn Points
http://img340.imageshack.us/img340/7203/villagemapspawnpoints.jpg
This should be used when examining the Enemy list below.
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img441.imageshack.us/img441/7528/villagemapblank.jpg
This should be used if you want to label everything yourself.
---------------
STARTING POINTS
---------------
-- Starting Point 1
In the far southeast in front of the entrance gate to the Village. The
character will have a choice of two paths ahead when starting. The character
will face west.
-- Starting Point 2
In the room on the second floor of the north building. The character will
start across from the center of the long table with the red herb and 3 hand
grenade pickups on it. The character will face south.
---------------
TIME BONUS LIST
---------------
-- TOTAL TIME = 7 minutes
[ ] Time Bonus 1
Extra Time: +60 seconds
Location: Behind the small hut in the south.
[ ] Time Bonus 2
Extra Time: +60 seconds
Location: Off to the left as a character enters the west building.
[ ] Time Bonus 3
Extra Time: +30 seconds
Location: Under the south walkway below the east hut.
[ ] Time Bonus 4
Extra Time: +30 seconds
Location: On the north walkway while on the second floor of the east hut.
[ ] Time Bonus 5
Extra Time: +30 seconds
Location: Lying in the alcove in the back portion of the first floor of the
north building. The alcove is on the west side.
[ ] Time Bonus 6
Extra Time: +60 seconds
Location: Run to the second floor of the north building and this will be in the
center of the walkway in front of the building.
[ ] Time Bonus 7
Extra Time: +60 seconds
Location: At the far end of the cave tunnel along the west side, which can be
reached from the second floor walkway outside the north building.
[ ] Time Bonus 8
Extra Time: +90 seconds
Location: Along the high walkway in the west that leads to the zipline.
----------------
COMBO BONUS LIST
----------------
[ ] Combo Bonus 1
While moving to the west along the southeast path, this will be off to the left
at the end of that path before reaching the south small hut.
[ ] Combo Bonus 2
On the second floor of the west building. Climb the ladder inside.
[ ] Combo Bonus 3
In the back of the northwest area with wooden walls. This is in a small alcove
with two vases in front of it. The chicken roams this area.
[ ] Combo Bonus 4
On the hill in the northeast. The chest containing this is on a wooden
platform near some railings.
----------
CHICKEN(S)
----------
[ ] Chicken
The chicken can be found in the northwest section of the village behind the
wooden walls. This is the area containing the chest with combo bonus 3 inside.
This chicken will sometimes leave its usual area and head to the southeast set
of paths, so go there if the chicken is not in its starting area.
---------
ITEM LIST
---------
[ ] Green Herb
While facing the gate in the east portion of the village this green herb is
lying on the ground to the left at the beginning of the north path.
[ ] Green Herb
On the ground along the east side of the small south hut.
[ ] Vase
On the east side of the small hut in the south.
[ ] Vase
Inside the small hut in the south.
[ ] Flash Grenade (x3)
Lying on the far left side of the long table behind the small hut in the south.
[ ] Green Herb
On the ground beside some tall grass along the south side of the building in
the west.
[ ] Vase
On the ground along the south side of the building in the west.
[ ] Vase
Right outside the doorway to the west building. While facing the door, this
vase is on the left side.
[ ] Hand Grenade (x3)
On the far left side of the long table in the back of the west building.
[ ] Vase (x2)
Climb up the ladder in the west building and these will be off to the right
while on the second floor.
[ ] Flash Grenade (x3)
Lying on the right side of the altar in the middle of the village. This is in
between the west building and east hut.
[ ] Green Herb
Up under the walkway of the east hut. This is under the south overhead
walkway, right beside time bonus 3.
[ ] Vase
Move up the stairs of the east hut and this is on the second floor walkway in
the middle of the building.
[ ] Green Herb
Step past the wooden walls in the northwest and this will be lying in some tall
grass beyond them.
[ ] Vase
Step past the wooden walls in the northwest and this will be lying behind the
middle tree pillar.
[ ] Vase (x2)
Step past the wooden walls in the northwest and this will be lying in the
alcove that contains the chest with combo bonus 3 inside.
[ ] Green Herb
On the hill in the northeast, lying beside some tall grass near combo bonus 4.
[ ] Vase (x2)
On the first floor near the stairs in the north building.
[ ] Vase
In the outside alcove along the west side of the north building where time
bonus 5 is located.
[ ] Vase
On the second floor of the north building, beside the staircase railing.
[ ] Red Herb
On the left side of the long table on the second floor of the north building.
[ ] Hand Grenade (x3)
On the right side of the long table on the second floor of the north building.
[ ] Vase
Near the back of the cave tunnel that contains time bonus 7. This tunnel is up
the bridge to the west while on the second floor of the north building.
[ ] Vase (x2)
Lying across from the zipline after moving across the high walkway in the west.
These are near time bonus 8.
----------
ENEMY LIST
----------
-- Wetland Majini (x64), Bui Kichwa (X16)
Spawning Condition: Spawns when a player is in Area A
Max Number in stage at once: 9
Item Drop: Random
-- Wetland Majini (x50), Bui Kichwa (X10)
Spawning Condition: Spawns when a player is in Area B
Max Number in stage at once: 10
Item Drop: Random
-- Kipepeo (x6)
Spawning Condition: Spawns randomly and is counted separately from the 150
enemies from this level. In other words, the Kipepeos are not among the
standard 150 enemies for this stage, so the characters will fight over 150
enemies total for this stage.
Max Number in stage at once: 6
Item Drop: Random
-- Giant Majini 1
Spawning Condition: Spawns when a player has defeated 20 or more enemies.
Max Number in stage at once: 1
Item Drop: Green Herb
-- Giant Majini 2
Spawning Condition: Spawns when a player has defeated 20 or more enemies and
Giant Majini 1 has been defeated.
Max Number in stage at once: 1
Item Drop: Red Herb
-- Giant Majini 3
Spawning Condition: Spawns when a player has defeated 20 or more enemies and
Giant Majini 2 has been defeated.
Max Number in stage at once: 1
Item Drop: Green Herb
-- Giant Majini 4
Spawning Condition: Spawns when a player has defeated 20 or more enemies and
Giant Majini 3 has been defeated.
Max Number in stage at once: 1
Item Drop: Red Herb
---------
AREA LIST
---------
There are two areas total for the Village stage:
-- Area A
Area A starts from the far south and includes all of the map up to about
halfway across the middle bridge that leads to the north building.
-- Area B
Area B begins in the far north then includes all of the northern portion of the
map up until the far south portion of the middle bridge that leads to the north
building.
-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------
--> FROM THE SOUTHEAST STARTING POINT
Break the time bonuses in the following order:
Time Bonus Order: 1, 2, 3, 4*, 5, 6, 7, 8**
* Don't defeat the chicken behind the walled area just yet.
** After breaking time bonus 8, DROP (don't use the zipline) from the high
walkway off to the right then let the chicken be your first victim.
--> FROM THE NORTH STARTING POINT (ON PLATFORM)
Break the time bonuses in the following order:
Time Bonus Order: 6, 7, 8, 5, 4, 3, 2, 1
--> THE WETLAND MAJINI RECOVER QUICK
There won't be any Jill Battle Suit ground melee chains on this stage since the
Wetland Majini will not allow exploits such as that. The Wetland Majini
recover from an attack very quickly when they have been knocked down with
little damage dealt to them. The only way to stop this is to make sure that
they are near death when they fall.
Wesker Midnight still has no problem with his Cobra Strike melee chains for the
most part however, since he performs them all from a standing position, and his
handgun will go right through shields with its piercing property.
--> DEALING WITH SHIELD CARRIERS
All shield carriers can be dealt with by aiming and firing at their legs then
performing a melee on them while they are stunned (frontal to break the shield
or back for usual instant kill). As usual, their shields can be broken through
rapid gunfire or shotgun fire with any character. Hand grenades can also work
well for groups of shield carriers. Some characters will have a slight
advantage over others while dealing with shielded enemies however.
Jill BSAA's MP5 with its piercing property can instantly shoot through multiple
shield carriers. Chris STARS' electric rounds can destroy multiple shields and
damage the Wetland Majini shield carriers very badly to where only a few more
hits will kill them. Wesker Midnight's handgun will shoot through multiple
shields with its piercing property as well and his proximity bombs can easily
kill off an entire group of whatever is chasing him.
--> SO MANY PLAGAS
This stage has a vast majority of parasitic enemies. They spawn by the
truckload as the stage continues to progress. Take advantage of the flash
grenade pickups in this stage and horde a collection of them then place them on
your quick select inventory slots so they can be easily selected when several
parasitic enemies spawn. It's best to toss them at any Cephalos that spawn
since Cephalos can take quite a bit of punishment depending on the gun type
used. Wesker STARS' Hydra will make quick work of any Cephalos and magnums
with other characters can quickly bring them down fast.
Chris STARS' electric rounds can bring a Cephalo down in two hits and it can
finish off a Kipepeo by simply aiming at the ground below it then firing an
electric round so that the electricity hits the Kipepeo while it flies in the
air. Sheva Tribal and Jill BSAA are some excellent characters to have in this
stage with their starting set of flash grenades.
--> VALENTINE'S DAY
Jill BSAA is one of the best characters to have on this stage, mainly on duo
play. Her starting flash grenade assortment and MP5 with armor piercing are
the best weapon assortment that one can have here. She doesn't have much of a
problem with the stage boss either. Jill can spam Giant Majini with her MP5
then perform a follow up melee if she ever starts to get surrounded.
Her flash grenades come equipped to her upper inventory slot, so a player can
simply press up on the d-pad and toss a flash grenade right in the face of any
parasitic mess that unfolds on the screen. Try to restock your flash grenade
assortment early so that her flash grenades stay in the upper inventory slot;
this way, a player won't have to quickly manage inventory during the middle of
battle.
Use her MP5 mainly for shielded enemies then take out her handgun and aim for
the heads of enemies then fire for plenty of critical headshots. For groups, a
player needs to find some hand grenades to help her out since her MP5 fire
won't always cut it for a big group of enemies.
--> THE GIANT MAJINI ATTACKS
Giant Majini are not much of a problem for any character so long as the Giant
Majini are the primary focus when they appear. Ignore them and allow them to
begin swinging with their wild attacks while you focus on other enemies, and
they can become very deadly.
With any character, aim for any skinned portion below their masks then shoot
them with a powerful weapon or spam them with rapid fire. Don't perform melee
attacks unless your character is about to get hit by surrounding Majini; the
melee attack will be a good form of invincibility if surrounding Majini are
about to attack. Hitting them with a melee will exposes more of their skinned
portion for a player to shoot however. It's really up to the player whether to
use melee attacks or not while fighting the Giant Majini. Either spam them
continuously with a powerful weapon's gunfire or stun them with that gunfire
then perform a melee followed by more gunfire.
For a shotgun attacker, it is best to perform melees after each shotgun blast
for the sake of invincibility since a shotgun will take more recovery time,
which allows Majini to group around the attacker much easier. Try to get the
Giant Majini up against a wall then fire, melee, fire, melee, fire, melee,
repeat.
--> HERB COMBINATIONS
A player is going to run across several green herbs in this stage, so don't be
afraid to combine them in order to save inventory space when carrying two. Red
herbs are found sometimes, but don't wait until you find one if you carry two
green herbs and a near full inventory.
_ _ _ __ _ [ST04]
/_\ _ __ ___(_) ___ _ __ | |_ /__\_ _(_)_ __ ___
//_\\| '_ \ / __| |/ _ \ '_ \| __| / \// | | | | '_ \/ __|
/ _ \ | | | (__| | __/ | | | |_ / _ \ |_| | | | | \__ \
\_/ \_/_| |_|\___|_|\___|_| |_|\__| \/ \_/\__,_|_|_| |_|___/
.-------------------------------------------------------------------.
| How to unlock: Achieve a B-rank or higher on the "Village" stage |
'-------------------------------------------------------------------'
--- Berserker's Best Scores ---
- Single w/Chris S.T.A.R.S.: 114,120 -
--- Duo w/Chris S.T.A.R.S.: 343,806 ---
-- Normal Enemy Points List -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Wetland) = 400 | | Giant Majini = 5,000 |
| Cephalo = 800 | '-----------------------------------------'
| Duvalia = 900 |
| Chicken = 2,000 |
'---------------------------------'
-------------------------
OVERVIEW OF ANCIENT RUINS
-------------------------
The Ancient Ruins map is composed of the area with sun beam lasers where Chris
and Sheva had to find three emblems spread around the area to place into the
middle door. Much like the Village, Plagas enemies are present in constantly
increasing numbers as kills are made. This is the first of the Mercs stages
where enemies will mutate into Duvlias after being defeated. Flash grenades
should be kept and saved for multiple Cephalo fights and Duvalia fights.
Giant Majini roam the area and appear more frequently that in the Village.
Majini come equipped with spears and shields and a few of them will arm
torches. The map is composed of several areas this time, so it is in a
player's best interest to visit all of those area and camp out in specific
areas with many enemy spawn points in order to obtain a high score.
--------
MAP LIST
--------
--> Time Bonus and Combo Bonus Locations
http://img177.imageshack.us/img177/4320/ancientvillagemaptimean.jpg
Visit the Time Bonus list and Combo Bonus list for an in-depth description of
each time and combo bonus.
--> Item Locations
http://img186.imageshack.us/img186/6626/ancientvillagemapitems.jpg
Visit the Item and Breakable Object list for an in-depth description of the
location on the map. The map includes the chicken also.
--> Areas (for enemy spawning)
http://img411.imageshack.us/img411/4937/ancientvillagemapareas.jpg
This should be used when examining the Enemy list below.
--> Enemy Spawn Points
http://img412.imageshack.us/img412/1204/ancientvillagemapspawnp.jpg
This should be used when examining the Enemy list below.
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img177.imageshack.us/img177/791/ancientvillagemapblank.jpg
This should be used if you want to label everything yourself.
---------------
STARTING POINTS
---------------
-- Starting Point 1
In the far south middle portion of the map in an area with two walls to the
side. The player will face north and that player will have a chest containing
time bonus 1 behind that player.
-- Starting Point 2
On the far north portion of the second floor upper walkway by the north door
that leads out of the Ancient Village. The player will face south and the
chest containing combo bonus 5 will be off to the left.
---------------
TIME BONUS LIST
---------------
[ ] Time Bonus 1
Extra Time: +30 seconds
Location: Outside the area containing time bonus 2 and combos bonus 2. This is
in an alcove on the south side of the map. From starting point 1 this is
behind the west wall.
[ ] Time Bonus 2
Extra Time: +90 seconds
Location: In the far southwest area, move up the stairs beyond the bridge and
this will be on the platform at the top. A Giant Majini guards this time
bonus.
[ ] Time Bonus 3
Extra Time: +30 seconds
Location: Along the west walkway outside the area with time bonus 2, a player
should move to the far north along that walkway to reach this. It can be seen
from the far south.
[ ] Time Bonus 4
Extra Time: +90 seconds
Location: In the northeast area, hop across the gap in the bridge or move up
the side ladder to the north and this will be in front of the burning structure
on the top platform that either obstacle leads to.
[ ] Time Bonus 5
Extra Time: +30 seconds
Location: Under the bridge (or walkway) that extends across the middle walkway
in the north.
[ ] Time Bonus 6
Extra Time: +60 seconds
Location: In the northeast portion of the map, find the wooden walkway that
extends around the side of the northeast platform where a sun pillar laser
device was kept in the main story mode and this will be at the end of that
wooden walkway. This is the east of the ladder along the north walkway.
[ ] Time Bonus 7
Extra Time: +90 seconds
Location: In the east section of the map, move out to the platform with the
burning structure to find this time bonus in front of the burning structure.
Either use the first floor stairs in the northeast or the second floor stairs
in the southeast to reach it. A Wetland Majini that mutates into a Duvalia
guards the stairs up to it.
[ ] Time Bonus 8
Extra Time: +30 seconds
Location: In the northeast tunnel that leads to the area with time bonus 7.
This is at the beginning portion of the tunnel (northwest section).
[ ] Time Bonus 9
Extra Time: +30 seconds
Location: This is behind a wall on the first floor east walkway. The wall is
along the south portion of the east walkway.
[ ] Time Bonus 10
Extra Time: +30 seconds
Location: Up any of the middle staircases on the platform in the direct center
portion of the map.
----------------
COMBO BONUS LIST
----------------
[ ] Combo Bonus 1
In the far south middle portion of the map. This will be behind a player that
starts at starting point 1.
[ ] Combo Bonus 2
In the southwest portion of the map, cross the bridge then turn to the right
and follow the walkway to the end to find the chest containing this combo
bonus.
[ ] Combo Bonus 3
To the right of time bonus 7. This is in the east section of the map on a
platform in front of a burning structure (to the right a bit).
[ ] Combo Bonus 4
On the east walkway of the first floor, the chest containing this is inside an
alcove in the middle of that walkway (west side).
[ ] Combo Bonus 5
In the far north, on top of the north platform with the exit door for the
Ancient Village area. This is on the second floor. Use the far north to reach
it.
---------
ITEM LIST
---------
[ ] Vase
In the far south middle portion of the map around the area of starting point 1.
[ ] Vase
Up the first staircase and in a corner near a tall pillar just a bit north from
starting point 1.
[ ] Incendiary Grenade (x2)
In the southeast area beside lying on the burning structure beside time bonus
2.
[ ] Proximity Bomb
In the southeast area beside attached to the burning structure beside time
bonus 2.
[ ] Vase (left)
In the southeast area beside lying on the same platform as time bonus 2. This
contains a green herb all the time.
[ ] Vase (right)
In the southeast area beside lying on the same platform as time bonus 2. This
contains a red herb all the time.
[ ] Hand Grenade (x2)
Lying on the burning structure on the northeast platform where time bonus 4 is
located.
[ ] Vase
Across from burning structure on the northeast platform where time bonus 4 is
located.
[ ] Vase
On the second floor east walkway, this is in an alcove near the middle portion.
[ ] Vase
On the second floor east walkway, this in an alcove in the far south.
[ ] Flash Grenade (x2)
In the east lying on the burning structure behind time bonus 7.
[ ] Vase
This is across from the top of the ladder that leads up to the second floor of
the middle north walkway that is in front of the exit door to the Ancient
Ruins.
----------
CHICKEN(S)
----------
[ ] Chicken
The chicken for this area roams around the southwest area where time bonus 1
and 2 are located. The chicken moves up and down the walkways below time bonus
2 and sometimes moves out the doorway and stands near time bonus 1. There are
times where it will move up the north walkway outside of the area with time
bonus 2.
----------
ENEMY LIST
----------
-- Wetland Majini (x30)
Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 11
Item Drop: Random
-- Wetland Majini (x30)
Spawning Condition: Spawns when a player is in Area B.
Max Number in stage at once: 10
Item Drop: Random
-- Wetland Majini (x20)
Spawning Condition: Spawns when a player is in Area C.
Max Number in stage at once: 11
Item Drop: Random
-- Wetland Majini (x20)
Spawning Condition: Spawns when a player is in Area D.
Max Number in stage at once: 11
Item Drop: Random
-- Wetland Majini (x28)
Spawning Condition: Spawns when a player is in Area E.
Max Number in stage at once: 11
Item Drop: Random
-- Torch Majini 1
Spawning Condition: Spawns when a player has defeated 10 or more enemies.
Max Number in stage at once: ?
Item Drop: Random
-- Torch Majini 2
Spawning Condition: Spawns when a player has defeated 40 or more enemies and
Torch Majini 1 has been defeated.
Max Number in stage at once: ?
Item Drop: Random
-- Torch Majini 3
Spawning Condition: Spawns when a player has defeated 60 or more enemies and
Torch Majini 2 has been defeated.
Max Number in stage at once: ?
Item Drop: Random
-- Torch Majini 4
Spawning Condition: Spawns when a player has defeated 70 or more enemies and
Torch Majini 3 has been defeated.
Max Number in stage at once: ?
Item Drop: Random
-- Torch Majini 5
Spawning Condition: Spawns when a player has defeated 80 or more enemies and
Torch Majini 4 has been defeated.
Max Number in stage at once: ?
Item Drop: Random
-- Torch Majini 6
Spawning Condition: Spawns when a player has defeated 90 or more enemies and
Torch Majini 5 has been defeated.
Max Number in stage at once: ?
Item Drop: Random
-- Giant Majini 1
Spawning Condition: Spawns when a player has defeated 10 or more enemies.
Max Number in stage at once: 1
Item Drop: Green Herb
-- Giant Majini 2
Spawning Condition: Spawns when a player has defeated 10 or more enemies and
has defeated Giant Majini 1.
Max Number in stage at once: 1
Item Drop: Green Herb
-- Giant Majini 3
Spawning Condition: Spawns when a player has defeated 10 or more enemies and
has defeated Giant Majini 2.
Max Number in stage at once: 1
Item Drop: Green Herb
-- Giant Majini 4
Spawning Condition: Spawns when a player has defeated 10 or more enemies and
has defeated Giant Majini 3.
Max Number in stage at once: 1
Item Drop: Green Herb
---------
AREA LIST
---------
There are two areas total for the Ancient Village stage:
-- Area A
Area A starts in the far northwest and stretch over to the middle of the lower
north walkway for its east boundary. It's south boundary goes all the past the
first alcove along main west walkway.
-- Area B
Area B covers the entire southwest area where the chicken usually roams. This
is the area that houses time bonus 2 and combo bonus 2.
-- Area C
Area C is in the middle area. It starts on the west side of the south portion
of the west walkway then covers the middle south area but doesn't stretch past
the north and east stairs.
-- Area D
Area D covers much of the east side. The bottom floor and top floor east
walkway are covered most of the way, as is the entire area to far east.
-- Area E
Area E contains much of the middle north and northeast portion of the map. Its
lower boundary is slanted and runs at an angle to the northeast slightly
overlapping Area D.
-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------
--> FROM THE SOUTH STARTING POINT
Break the time bonuses in the following order:
Time Bonus Order: 1, 2*, 3, 4**, 5, 6***, 7, 8, 9****, 10
* Stay in the southwest area that contains time bonus 2 and kill the enemies
until the time reaches about 30 seconds then leave. This will give your player
a chance to kill off many of the enemies that will spawn in this area. Be sure
to break the two vases near time bonus 2 and combine the red herb and green
herb that you'll get from them. Allow the enemies to pile up around your
character and pick up combo bonus 2 on your way back from hitting the time
bonus and make sure to defeat the Giant Majini beforehand. Kill the chicken in
this area before leaving it as well.
** A player can camp out in this section as well. It's best to stand near the
door that leads to the area to get a glimpse of the walkway that stretches to
the east.
*** The area surrounding time bonus 6 is another good area to camp out in and
kill Majini much like the time bonus 2 area. Here a player has two surrounding
enemy spawn points on high ledges to the north and east and that player has
plenty of distance to see the oncoming Majini.
**** The area on the first floor in the east near combo bonus 4 is another good
area to rack up kills. A player can pick up combo bonus 4 and kill off the
Majini that enter the area from the water to the north and the high ledge to
the south. For player starting at this starting point, it might be best to go
up and hit time bonus 10 before starting to kill.
--> FROM THE NORTH STARTING POINT (ON PLATFORM)
Break the time bonuses in the following order:
Time Bonus Order: 10, 1, 2*, 3, 4**, 5, 6***, 7, 8, 9****
* Stay in the southwest area that contains time bonus 2 and kill the enemies
until the time reaches about 30 seconds then leave. This will give your player
a chance to kill off many of the enemies that will spawn in this area. Be sure
to break the two vases near time bonus 2 and combine the red herb and green
herb that you'll get from them. Allow the enemies to pile up around your
character and pick up combo bonus 2 on your way back from hitting the time
bonus and make sure to defeat the Giant Majini beforehand. Kill the chicken in
this area before leaving it as well.
** A player with a rifle can get some good shots on the Majini that follow that
player while standing on the other side of the bridge and facing east. Don't
stay in this area too long however since the enemy spawn points very close.
*** The area surrounding time bonus 6 is another good area to camp out in and
kill Majini much like the time bonus 2 area. Here a player has two surrounding
enemy spawn points on high ledges to the north and east and that player has
plenty of distance to see the oncoming Majini.
**** The area on the first floor in the east near combo bonus 4 is another good
area to rack up kills. A player can pick up combo bonus 4 and kill off the
Majini that enter the area from the water to the north and the high ledge to
the south.
--> SO MANY DIFFERENT AREAS
This entire stage is split up into five areas as shown on the area map and the
enemies will spawn based on which area the player is in. A player cannot stake
out for long in any certain area or the enemies will stop appearing. This is
one stage where it will not benefit a player to run and hit all time bonuses
ahead of time. It is best to rack up kills while moving in between the various
time points as highlighted in the starting section above.
--> CAMPING
A player needs to camp out in certain areas and rack up kills while in area
with many surrounding area spawn points. Some of the best places are the
following portion of the map:
- In the southwest area around time bonus 2
- In the northeast area around time bonus 6
- Along the bottom floor east walkway with time combo bonus 4
All of the areas listed above have at least two surrounding spawn points and
they are all in different areas as labeled on the area map for this stage. A
player should take advantage of these specific portions of the map while on the
path to a time bonus.
Stay in these areas until you have about 30 seconds left then quickly run to
the next time bonus. Don't even kill the enemies at that time, just run past
them.
--> DUVALIAS
Many of the Wetland Majini in this stage will randomly spawn a Duvalia. The
only scripted mutation is in the east section in front of time bonus 7. There
is also a torch Majini in the first floor east tunnel that will always spawn a
Cephalo.
A player needs to stock flash grenades or flash rounds to deal with the
constant impending threat of parasitic enemies. Shoot or throw a flash
explosive right as the parasite begins to form to kill it instantly. You don't
have to wait until it is fully formed.
Electric rounds are another way to defeat any parasitic enemy. With a Duvalia,
two electric rounds will make it kneel to where it can be easily finished off
with a few shots from any weapon while aiming at its mouth.
__ _ _ _ [ST05]
/__\_ ___ __ ___ _ __(_)_ __ ___ ___ _ __ | |_ __ _| |
/_\ \ \/ / '_ \ / _ \ '__| | '_ ` _ \ / _ \ '_ \| __/ _` | |
//__ > <| |_) | __/ | | | | | | | | __/ | | | || (_| | |
\__/ /_/\_\ .__/ \___|_| |_|_| |_| |_|\___|_| |_|\__\__,_|_|
|_|
___ _ _ _ _
/ __\_ _ ___(_) (_) |_ _ _
/ _\/ _` |/ __| | | | __| | | |
/ / | (_| | (__| | | | |_| |_| |
\/ \__,_|\___|_|_|_|\__|\__, |
|___/
.-------------------------------------------------------------------------.
| How to unlock: Achieve a B-rank or higher on the "Ancient Ruins" stage |
'-------------------------------------------------------------------------'
--- Berserker's Best Scores ---
- Single w/Chris S.T.A.R.S.: 80,340 -
--- Duo w/Wesker S.T.A.R.S.: 226,883 ---
-- Normal Enemy Points List
.---------------------------------.
| ENEMY TYPE | POINT AMOUNT |
|=================================|
| Majini (Base) = 400 |
| Licker Beta = 900 |
| Duvalia = 900 |
| Chicken = 2,000 |
'---------------------------------'
--------
OVERVIEW
--------
Wow, no boss enemies? How fantastic! This stage is going to be like a walk in
park, eh? Come back at me with your answer once you've played this stage at
least one time on duo mode with its higher difficulty. It's more like a walk
in Alone in the Dark's Central Park location.
To put it simply, this stage is the embodiment of pure hate. The enemies on
this stage will chase the player down with intense aggression like that player
stole their copy of the RE5 Collector's Edition. I sure as hell would chase
you down with a stun rod if you stole mine and they will too.
The Base Majini here will show no mercy at their attempt to hit a player with
their stun rods and they will gang up frequently. They sometimes toss stun
grenades and normal grenades at times. Some of them will expand and blow up,
some of them will change into Duvalias and some of them have grenades strapped
to their chest just begging for a player to hit them from close range so they
might take damage from the player with their kamikaze explosion.
A few Base Majini will camp out in high areas or long range distances and aim
toward a player with their rocket launchers then fire. A rocket launcher hit
will cause a player to go into immediate dying status when it hits, so finding
their location is of the utmost importance when fighting the enemy waves.
Not only will a player have to put up with some extremely aggressive Base
Majini, but the enemy variety will suddenly begin to change dramatically once
so many Base Majini are finished off. Licker Betas will move into the area and
attack the player in intense numbers. Thankfully, they are not as strong as
the Licker Betas in story mode, but they are still every bit as aggressive. The
enemy variety will eventually change back to the usual Base Majini once enough
Lickers have been taken down however.
----
MAPS
----
** IMPORTANT NOTE ABOUT EXPERIMENTAL FACILITY MAPS **
The 3F-2F maps showcase all floors with 3F and 2F overlapping the bottom
floors. The top platform and staircase at the very top of 2F are covered by
the top room of 3F, so again, the 2F platform in question is covered a bit by
the topmost room of 3F.
--> Time Bonus and Combo Bonus Locations
1F-B1F
http://img411.imageshack.us/img411/1909/experimentalfacility1fbu.jpg
3F-2F
http://img411.imageshack.us/img411/8550/experimentalfacility3f2.jpg
Visit the Time Bonus list and Combo Bonus list for an in-depth description of
each time and combo bonus.
--> Item Locations
1F-B1F
http://img257.imageshack.us/img257/9716/experimentalfacility1fb.jpg
3F-2F
http://img254.imageshack.us/img254/8550/experimentalfacility3f2.jpg
Visit the Item and Breakable Object list for an in-depth description of the
location on the map. The 3F-2F map includes the chicken also.
--> Areas (for enemy spawning)
1F-B1F
http://img411.imageshack.us/img411/9716/experimentalfacility1fb.jpg
3F-2F
http://img244.imageshack.us/img244/8550/experimentalfacility3f2.jpg
These should be used when examining the Enemy list below.
--> Enemy Spawn Points
1F-B1F
http://img522.imageshack.us/img522/9716/experimentalfacility1fb.jpg
3F-2F
http://img257.imageshack.us/img257/8550/experimentalfacility3f2.jpg
These should be used when examining the Enemy list below.
--> Blank Map (For the gamer that wants to make his/her own location listings)
1F-B1F
http://img254.imageshack.us/img254/9716/experimentalfacility1fb.jpg
3F-2F
http://img410.imageshack.us/img410/8550/experimentalfacility3f2.jpg
These should be used if you want to label everything yourself.
---------------
STARTING POINTS
---------------
-- Starting Point 1
On the far west side of the top floor on the third floor. The player will face
the top of a ladder to the east upon starting.
-- Starting Point 2
On far southeast side of the very bottom floor on the B1 floor. The player
will face the stairs to the west upon starting.
---------------
TIME BONUS LIST
---------------
[ ] Time Bonus 1
Extra Time: +30 seconds
Location: Right in front of the elevator shaft on the third floor. The
elevator shaft is on the south side.
[ ] Time Bonus 2
Extra Time: +60 seconds
Location: Near the very end of the third floor hallway that has a ladder that
leads down to the second floor.
[ ] Time Bonus 3
Extra Time: +60 seconds
Location: While moving down the stairs on the second floor, this will be near
the bottom of the stairs.
[ ] Time Bonus 4
Extra Time: +60 seconds
Location: On a raised platform in the south center portion of the first floor.
There are two hand grenade pickups on the control panel behind this time bonus.
[ ] Time Bonus 5
Extra Time: +60 seconds
Location: Directly in front of the elevator shaft on the first floor. The
elevator shaft is on the east platform on the first floor.
[ ] Time Bonus 6
Extra Time: +60 seconds
Location: In the middle of the spike trap on the first floor. the spike trap
is to the north.
[ ] Time Bonus 7
Extra Time: +90 seconds
Location: On the very bottom floor of B1 near the southeast wall. There are
some oil canisters nearby.
----------------
COMBO BONUS LIST
----------------
[ ] Combo Bonus 1
In the very top room of the third floor. This is lying on the southwest side.
[ ] Combo Bonus 2
On the raised platform off to the east on the bottom portion below the stairs
on the second floor.
[ ] Combo Bonus 3
Midways down the long ramp on the first floor that leads to the spike trap,
this will be on the east side in the middle of that ramp.
[ ] Combo Bonus 4
After stepping onto the B1 floor shortly after dropping down the ladder, look
off to the left when stepping onto the platform with the stairs that leads down
to the very bottom floor to see this in the northwest corner.
---------
ITEM LIST
---------
[ ] Tall Crate
Lying to the side of combo bonus 1 in the top room on the third floor.
[ ] Green Herb
Lying on the second floor platform with the red flowers at the top of the
second floor. This is on the west side of the flowers.
[ ] Proximity Bomb (x2)
Propped up against the west side of the platform that is below the stairs on
the second floor. The two of these are not directly near each other but close
enough to list them together.
[ ] Tall Crate (x2)
Near the top of the stairs that lead down to the bottom portion of the second
floor.
[ ] Tall Crate (x2)
On the raised platform off to the east on the bottom portion below the stairs
on the second floor.
[ ] Hand Grenade (x2)
Lying along the control panel on the raised platform where time bonus 4 is
while on the south side of the first floor.
[ ] Tall Crate (x2)
On the big east platform along the first floor. This is lying across from the
side of the first floor elevator shaft and time bonus 5.
[ ] Incendiary Grenades (x2)
On the north small platform that can be leaped over to. This platform is to
the east of the spike trap on the first floor. The spike trap is in the north.
[ ] Red Herb
Lying along the southwest wall in the spike trap that is on the north side of
the first floor.
[ ] Green Herb
Right before reaching the very bottom floor on B1, this will be on the platform
above the stairs that leads to that floor, along the southwest corner.
----------
CHICKEN(S)
----------
[ ] Chicken
The chicken will start out near the third floor elevator and move around the
room with the two railings below the ladder of the first starting point.
----------
ENEMY LIST
----------
-- Base Majini (x30)
Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 10
Item Drop: Random
-- Base Majini (x30)
Spawning Condition: Spawns when a player is in Area B.
Max Number in stage at once: 10
Item Drop: Random
-- Licker Beta (x30)
Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 12
Item Drop: Random
-- Licker Beta (x42)
Spawning Condition: Spawns when a player is in Area D.
Max Number in stage at once: 11
Item Drop: Random
-- Rocket Launcher Majini 1
Spawning Condition: Spawns when a player has defeated 10 or more enemies.
Max Number in stage at once: 1
Item Drop: Green Herb
-- Rocket Launcher Majini 2
Spawning Condition: Spawns when a player has defeated 30 or more enemies and
Rocket Launcher Majini 1 has been defeated.
Max Number in stage at once: 1
Item Drop: Green Herb
-- Rocket Launcher Majini 3
Spawning Condition: Spawns when a player has defeated 40 or more enemies and
Rocket Launcher Majini 2 has been defeated.
Max Number in stage at once: 1
Item Drop: Green Herb
-- Rocket Launcher Majini 4 & 5
Spawning Condition: Spawns when a player has defeated 60 or more enemies and
Rocket Launcher Majini 3 has been defeated.
Max Number in stage at once: 2
Item Drop: Green Herb
-- Rocket Launcher Majini 6 & 7
Spawning Condition: Spawns when a player has defeated 70 or more enemies and
Rocket Launcher Majini 4 & 5 have been defeated.
Max Number in stage at once: 2
Item Drop: Green Herb
-- Rocket Launcher Majini 8 & 9
Spawning Condition: Spawns when a player has defeated 80 or more enemies and
Rocket Launcher Majini 6 & 7 have been defeated.
Max Number in stage at once: 2
Item Drop: Green Herb
---------
AREA LIST
---------
There are two areas total for the Experimental Facility stage:
-- Area A
Area A covers all of 3F, 2F and B1F. 1F is covered up to the extreme north and
south portions. In the north, starting with the south portion of the spike
trap all the way to the north and in the south, starting from the near mid-
portion of the railing all the way to the south, this area does not cover any
of those regions.
-- Area B
Area B covers all of B1F and 1F.
-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------
For this stage, a player can really run and break all the time bonuses then
fight the enemies or fight the enemies along the way while breaking time
bonuses. The enemy assortment gets increasingly tough as enemies are killed,
so fighting along the way can be a bad move.
It's really good to quickly grab a combo bonus when the Lickers begin to appear
in the stage since they are so incredibly numerous. Combo bonus 4 is one of
the best combo bonuses to stand near and collect when the Licker Betas begin to
appear since your character will be up on a raised platform that the Lickers
will need to jump on in order to reach the character.
--> FROM THE 3F STARTING POINT
Break the time bonuses in the following order:
Time Bonus Order: 1, 2, 3, 4, 5, 6, 7
--> FROM THE B1F STARTING POINT
Break the time bonuses in the following order:
Time Bonus Order: 7, 6, 5, 4, 3, 2, 1
--> THE AGGRESSIVE BASE MAJINI
On this stage, you will learn just how aggressive a Base Majini group can get.
Even single Base Majini can be a problem at times. They come equipped with
stun rods, pipe bombs (grenades), flash grenades and rocket launchers. The
most common Base Majini on this stage will carry stun rods and they will get
under your skin so bad at times that you'll want to punch a department store
Santa.
The Base Majini with stun rods get so aggressive at times that simply running
from one and then turning to fire at it can be a chore since the Base Majini
might be right up in your face preparing to hit your character with the stun
rod the moment that character turns around.
You really have to be ready for these enemies by equipping a weapon that will
get them off of your character quick whenever they surround your character.
Just about any weapon can do the job really. With a handgun, you'll need to
shoot them in the head, arms or legs then quickly perform a melee. Your
character has to be just as aggressive as they will be.
Some of the Base Majini will have heavy armor, so you'll need to quickly shoot
an unarmored portion or take out a magnum then shoot through their armor.
Shotguns can work good at knocking them away from your current area as well.
Collect flash grenades when they are found since some of the Base Majini will
mutate into Duvalias and a Duvalia among a group of super aggressive Base
Majini can make quite a frustrating pair.
Whenever a green laser suddenly appears on your character that means that a
Base Majini with a rocket launcher is standing in the nearby area and is about
to fire a rocket. Whenever you see a green laser in the area, your character
needs to stop everything and move out of the way. Find them quickly and
dispose of them. Shoot them with a magnum from long range if you have to.
These enemies can actually shoot from another floor at times, so watch for that
green laser and react quickly by running away or entering into some type of
invincibility animation (pick up an item, perform a melee, etc.)
--> INVINCIBILITY AND RELOADING THROUGH THE INVENTORY MENU
It is very important to take advantage of invincibility animations while in
this stage. Performing melee attacks will render your character invincible and
picking up an item will give your character some slight invincibility. When a
Base Majini fires a rocket, a player can actually pick up an item once the
rocket fire is heard and avoid the rocket with this clever exploit. Climbing
ladders and falling from platforms will give your character invincibility as
well and all of this is so incredibly useful.
You NEED to reload through the inventory during this stage. Quickly pull up
the inventory during a melee attack or while climbing a ladder then combine the
ammo with its corresponding gun. Reloading out in the open on this stage is so
very risky on this stage and your character will get hit eventually while doing
so if you choose to trigger a reload animation.
--> ENTER THE LICKER BETAS
Once a good majority of Base Majini have been defeated a few Licker Betas will
begin to enter the area. And they will continue to enter and enter and enter.
These enemies can get even more numerous than the Base Majini and are more
dangerous. Do not let your character get surrounded by these enemies along a
walkway or they will tear that character up quickly.
You need to find a raised platform and get up on it, such as the platform with
the hand grenade pickups and time bonus 4 or the platform at the bottom of the
stairs on the second floor. Climb on top of the platform and fire at the
Lickers from the safety of the platform. They can get up on the platform, but
they will have to jump on it. They can be shot with just about any weapon
since they are weaker than story mode Licker Betas. Magnums, grenade launchers
with acid rounds or nitrogen rounds, shotguns, rifles, machine guns, or even a
basic handgun (from long range) will work.
If a Licker Beta ever gets your character in a tongue impale or tongue grab
then you'll have to take the full damage from the entire grab animation in
single player mode. If a Licker ever tries to pin your character then your
character better move out of the way or perform the counter attack command
displayed on the on-screen command because if a Licker Beta pins a character in
single player mode then "You Are Dead", plain and simple because there is not a
partner to knock the Licker Beta off in single player.
While fighting Licker Betas, rocket launcher Majini might be in the area, so if
you ever see a green laser, then your character will have to risk everything
and move out of the way, sometimes even moving off the platform. The second
floor platform provides a slight wall of support from the side with the
staircase so the character can hide behind the wall to avoid rockets.
--> IT'S A TRAP!
Seriously, this stage is one big trap. Its full of hidden explosive barrels
along with a few oil canisters. It also has a transformer on B1F and a spike
trap on the north side of 1F. All of these traps can be used to a player's
advantage or they can make the stage even harder (if an enemy pipe bomb goes
off near an explosive barrel, etc).
Let's take a look at the hidden explosive barrels. A player should know the
location of each of these, so I will list them below from the starting position
of the 3F starting point:
--> THIRD FLOOR HAZARDS
- Explosive Barrels
a) On the far southeast side below the grated portion of the floor of the top
room of the third floor.
b) Above the fenced ceiling in the hallway with time bonus 2. It's to the
north after falling down the ladder.
--> SECOND FLOOR HAZARDS
- Oil Canisters
On the top platform with the red flowers. This is to the right after falling
from the ladder on 3F.
--> FIRST FLOOR HAZARDS
- Explosive Barrels
a) Under the floor of the south platform along the east side of that platform.
b) Under the floor of the east platform along the north side of that platform.
c) Under the floor of the north platform with the spike trap on the east side
of that platform.
- Spike Trap
On the north side of the first floor. Stand on the west side of the spike
caged portion of the spike trap and you'll get a "Kick" command. Initiate the
command to kick the button and set off the trap.
--> B1 FLOOR HAZARDS
- Transformer
In the middle of the platform that is right below the ladder that leads to the
first floor.
- Explosive Barrel
Under the floor on the west side of the bottom platform where time bonus 7 is
located.
- Oil Canisters
On the bottom platform to the left of time bonus 7. It's basically in the
middle of the platform.
--> USING THE TRAPS TO YOUR ADVANTAGE
Now that you know the location of each trap, while being followed by a big
crowd, try shooting the hazardous objects while standing away from them. The
explosive barrels can easily get rid of any crowd of Lickers or Base Majini
that are following your character. The oil canisters can provide a good
distraction for a group so that your character can get away or have time to
retaliate. The transformer isn't really too useful, but it can stun a group
for a short while.
One main factor that can help a player achieve a high score or simply get rid
of a tough enemy is the spike trap on the north portion of the first floor. I
deem this contraption as the perfect "Asshole Killer". Whenever an annoying
enemy such as a group of Base Majini, a Duvalia or a group of Licker Betas
enter the trap, run to the west side and "Kick" the button on that side to
instantly kill off anything inside of the trap. If you're playing duo and your
partner is inside the trap when it is set off, then that partner will go into
dying status, so make sure that your partner is not inside the trap when
setting it off.
Any of the enemies fought in this stage can be lead into the trap from any
direction, preferably from the south or east. Once they are lured inside, make
a break for the button on the west side then kick it to kill all of the enemies
inside. Sometimes enemies will actually move through the cage while your
character stands near the button.
--> SHEVA TRIBAL
Sheva Tribal is a very good choice for this stage because of her bow that kills
just about any enemy on this stage in one hit. She also has nitrogen rounds
which can be used to freeze a whole group of Licker Betas. Sheva can get up on
a raised platform whenever the Lickers appear then easily shoot arrows down on
them and chain kills rather easily. If the mob ever starts to overtake her
then take out the grenade launcher and freeze them with a nitrogen round.
_ _ _ _ [ST06]
/\/\ (_)___ ___(_) | ___ /_\ _ __ ___ __ _
/ \| / __/ __| | |/ _ \ //_\\| '__/ _ \/ _` |
/ /\/\ \ \__ \__ \ | | __/ / _ \ | | __/ (_| |
\/ \/_|___/___/_|_|\___| \_/ \_/_| \___|\__,_|
.--------------------------------------------------.
| How to unlock: Achieve a B-rank or higher on the |
| "Experimental Facility" stage |
'--------------------------------------------------'
--- Berserker's Best Scores ---
- Single w/Chris S.T.A.R.S.: 113,990 -
--- Duo w/Chris S.T.A.R.S.: 490,636 ---
-- Normal Enemy Points List -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town) = 300 | | Gatling Gun Majini = 10,000 |
| Cephalo = 800 | '-----------------------------------------'
| Chicken = 2,000 |
'---------------------------------'
--------
OVERVIEW
--------
Missile Area brings together both Missile Areas from the main game of Resident
Evil 5 and combines them both into one full stage. Missile Area is quite a
large stage and it has several ladders and dropoffs that can be used as
shortcuts. A player needs to fully memorize all of the hidden ladders strewn
throughout the area to quickly reach top or bottom floors quickly in order to
make the most out of each run.
Town Majini are the main enemies for this stage. Many more of them come
equipped with dynamite when compared to the Town Majini in the Mines stage.
It's uncommon to fight a group of Majini in this stage without at least one
dynamite carrier among them. A player really needs to watch the character's
current area when fighting a group of Majini since a dynamite explosive can so
easily land right near a character from seemingly out of nowhere.
The boss enemy for this area is the Gatling Gun Majini. His biggest threat is
his incredibly long range that he shoot his gatling gun from. From up close,
his threat level is basically cut in half unless fought among a big group of
Town Majini. Any explosive or extremely powerful weapon will quickly stun the
Gatling Gun Majini to where a player can easily focus on damaging him with
intense gunfire followed by a melee attack.
--------
MAP LIST
--------
--> Time Bonus and Combo Bonus Locations
http://img394.imageshack.us/img394/4571/missileareatimeandcomboo.jpg
Visit the Time Bonus list and Combo Bonus list for an in-depth description of
each time and combo bonus.
--> Item Locations
http://img210.imageshack.us/img210/8381/missileareaitems.jpg
Visit the Item and Breakable Object list for an in-depth description of the
location on the map. The map includes the chicken also.
--> Areas (for enemy spawning)
http://img207.imageshack.us/img207/8697/missileareaareasb.jpg
This should be used when examining the Enemy list below.
--> Enemy Spawn Points
http://img528.imageshack.us/img528/7540/missileareaspawnpoints.jpg
This should be used when examining the Enemy list below.
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img509.imageshack.us/img509/9372/missileareablank.jpg
This should be used if you want to label everything yourself.
---------------
STARTING POINTS
---------------
-- Starting Point 1
On the platform in the northwest that is right beside the west end of the 1F
conveyor belt in the north. The player will face east.
-- Starting Point 2
In the middle of the southeast office on the south portion of 3F. The player
will face north.
---------------
TIME BONUS LIST
---------------
[ ] Time Bonus 1
Extra Time: +90 seconds
Location: In the far northwest portion of the map. In order to reach this time
bonus, a character must climb the ladder of the east high walkway that
stretches across the conveyor belt on the south end of the 1F conveyor belt in
the north. There are two high walkways that stretch over the conveyor belt and
a player must climb the one on the east side.
[ ] Time Bonus 2
Extra Time: +60 seconds
Location: This is at the far east end of the north 1F conveyor belt. It is up
under the portion that is covered by the 2F conveyor belt while looking
overhead.
[ ] Time Bonus 3
Extra Time: +30 seconds
Location: Lying on the third floor platform that is reachable by climbing the
ladder in the east near time bonus 6 or by climbing the ladder in the
northeast, across from the 1F conveyor belt. A player will have to leap over
to this platform either way.
[ ] Time Bonus 4
Extra Time: +60 seconds
Location: Inside the room in the middle east portion of the map on the third
floor. The door to this room can be gotten to by climbing the ladder in the
east near time bonus 6 or by climbing the ladder in the northeast, across from
the 1F conveyor belt.
[ ] Time Bonus 5
Extra Time: +30 seconds
Location: This time bonus is lying near the end of the 2F conveyor belt that
stretches across the middle portion of the area.
[ ] Time Bonus 6
Extra Time: +30 seconds
Location: Lying among some crates in the east, middle portion of the map. Move
down either staircase to the east of time bonus 7 to reach this or drop from
the walkway to the east of time bonus 3.
[ ] Time Bonus 7
Extra Time: +30 seconds
Location: In the west, middle portion of the map to the west of time bonus 6.
[ ] Time Bonus 8
Extra Time: +60 seconds
Location: In the south portion of the area, look for a shaft with a platform in
the middle of it and this will be in the middle of that platform. This shaft
is on the west side of the area just to the south of time bonus 7.
[ ] Time Bonus 9
Extra Time: +60 seconds
Location: Get on the conveyor belt in the far south and move to the far east
side of that conveyor belt. This time bonus is in front of the furnace at the
end. Be careful not to move too far past it or the character will get killed
by the flames of the furnace.
[ ] Time Bonus 10
Extra Time: +30 seconds
Location: Climb either of the ladders (west or east) just to the north of the
south conveyor belt. This time bonus is on the northeast portion of the 3F
walkway.
[ ] Time Bonus 11
Extra Time: +60 seconds
Location: Climb either of the ladders (west or east) just to the north of the
south conveyor belt. This time bonus is inside of the control room in the
southeast portion of the 3F walkway.
----------------
COMBO BONUS LIST
----------------
[ ] Combo Bonus 1
In the northeast portion of the map, this is lying on a crate next to two flash
grenades. It's on a raised platform at the north end of the 2F conveyor belt.
[ ] Combo Bonus 2
This is to the west of the first ramp that leads off the 2F conveyor belt. It
is on a long set of shelves.
[ ] Combo Bonus 3
On a table near the north railing of the south conveyor belt. A player must
move down the stairs near the dropoff that leads to the south conveyor belt.
This is lying next to a first aid spray pickup.
[ ] Combo Bonus 4
This is inside of the office on the 3F walkway along the south side of the
area. Climb the ladder on the east or west side to the north of the south
conveyor belt to reach the walkway that will lead to this. The office is in
the southwest.
---------
ITEM LIST
---------
[ ] Hand Grenade
In the northwest section of the area, lying on a crate along the south side of
the 1F conveyor belt. The crate is to the west beside the small staircase.
[ ] Proximity Bomb
Lying on a crate beside time bonus 1 in the far northwest section of the area.
[ ] Flash Grenade (x2)
In the far northeast, on the second floor on a crate beside combo bonus 1.
[ ] Proximity Bomb
Lying on a shelf besides combo bonus 2. This is to the west of the first ramp
on the 2F conveyor belt.
[ ] Proximity Bomb
On a crate inside the east room on the north 3F walkway. This is the same room
with time bonus 4.
[ ] Incendiary Grenade (x2)
On a shelf inside the east room on the north 3F walkway. This is the same room
with time bonus 4.
[ ] Hand Grenade (x2)
On a shelf inside the east room on the north 3F walkway. This is the same room
with time bonus 4.
[ ] First Aid Spray
Lying on a crate in the east portion of 1F near time bonus 6.
[ ] Hand Grenade (x2)
After moving down the south staircase from time bonus 8, turn around and find
the crate with these on it.
[ ] First Aid Spray
Lying on the table beside combo bonus 4 in the south area, north of the south
conveyor belt.
[ ] Hand Grenade
On a crate off to the north after grabbing the first aid spray pickup near
combo bonus 4. This is around the area with the chicken.
[ ] Hand Grenade
Lying on the controls in the southeast control room on the 3F in the south.
[ ] Flash Grenade
Lying on the controls in the southeast control room on the 3F in the south.
[ ] Green Herb
Lying on a counter in the southeast control room on the 3F in the south.
----------
CHICKEN(S)
----------
[ ] Chicken
The chicken roams around the southeast portion of the map, just to the north of
south conveyor belt by the explosive barrel and the ladder that leads up to the
3F walkway. It sometimes roams to the west of this area.
----------
ENEMY LIST
----------
-- Town Majini (x20)
Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 12
Item Drop: Random
-- Town Majini (x25)
Spawning Condition: Spawns when a player is in Area B.
Max Number in stage at once: 12
Item Drop: Random
-- Town Majini (x20)
Spawning Condition: Spawns when a player is in Area C.
Max Number in stage at once: 12
Item Drop: Random
-- Town Majini (x20)
Spawning Condition: Spawns when a player is in Area D.
Max Number in stage at once: 12
Item Drop: Random
-- Town Majini (x20)
Spawning Condition: Spawns when a player is in Area E.
Max Number in stage at once: 12
Item Drop: Random
-- Town Majini (x30)
Spawning Condition: Spawns when a player is in Area F.
Max Number in stage at once: 12
Item Drop: Random
-- Gatling Gun Majini 1
Spawning Condition: Spawns when a player has defeated 20 or more enemies.
Max Number in stage at once: 1
Item Drop: First Aid Spray
-- Gatling Gun Majini 2
Spawning Condition: Spawns when a player has defeated 60 or more enemies and
Gatling Gun Majini 1 has been defeated.
Max Number in stage at once: 1
Item Drop: First Aid Spray
-- Gatling Gun Majini 3 (red)
Spawning Condition: Spawns when a player has defeated 90 or more enemies and
Gatling Gun Majini 2 has been defeated.
Max Number in stage at once: 1
Item Drop: First Aid Spray
---------
AREA LIST
---------
There are six areas total for the Missile Area stage:
-- Area A (blue)
Area A covers the majority of the top north region and ends right as the bridge
from the 2F conveyor belt right at the west bridge that leads to the west area.
-- Area B (green)
Area B is... well, Area B forms a backward "h" in design and covers the
majority of the 2F conveyor belt along with a good chunk of the region to the
south of the 1F conveyor belts in the north.
-- Area C (purple)
Area C covers most of the midportion of the middle 2F conveyor belt along with
most of the area to the east and west.
-- Area D (red)
Area D starts at the middle portion of the 2F conveyor belt and covers the
majority of the rest of the map all the way to the south.
-- Area E (brown)
Area E begins at the far south end of the 2F conveyor belt and stretches all
the way to the south while covering that entire region.
-- Area F (light blue)
Area F basically covers the entire middle portion of the map.
-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------
--> FROM THE 1F CONVEYOR BELT STARTING POINT
Break the time bonuses in the following order:
Time Bonus Order: 1*, 2**, 3, 4***, 5****, 6, 7, 8, 9, 10, 11
* Climb up the nearby ladder next to time bonus 1 then drop from the middle
section of the high walkway while facing east to land on the conveyor belt with
time bonus 2 at the end.
** Climb on top of the raised platform and move up the stairs to get on the 2F
conveyor belt. Run to the south ladder that is on the east side and climb it
to reach 3F.
*** Drop from the south side of the outside walkway on 3F to get back on the 2F
conveyor belt.
**** Drop from the dropoff on the east side of the conveyor belt to reach time
bonus 6
Don't worry about the chicken until after breaking time bonus 11. Drop from
the east ladder then allow him to be your first victim.
--> FROM THE B1F STARTING POINT
Break the time bonuses in the following order:
Time Bonus Order: 11, 10*, 9, 8, 7, 6**, 3, 4***, 5****, 1*****, 2
* Kill the chicken after dropping from the east ladder on 3F.
** Climb the ladder behind the crate with the first aid spray then hop over to
time bonus 3 while on 3F.
*** After breaking time bonus 4, hop off the north side of the outside walkway
then break time bonus 5.
**** Hop off the east side of the 2F conveyor belt from the dropoff that is
right before your character gets to the raised platform in the north. This
way, your character can quickly climb up the ladder of the east walkway that
stretches across the 1F conveyor belt and reach time bonus 1 quicker.
***** Climb the ladder near time bonus 1 and dropoff the east section of the
walkway above to land on the conveyor belt with time bonus 2.
--> WATCH FOR THE EXPLOSIVES
This stage has tons of Majini that will run at your character while equipped
with dynamite. Don't shoot them too close unless you know that you're not
going to hit the dynamite that they carry. Shooting them with a shotgun from
up close can be extremely risky since the spread tends to hit the dynamite.
Be careful about standing still for too long during fights as well. A lot of
times, a Majini with dynamite will show up somewhere off the camera and might
toss dynamite toward your character, so stay on the move quite a bit.
Sometimes Majini will light a dynamite stick then charge directly at your
character. Run away from them when they do this or quickly shoot them in the
leg to stop their mad dash. A lot of times they move too quickly to aim at
them however.
--> DEALING WITH THE GATLING GUN MAJINI
The Gatling Gun Majini can be a major threat from long range and he can shoot
from quite a distance. While at a distance from him, quickly run behind any
sort of obstacle to take cover from his machine gun fire. When no obstacle is
available, a player can run to the side of him and avoid his gunfire while he
turns his gun in an attempt to keep up with the player. The running method can
work well at times from midrange, but always try to find some sort of wall or
obstacle as opposed to running.
Whenever the Gatling Gun Majini begins to rotate his gatling gun barrel, he
will fire no matter how close your character gets to him. From close range, he
will attack a character by smacking that character with the back end of his
gatling gun. This is a rather quick melee move and covers some good distance
in front of him, so don't ever get extremely close to him unless he is stunned
since your character won't be able to back away when he attempts his melee
attack with the gatling gun.
If your character does not have a magnum in the character's starting inventory,
then be sure to load up on hand grenade pickups and proximity mines that are
found throughout this stage. Stunning the Gatling Gun Majini with a quick
explosion or powerful shot to any portion of the body is the key to ultimately
taking him down.
Whenever the Gatling Gun Majini first steps into view, shoot him with a magnum
or toss a hand grenade toward him to stun him. He can be lured toward a
Proximity Bomb as well, but this will take longer obviously. While he is
stunned, run up to him and blast him in the head with the most powerful that
your character has. Be sure to run up close enough so that the melee command
appears in you're using Control Type B or D. Fire at him then quickly perform
a melee attack to finish off the attacking sequence. If he is not dead after
the full attacking sequence then restun him and damage him again from close
range.
There are two types of Gatling Gun Majini found in this stage. The first two
have a yellow outfit and the third and final Gatling Gun Majini has a red
outfit. The red Gatling Gun Majini can take more damage than the yellow
Gatling Gun Majini.
If your character is caught in his gunfire, then keep in mind that he is likely
to taunt by raising his gatling gun into the air and firing right as your
character gets up, so use that time to your advantage to quickly stun him.
--> TAKE ADVANTAGE OF EXPLOSIVE BARRELS/CANISTERS
There are quite a few explosive barrels and canister on this stage. Most of
the explosive objects lie along the many conveyor belts but a few are
elsewhere. Allow enemies to pile up near them at times then shoot the
explosive barrel or canister to defeat all of them at once.
--> THE WIDE OPEN AREA
While along the 2F conveyor belt, your character has a good view of a good
majority of the surrounding area. A character with a rifle can easily take
advantage of this open area and get in plenty of long range shots from long
distance. Some characters can even take down the Gatling Gun Majini from long
range with their rifles. This works even better on duo mode.
__ _ _ ___ _ [ST07]
/ _\ |__ (_)_ __ / \___ ___| | __
\ \| '_ \| | '_ \ / /\ / _ \/ __| |/ /
_\ \ | | | | |_) | / /_// __/ (__| <
\__/_| |_|_| .__/ /___,' \___|\___|_|\_\
|_|
.------------------------------------------------------------------------.
| How to unlock: Achieve a B-rank or higher on the "Missile Area" stage |
'------------------------------------------------------------------------'
--- Berserker's Best Scores ---
- Single w/Chris S.T.A.R.S.: -
--- Duo w/Chris S.T.A.R.S.: 463,775 ---
-- Normal Enemy Points List -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town) = 300 | | Chainsaw Majini = 7,000 |
| Cephalo = 800 | '-----------------------------------------'
| Chicken = 2,000 |
'---------------------------------'
--------
OVERVIEW
--------
Ship Deck is taken from the first section of chapter 6-1 in the main game. It
comprises the same metal container placement and adds in a few ziplines to
reach certain portions of the map very quickly. Ship Deck can be like a
labyrinth of metal containers once a player reaches the south portion. This
stage has TONS of ladders. Knowing where ladders will take your character is a
key factor in navigation for this stage. The stage is best memorized but a
player can gain an idea of which ladder to climb or drop from by tilting the
camera for a better view of the surrounding area.
Town Majini are once again the main enemy type that will be fought on this
stage. The boss enemies are quite frequent on the Ship Deck. They come in the
form of Chainsaw Majini. One of them is already waiting in the southeast
portion of the map from the get go. The rest will spawn after the first has
been taken down and after a certain number of enemies have been killed.
Some of the chainsaw Majini (blue pants) will always go into berserk mode a few
seconds after falling from heavy damage. It is very important to keep these
enemies in mind and finish them off as quickly as possible - basically start
firing at them when they start to get up after a knockdown.
--------
MAP LIST
--------
--> Time Bonus and Combo Bonus Locations
http://img504.imageshack.us/img504/8858/shipdecktimeandcombobon.jpg
Visit the Time Bonus list and Combo Bonus list for an in-depth description of
each time and combo bonus.
--> Item Locations
http://img301.imageshack.us/img301/8615/shipdeckitemsk.jpg
Visit the Item and Breakable Object list for an in-depth description of the
location on the map. The map includes the chicken also.
--> Areas (for enemy spawning)
http://img504.imageshack.us/img504/4987/shipdeckareasb.jpg
This should be used when examining the Enemy list below.
--> Enemy Spawn Points
http://img158.imageshack.us/img158/1207/shipdeckspawnpoints.jpg
This should be used when examining the Enemy list below.
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img158.imageshack.us/img158/7598/shipdeckblanko.jpg
This should be used if you want to label everything yourself.
---------------
STARTING POINTS
---------------
-- Starting Point 1
In the far north, the player will start on the first platform along the tower.
The player will face south.
-- Starting Point 2
In the far southeast, the player will start at the top of the stairs in that
direction. The player will face east.
---------------
TIME BONUS LIST
---------------
[ ] Time Bonus 1
Extra Time: +30 seconds
Location: On the third floor of the tower in the far north, near the zipline.
[ ] Time Bonus 2
Extra Time: +60 seconds
Location: On the far north platform at the circular end that stretches to the
north.
[ ] Time Bonus 3
Extra Time: +30 seconds
Location: While walking away from the north tower along the east side of the
boat, this will be lying below the second set of stairs that your character
comes to. A ladder is nearby.
[ ] Time Bonus 4
Extra Time: +90 seconds
Location: This is across from the staircase at the very end of the west walkway
that leads away from the north section of the boat. Combo Bonus 3 is on a
higher platform nearby.
[ ] Time Bonus 5
Extra Time: +60 seconds
Location: Find the ladder that leads up to a metal container to the south of
time bonus 4 then climb the ladder and hop over the next three crates to the
east and then climb the next ladder and this will be at the top. It's on a
east metal container.
[ ] Time Bonus 6
Extra Time: +60 seconds
Location: Near the middle of the metal containers in the south portion of the
map. It's in between several metal containers. Ladders can be climbed from
the east or west to reach this or it can be while coming from the north.
[ ] Time Bonus 7
Extra Time: +60 seconds
Location: In the very middle of the map (to the west a bit from the middle),
your character will be on a set of metal containers. There is a ladder that
leads to a west metal container and, after climbing it, your character can leap
across a few metal containers to the west. This time bonus is on the south end
of the long set of metal containers.
[ ] Time Bonus 8
Extra Time: +60 seconds
Location: This is in the south and to the north of combo bonus 4. Time bonus 7
is in the same basic area as this one, only higher.
[ ] Time Bonus 9
Extra Time: +30 seconds
Location: There is a gate in the west middle portion of the map. Kick open the
gate door and this will be off to the right behind it.
[ ] Time Bonus 10
Extra Time: +60 seconds
Location: After kicking open the gate door on the west middle side of the map,
move up the stairs in the back then get on the walkway that heads south. Climb
each ladder while moving up the crane tower and this will be off to the left at
the top.
[ ] Time Bonus 11
Extra Time: +30 seconds
Location: This time bonus is in the far southeast portion of the map on a
platform above some stairs.
----------------
COMBO BONUS LIST
----------------
[ ] Combo Bonus 1
On the far north platform on the ship. This is lying on the east side.
[ ] Combo Bonus 2
This is lying along the end of the east set of walkways that lead away from the
north section of the boat. It is off to the east near the second ladder on
that side.
[ ] Combo Bonus 3
This is lying along the end of the west set of walkways that lead away from the
north section of the boat. Climb the ladder along the west side to reach it.
[ ] Combo Bonus 4
Combo bonus 4 is to the south of time bonus 8. It's up a ladder in the south
while on the west portion of the map.
[ ] Combo Bonus 5
After kicking open the gate door on the west middle side of the map, move up
the stairs in the back then get on the walkway that heads south. Climb each
ladder while moving up the crane tower and this will be directly in front of
your character at the top.
---------
ITEM LIST
---------
[ ] Tall Crate (x2)
These are along the far north walkway where time bonus 2 is located. The
chicken is also nearby.
[ ] Hand Grenade (x2)
Lying along the west side of the top pole along the third floor of the north
tower.
[ ] Rocket Launcher
This is propped up against the left side of the zipline framework on the third
floor of the far north tower.
[ ] Tall Crate
Along the east path that leads away from the north portion of the boat. This
is near a ladder.
[ ] Hand Grenade
Along the east path that leads away from the north portion of the boat. This
hand grenade is lying on a metal crate and near a ladder.
[ ] Tall Crate (x2)
Below the high platform where combo bonus 3 is located. This is along the west
path that leads away from the north portion of the boat.
[ ] Tall Crate (x2)
Along the east portion down the stairway from time bonus 11.
[ ] Tall Crate
Up the staircase to the south of time bonus 11 in the southeast.
[ ] Flash Grenade (x2)
These are lying on a metal crate, up the staircase to the south of time bonus
11. Round the stairway railing to the left after climbing the stairs and they
will be up ahead.
[ ] Tall Crate
On top of a long stack of metal containers in the far south.
[ ] Tall Crate
In the area with combo bonus 4 in the southwest portion of the map.
[ ] Grenade Launcher, Flame Rounds, First Aid Spray
Around the center south portion of the map, hop over to time bonus 7 then break
it and drop to the south set of crates to find these lying nearby.
[ ] Incendiary Grenade (x2)
Lying along the control panel for the gate door in the middle west portion of
the map.
[ ] Proximity Bomb (x2)
Climb to the very top of the crane tower that can be reached after moving past
the gate in the center portion of the map and these will be across from the
zipline.
[ ] Rocket Launcher (x2)
Climb to the very top of the crane tower that can be reached after moving past
the gate in the center portion of the map and ride the zipline to the east.
The zipline will take your character to a high east platform with two rocket
launchers lying against the railing. Only one can be taken at a time per
character.
----------
CHICKEN(S)
----------
[ ] Chicken
The chicken for this stage roams around the far north walkway where time bonus
2 is located. It sometimes jumps off the walkway and moves around the area
below the ladder.
----------
ENEMY LIST
----------
-- Town Majini (x40)
Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 12
Item Drop: Random
-- Town Majini (x45)
Spawning Condition: Spawns when a player is in Area B.
Max Number in stage at once: 12
Item Drop: Random
-- Town Majini (x52)
Spawning Condition: Spawns when a player is in Area C.
Max Number in stage at once: 12
Item Drop: Random
-- Chainsaw Majini 1 (blue) & 2 (red)
Spawning Condition: Spawns when a player has defeated 20 or more enemies and
first Chainsaw Majini has been defeated.
Max Number in stage at once: 1 of each type
Item Drop: First Aid Spray (blue), Green Herb (red)
-- Gatling Gun Majini 3 (red)
Spawning Condition: Spawns when a player has defeated 30 or more enemies and
Chainsaw Majini 1 & 2 have been defeated.
Max Number in stage at once: 1
Item Drop: Green Herb
-- Chainsaw Majini 4 (red)
Spawning Condition: Spawns when a player has defeated 40 or more enemies and
Chainsaw Majini 3 has been defeated.
Max Number in stage at once: 1
Item Drop: Green Herb
-- Chainsaw Majini 5 (blue) & 6 (red)
Spawning Condition: Spawns when a player has defeated 50 or more enemies and
Chainsaw Majini 4 has been defeated.
Max Number in stage at once: 1 of each type
Item Drop: First Aid Spray (blue), Green Herb (red)
---------
AREA LIST
---------
There are three areas total for the Ship Deck stage:
-- Area A
Area A covers the entire north half of the ship up to the end of both paths
(west and east) that lead to the north on the map.
-- Area B
Area B covers the entire east portion of the boat that is not covered by Area A
or C and its boundaries are in the middle and to the far north where Area A
starts.
-- Area C
Area C covers the entire west portion of the boat that is not covered by Area A
or B and its boundaries are in the middle and to the far north where Area A
starts.
-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------
In a way, it really doesn't matter when your character starts killing in this
stage. Either run and destroy the time bonuses or stop and fight for a while
when near a combo bonus. The Chainsaw Majini in this stage can actually be
taken down rather quickly to where a player won't have to deal with anymore
since they all appear early. Read on in the "Kill them" section below.
--> FROM THE FAR NORTH
Break the time bonuses in the following order:
Time Bonus Order: 1*, 2**, 3, 4, 5***, 6****, 7, 8, 9, 10*****, 11
* Pick up the rocket launcher while at the top but don't use the zipline. Use
the rocket launcher if needed along the way
** Kill off the chicken near this time bonus.
*** Climb the ladders off to the west middle portion of the metal containers to
reach time bonus 6 after breaking time bonus 5.
**** Climb up the metal container in the middle portion and hop over to time
bonus 7 and break it then drop down to time bonus 8.
***** Ride the zipline on the crane tower, pick up a rocket launcher and fall
then break time bonus 11.
--> FROM THE FAR SOUTHEAST
Break the time bonuses in the following order:
Time Bonus Order: 11, 5, 4, 3, 2, 1, 6, 7, 8, 9, 10
--> A MIX OF TOWN MAJINI
The mix of Town Majini in this stage is really not different than the Missile
Area. They seem more aggressive in this stage however. Don't ever let them
group up around your character when a Chainsaw Majini is nearby.
--> THE ROAR OF THE CHAINSAW
Shortly after this level begins, a chainsaw can be heard in the distance. He's
coming to get you, my dear reader! One Chainsaw Majini with blue pants will
always be the first Chainsaw Majini to appear in this area and will start from
the northwest end. If your character happens to start at the northwest
starting point, then you'll likely see him.
There are two types of Chainsaw Majini in this stage - one with blue pants and
one with red pants. The red pants version is the weaker one of the two and the
blue pants Chainsaw Majini is stronger and will go into a berserk frenzy after
falling one time. The blue Chainsaw Majini will always go into a berserk
status shortly after falling and he does not count as a kill or drop an item
until after he has been defeated while he is berserking.
--> DEALING WITH THE CHAINSAW MAJINI
Just about any weapon can be used to stun the Chainsaw Majini if the player
shoots one in the head. Even a handgun is useful in stunning one (two shots to
the head). Hand Grenades, Incendiary Grenades, Proximity Bombs, Flash Grenades
or a nearby explosion with an explosive barrel will all stun him as well.
Incendiary grenades really provide the quickest stun out of the listed throwing
weapons. The grenade launcher that can be found in this level comes equipped
with flame rounds that will stun the Chainsaw Majini just like an incendiary
grenade. There are also some extra flame rounds near it.
Once a chainsaw Majini is stunned, race toward him then fill him full of your
most powerful gun's gunshots from close range. Make sure that no other Majini
are in the immediate area before doing this however. Quickly perform a melee
attack before he recovers; a player can also perform the melee when any
surrounding Majini are about to hit to take advantage of the melee's
invincibility. With Type B and D controls a player can literally stand over
him while he is stunned then let loose with gunshots and cancel the final
gunshot into a melee attack by pressing the action button during the gunshot
animation.
The Chainsaw Majini with red pants will explode instantly upon being defeated
but the Chainsaw Majini with blue pants will fall then get back up a few
seconds later and go into berserk status. A player can stand right near his
body as he falls then begin to shoot him as he gets up to go into berserk
status.
Keep in mind that he cannot die while he is getting up, but he will quickly die
once fully standing if enough damage is delivered to him. So basically, if a
player shoots him twice with Chris S.T.A.R.S. magnum while he gets up then that
player can stand and watch as he rises then suddenly dies from the damage of
the two magnum shots (taunt at that time to look cool).
A Chainsaw Majini with blue pants that has already started berserking needs to
be taken down quickly! All it takes is one Majini grab from nowhere to have
him catch up to a player. If he catches a player then that player is basically
dead since the Chainsaw Majini will continue to swing right near the character
as the characters gets up while in dying status. Be sure to shoot a berserking
Chainsaw Majini from a distance with any weapon until he dies. Never use a
shotgun unless it is long range such as the Hydra or Jail Breaker.
--> KILL THEM, KILL THEM ALL!
The Chainsaw Majini in this stage show up very early. They come as a player
kills them off and finishes off Majini in multiples of ten. Once a player has
finished off 50 Majini then all Chainsaw Majini in the area are already
scheduled to appear. If they haven't then there is a Chainsaw Majini already
in the stage that is keeping the others from spawning, so go kill him to make
another spawn.
In Duo mode, or if you are that sure of yourself, players can simply stand in
one spot and kill off all seven chainsaw Majini then have the rest of the time
free of these pest. It's better to do this in Duo mode once both players have
met up with each other. Some of the Chainsaw Majini with blue pants will
appear alongside the Chainsaw Majini with red pants, so you'll have to deal
with two at a time sometimes. Keep all surrounding Majini away while a player
deals with the Chainsaw Majini(s) is of the utmost importance while fighting
any of them.
--> 3 ROCKET LAUNCHERS AND A GRENADE LAUNCHER!
There are a total of 3 rocket launchers and one grenade launcher hidden in this
stage. One rocket launcher is on the top of the tower near time bonus 1 and it
is lying near the zipline. The other two rocket launchers can be gotten to by
using the zipline on the crane tower in the far west. A grenade launcher is
lying below the metal container that time bonus 7 is on (drop from the south
side). Once the grenade launcher is picked up by a character that doesn't
already have one then that character will receive random grenade launcher ammo
drops from enemies.
The grenade launcher comes equipped with flame rounds and there are some extra
flame rounds near it. The flame rounds can come in handy for any character
since they will stun a Chainsaw Majini whenever one is shot at him much like an
incendiary grenade's flames. This can be the key for Jill BSAA players to gain
an edge in this stage.
A player cannot pick up a weapon that the player already has in that player's
inventory, so you can't horde rocket launchers. Rocket launchers are really
best used against a set of two Chainsaw Majini. If will kill the one with red
pants and knock out the one with blue pants.
--> HIGH PLATFORMS FOR SNIPING
There are several high platforms in this area that a character with sniper
rifle can take advantage of. Both towers can be used for sniping points and
the platform in the east with the two rocket launchers makes an absolutely
perfect sniping spot, since you can get a good survey of the area without
having to worry about what might be behind your character.
___ _ [ST08]
/ _ \_ __(_)___ ___ _ __
/ /_)/ '__| / __|/ _ \| '_ \
/ ___/| | | \__ \ (_) | | | |
\/ |_| |_|___/\___/|_| |_|
.---------------------------------------------------------------------.
| How to unlock: Achieve a B-rank or higher on the "Ship Deck" stage |
'---------------------------------------------------------------------'
--- Berserker's Best Scores ---
- Single w/Chris S.T.A.R.S.: -
--- Duo w/Chris S.T.A.R.S.: 504,875 ---
-- Normal Enemy Points List -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town) = 300 | | Executioner Majini = 5,000 |
| Cephalo = 800 | | Executioner Majini (Red) = 15,000 |
| Big Man Majini = 1,000 | '-----------------------------------------'
| Chicken = 2,000 |
'---------------------------------'
--------
OVERVIEW
--------
The Prison map is another exclusive stage to The Mercenaries mode. This three
floor stage is filled with several twisting corridors and a basement level full
of lava. The layout of this map can easily confuse a player a first much like
the Ship Deck, but through memorization it isn't so bad. Town Majini roam this
map and spawn throughout the middle portion and side areas of the maps.
The main threat with the Prison is the new Executioner Majini exclusive to this
stage. He wears a red mask and has white flesh along with a red growth on his
back. He also carries a new and improved flaming axe. This Executioner is
much faster than the normal Executioner and can stand up to even the most
powerful guns for quite a while with his tremendous health. If you're partner
ever dies in duo mode and a flaming axe suddenly moves by the camera then
you'll have a pretty good idea as to what killed that player. Damn you, red
Ex!
A normal Executioner will appear in the stage eventually and he is much like
the original Executioner, though he does have more health than the Executioner
fought in the Public Assembly stage. All the same tricks for taking this bad
boy out on the Public Assembly stage still work here, but a player will need to
dish out even more punishment than before.
--------
MAP LIST
--------
NOTES ABOUT THE FOLLOWING MAPS:
NOTE 1: In all the 3F-2F maps, 3F overlaps the 2F in some areas. 3F covers a
good majority of the north portion of 2F.
NOTE 2: There is a staircase at the bottom of the east portion of 3F that was
not added in my initial sketch of the area. I would have to go back and redo
all maps to add that.
--> Time Bonus and Combo Bonus Locations
1F-B1F
http://img259.imageshack.us/img259/6917/prison1fb1ftimeandcombo.jpg
3F-2F
http://img245.imageshack.us/img245/8942/prison3f2ftimeandcombob.jpg
Visit the Time Bonus list and Combo Bonus list for an in-depth description of
each time and combo bonus.
--> Item Locations
1F-B1F
http://img245.imageshack.us/img245/1453/prison1fb1fitems.jpg
3F-2F
http://img242.imageshack.us/img242/1994/prison3f2fitems.jpg
Visit the Item and Breakable Object list for an in-depth description of the
location on the map. The map includes the chicken also.
--> Areas (for enemy spawning)
1F-B1F
http://img245.imageshack.us/img245/2655/prison1fb1fareas.jpg
3F-2F
http://img527.imageshack.us/img527/7839/prison3f2fareas.jpg
These should be used when examining the Enemy list below.
HINT: It's all one big area and I just made up the maps to be thorough.
--> Enemy Spawn Points
1F-B1F
http://img527.imageshack.us/img527/9016/prison1fb1fspawnpoints.jpg
3F-2F
http://img245.imageshack.us/img245/4571/prison3f2fspawnpoints.jpg
These should be used when examining the Enemy list below.
--> Blank Map (For the gamer that wants to make his/her own location listings)
1F-B1F
http://img259.imageshack.us/img259/2807/prison1fb1fblank.jpg
3F-2F
http://img242.imageshack.us/img242/8279/prison3f2fblank.jpg
These should be used if you want to label everything yourself.
---------------
STARTING POINTS
---------------
-- Starting Point 1
On the third floor high walkway that extends across the middle room of the
prison. The player will face to the west and starts right near time bonus 1.
-- Starting Point 2
In the first floor middle room of the prison. The player will face south.
---------------
TIME BONUS LIST
---------------
[ ] Time Bonus 1
Extra Time: +60 seconds
Location: On 3F, this is in the center of the top of the walkway that extends
across the middle portion of the Prison.
[ ] Time Bonus 2
Extra Time: +60 seconds
Location: This is on the south side of 2F, right across from a zipline that a
player can use in the north.
[ ] Time Bonus 3
Extra Time: +30 seconds
Location: Along the north portion of 2F right before reaching time bonus 4.
This is actually in a room slightly to the south of time bonus 4.
[ ] Time Bonus 4
Extra Time: +30 seconds
Location: Very close to time bonus 3 on 2F, only this is in the room to the
north of it. This can be seen through a window if a player approaches the room
from the south. Time bonus 3 is behind the door to the south of that window.
[ ] Time Bonus 5
Extra Time: +60 seconds
Location: Right before getting to the northwest stairs that lead down to the
area with the chicken on 2F, this is on the other side of the gap that a player
will have to leap across to get to those stairs.
[ ] Time Bonus 6
Extra Time: +30 seconds
Location: On a walkway that extends out toward the far northwest side of 1F.
This is next to the ramp that leads down to the basement level.
[ ] Time Bonus 7
Extra Time: +90 seconds
Location: In the center of B1, this is on a walkway that extends to the south.
This is in the basement level below the middle portion of the area.
[ ] Time Bonus 8
Extra Time: +30 seconds
Location: This is in a northeast room to the west of the hallway with three
cells to the east on 1F. A red herb lies near this time bonus.
[ ] Time Bonus 9
Extra Time: +30 seconds
Location: To the side of the bottom of the east staircase that is to the west
of the three cells in the east on 1F.
[ ] Time Bonus 10
Extra Time: +30 seconds
Location: Inside the south cell in the set of three cells to the east on 1F.
Kick through the cell door then break it.
[ ] Time Bonus 11
Extra Time: +30 seconds
Location: Inside of a long room in the southwest portion of 1F. There is
another long room to the south of this one.
----------------
COMBO BONUS LIST
----------------
[ ] Combo Bonus 1
Move down the walkway to the west of time bonus 1 and this will be off to the
left. This is on the walkway that stretches across the third floor of the
Prison.
[ ] Combo Bonus 2
This is in the chest in the room down the east staircase that can be taken down
from 3F. This is on 2F near time bonus 2.
[ ] Combo Bonus 3
In the far northeast section of 1F, this is in the area where the chicken is
located. Hop over the railing and collect this from the chest in the back of
the room.
[ ] Combo Bonus 4
On the east side of 1F this is in the north cell of the set of three cells
along that side.
----------
ITEMS LIST
----------
-- THIRD FLOOR
[ ] Hand Grenade
Lying on a crate near combo bonus 1 on the third floor walkway that extends
across the middle floor of the prison. This is on the west side of that
walkway.
-- SECOND FLOOR
[ ] Wooden Barrel
Lying along the top portion of the outside walkway to the west.
[ ] Hand Grenade
Lying on a crate near the doorway that leads out to the tracks where time bonus
2 is located.
[ ] Proximity Bomb
Lying beside a rail cart at the end of the north portion of the tracks that
extend across the middle floor of the prison.
[ ] Hand Grenade
Lying on a metal stretcher with a body on top of it in the same corridor with
time bonus 4.
[ ] Wooden Crate
Lying on a wooden cabinet on the east side of 2F. This is in a dead end
corridor right before going down the stairs on that side.
[ ] Incendiary Grenade
On a wooden crate on the outside walkway in the northeast.
[ ] Flash Grenade
On a wooden crate near time bonus 5. This is right before turning to go down
the set of stairs that lead to the floor with the chicken.
-- FIRST FLOOR
[ ] Proximity Bomb
In the closet cubby set in the pair of cubbies off to the right in the
northeast room with the chicken.
[ ] Hand Grenade (x2)
In the further cubby set in the pair of cubbies in the room with the chicken in
the northeast.
[ ] Wooden Crate
In the far northeast room with the chicken. This is on a wooden cabinet to the
left in the back of the room.
[ ] Wooden Barrel
While moving along the north walkway, this will be off to the right while
coming from the east.
[ ] Red Herb
Lying on a wooden crate in the north room that contains time bonus 8.
[ ] Wooden Barrel
Lying in the corridor below the east stairs.
[ ] Hand Grenade (x2)
These are lying on some metal containers in the long room to the north.
[ ] Flash Grenade
In the middle room, this is on a counter along the north side.
[ ] Hand Grenade
In the middle room, this is on a crate along the south side.
[ ] Wooden Barrel
Lying in a dead end corridor below the west set of stairs.
[ ] Green Herb
On a counter in the room to the south of the middle room.
[ ] Proximity Bomb
On a table in the room to the south of the middle room.
[ ] Wooden Barrel
On the east side of the long room to the south of the long room that contains
time bonus 11.
[ ] Flash Grenade (x2)
Lying along some cement blocks in the tunnel in the far south. These are in
the middle portion of the tunnel.
[ ] Incendiary Grenade (x2)
Lying beside the north ladder along the west side of the prison.
-- BASEMENT FLOOR
[ ] Flash Grenade (x2)
In the cell along the west side of the B1F tunnel
[ ] Green Herb
In the cell along the east side of the B1F tunnel.
----------
CHICKEN(S)
----------
[ ] Chicken
The chicken for this stage is located in far northeast portion of 1F. It roams
around the side of the room behind the wooden railing where combo bonus 3 is
located.
-------
ENEMIES
-------
-- Town Majini (x122)
Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 10
Item Drop: Random
-- Big Man Majini (x14)
Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 2
Item Drop: Hand Grenade
-- Executioner Majini 1
Spawning Condition: Spawns when a player has defeated the first Executioner
(red).
Max Number in stage at once: 1
Item Drop: First Aid Spray
-- Executioner Majini 1 (red)
Spawning Condition: Spawns when a player has defeated 50 or more enemies and
Executioner 1 has been defeated.
Max Number in stage at once: 1
Item Drop: First Aid Spray
-- Executioner Majini 2
Spawning Condition: Spawns when a player has defeated 90 or more enemies and
Executioner Majini 1 (red) has been defeated.
Max Number in stage at once: 1
Item Drop: First Aid Spray
-- Executioner Majini 2 (red)
Spawning Condition: Spawns when a player has defeated 120 or more enemies and
Executioner Majini 2 has been defeated.
Max Number in stage at once: 1
Item Drop: First Aid Spray
-----
AREAS
-----
-- Area A
The entire prison is only composed of one area, so Area A stretches across the
entire map and covers all floors.
-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------
--> FROM THE 3F HIGH WALKWAY
Break the time bonuses in the following order:
Time Bonus Order: 1*, 2**, 3, 4, 5***, 6, 7, 8, 9, 10, 11
* Use the zipline in the north or move down the stairs to the south to get to
time bonus 2.
** Time bonus 3 and 4 are very close together. It's more up to the player in
what order that person wants to break these.
*** Kill the chicken in the room below the northeast set of stairs.
--> FROM THE MIDDLE ROOM
Break the time bonuses in the following order:
Time Bonus Order: 11, 9, 10, 7, 6, 8, 5, 3, 4, 2, 1
--> ONE AREA
The entire Prison stage is composed of one area that covers all floor, so
Majini will spawn constantly and they come in the form of Town Majini once
again. These Town Majini usually only carry melee weapons, so your character
won't have to worry about explosions during this stage unless you're careless
with a hand grenade or grenade launcher. They still carry molotov cocktails
from time to time though.
Big Man Majini will spawn often as well. They sometimes come in groups of two.
Use the usual magnum or shotgun + melee or just constant gunfire aimed at a leg
+ melee to get rid of them easily. They can quickly group up and appear out of
nowhere from a around a corner, so always be prepared to quickly switch weapons
when one appears.
--> A RED EXECUTIONER
Whenever a player sees a red glow suddenly cover a nearby corridor or wall then
get ready to see the new Red Executioner. This Executioner wears a red mask
and has white skin and a fiery axe. He is much quicker than the normal
Executioner but he still has all the same moves. He can be stunned the same
way as the other Executioner - by shooting him in the head or anywhere with a
powerful weapon. His main weak point is the red growth on his back, but really
that shouldn't be much of a focus for a player since it is rather hard to hit
and a headshot works fine for stunning him.
A player without a real powerful weapon should use a hand grenade or proximity
bomb to stun him. Electric rounds with a grenade launcher works well for a
character with a grenade launcher as well. Get in close while he is stunned
and fire directly at his head or the red growth on his back with a magnum or
shotgun (or any weapon) then perform a melee as he starts to rise from his
stunned position. He rises quicker than the normal Executioner and he doesn't
stay stunned for that long, so take advantage of each stun and spam him with
gunfire while you are able to.
The main problem with fighting the Red Executioner once a player is familiar
with his speed, is the Town Majini that will group up around him. This
Executioner takes some extreme punishment, so the Majini will bunch up rather
quickly while hitting the Executioner. Try to time your melee attacks until
right before a Majini grabs or hits your character to avoid being hit - the
invincibility of the melee attack animation will save your character. There
may be times where you'll have to run away then fight off the Majini crowd in
order to focus on the Red Executioner.
--> THE NORMAL EXECUTIONER
Players will still have to deal with a normal Executioner after fighting off
Red Executioner. The normal Executioner has all the same behavior as the one
from Public Assembly but his health is much greater, which means your character
will have to dish out even more punishment while Majini group up around your
character. Once again, use melee attacks to gain invincibility from the
surrounding Majini and simply run away when too crowded.
--> BREAKABLE WALLS
This stage has quite a few breakable walls that can be used to your advantage
in making a new pathway. The breakable walls found in the middle area are some
of the best walls to break for quick access to the surrounding hallways.
Simply toss a grenade or fire an explosive round at the walls to break them.
Keep in mind that the Executioners can break these walls as well. There's
nothing quite like moving past a breakable wall only to have a sudden overhead
axe swing break through a nearby wall and send your character into dying
status. It can happen, so be careful around those cracked walls!
Also take note of the large red canister in the middle room. The canister is
much bigger than all the rest that a player is familiar with. This can be shot
to help out when a big group of Majini follow your character.
--> SO MANY FLOORS
This stage has a total of three floor and one basement area. It's good to have
an idea of where nearby ladders will lead your character to and, like the Ship
Deck, you'll need to memorize the layout of the stage in order to gain a good
score. It's not really that bad of a stage once you become familiar with it.
Learn which rooms are on certain floors and that will help out a lot in
navigation. Constantly look for doors and windows to enter new rooms and be
sure to have the mini-map pulled up at all times.
The windows will help out a bunch when being chased. The many doors in the
area can cause your character to get hit during the door openings. Always kick
the doors when forced to open one to give your character some invincibility
while opening a door. There might be some doors that you'll want to destroy if
they are wooden - toss a hand grenade at them before your character gets to
them or shoot them down. Two shots from a light weapon followed by a kick will
destroy any wooden door.
===============================================================================
MERCENARY CHARACTERS [CS00]
===============================================================================
The following is a list of all characters in The Mercenaries challenge mode
along with a full analysis of each one based on my own playthroughs with each
character and some ideas from fellow friends that I have talked with. Be
forewarned that some of the character names can be considered spoilers!
[CS01]
__ __
___ _ _ / / ___ __ _ _ \ \
/ __\| |__ _ __ (_) ___ / / / __\/ _\ /_\ /_\ \ \
/ / | '_ \ | '__|| |/ __| | | /__\//\ \ //_\\ //_\\ | |
/ /___ | | | || | | |\__ \ \ \ / \/ \_\ \/ _ \/ _ \ / /
\____/ |_| |_||_| |_||___/ \_\ \_____/\__/\_/ \_/\_/ \_/ /_/
.------------------------------------.
| How to unlock: Unlocked by default |
'------------------------------------'
Chris BSAA can be considered a good starting character and he's an overall good
character for normal Majini battles, both single and grouped. Chris comes
equipped with a low damaging handgun and a decent shotgun that can pack quite a
punch on a normal Majini or when used aggressively against boss enemies. One
of the main useful aspects of Chris is the amount of ammo that this man brings
into battle. He really comes prepared to put an end to the Majini threat.
--> CHRIS' INVENTORY
.-----------------------------------.
| | | |
| | | |
| Handgun | Hand | Shotgun |
| Ammo (50) |Grenade (5)|Shells (30)|
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| M29F | |Ithaca M37 |
| (HG) | | (SG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
Chris begins his game with the M29F handgun and the Ithaca M37 shotgun as his
main weapons. Both weapons carry quite a big capacity when compared to other
character weapons. Not to be pleased with his already high capacity per gun,
he also brings along plenty of ammo for each weapon. Just look at that. Chris
freaking brings along 30 extra shotgun shells to go along with his already high
capacity of 20. He actually comes with so much shotgun ammo that one might
want to consider giving some to a Chris Safari or Wesker STARS players in duo
mode.
The fact that he will gain both types of weapon ammos means that he will be
overflowing with ammo if every ammo pickup is taken, so be nice and share with
your other player in duo mode, dear sir. Your Chris Safari and Wesker STARS
are counting on you to support them, since their shotgun will plow through
bosses quite a bit quicker than your Ithaca shotgun will and they start with
only 10 shotgun shells each along with a lower capacity than your shotgun!
Reloading is not too much of a problem for this Chris since his weapons come
with such a high capacity. I recommend setting up his inventory so one can
quickly reload through the inventory when reloading his Ithaca shotgun however
since it has the longest reload animation. There is really no reason to reload
that often with Chris' handgun since it can hold an astounding 50 bullets.
--> CHRIS' M92F HANDGUN
.-------------------------------.
| M92F (HG) |
|===============================|
| Firepower: 250 |
| Capacity: 50 |
| Reload Speed: 1.70 sec. |
| Special: Critical 37.5% |
'-------------------------------'
M92F
----
+ Sets up melee attacks easily.
+ Extremely high capacity.
+ Decent long distance weapon.
+ Low damage (allows for better attempt at melees).
One can easily look at Chris' low damaging M92F handgun and consider it useless
compared to the instant stopping power of Chris' shotgun, and people with that
kind of thought will lose out on a big score with Chris BSAA. It's very true
that his handgun will not take down a normal Majini near as fast as a blast
from Chris' shotgun, but if a well-timed melee attack is used after a few shots
from Chris' handgun then the melee attack will kill off the Majini and add five
seconds to the clock in the process!
In Public Assembly, one can simply aim for a Town Majini's legs and shoot it
twice in its legs. If it falls into a leg stun pose after the two shots then
finish it off with frontal uppercut to kill it. If it falls to the ground from
the second shot, or even the first shot, perform a ground stomp to finish it
off (no head stomp needed). I wouldn't recommend trying for a head stun
followed by a straight since a player may accidentally get a critical headshot
and ruin the chance for a melee kill.
The true greatness behind this gun's low firepower is that Chris can actually
get a third attempt at a stunning shot without damaging the Majini. For a Town
Majini, an uppercut will kill the majority of them after the second shot and
after the third shot, so Chris has two chances after the first shot to get a
leg stun for the uppercut setup. Techniques such as this can be used to keep
adding seconds to the clock per kill. A player shouldn't stand back and spam
handgun fire whenever a group approaches however. Pull out the shotgun or toss
a grenade when dealing with a group.
Since Chris' handgun comes with such a high capacity, a player won't even have
to worry about reloading for quite sometime. Don't overflow Chris' inventory
with handgun ammo. It's very easy to do since he starts out with so much from
the beginning. You want to limit Chris a bit on what ammo he picks up to keep
his inventory ready for other items.
Chris' handgun can be used well for distance enemies or simply spamming a
distant enemy with gunfire. The laser pointer alone won't give a player
pinpoint accuracy but the handgun is a much better choice for distance enemies
rather than using the shotgun. It can help to save a grabbed character from
long range.
Chris' handgun comes with a decent critical headshot percentage for gaining
instant head pops but these will really only ruin a chance for a melee attack.
I wouldn't recommend trying for critical headshots that much since you'll
mainly only get head stuns in return and on top of that, the Majini will not
receive enough damage to kill it off unless it has already been weakened some
before the head shot.
Long story short, don't discard the handgun at the beginning of the battle in
favor of receiving more shotgun ammo for Chris' shotgun! It's a very good
choice in the hands of players that often perform melees to increase the
seconds on the clock.
--> CHRIS' ITHACA M37 SHOTGUN
.-----------------------------.
| Ithaca M37 (SG) |
|=============================|
| Firepower: 400 |
| Capacity: 20 |
| Reload Speed: 2.40 sec. |
| Special: Critical 25% |
'-----------------------------'
Ithaca M37
----------
+ Overall good power for close range combat.
+ Effective stunning weapon for boss enemies.
+ Very good capacity for a shotgun.
- Not near as effective at long range when compared to close range.
- Slow boss killer if used alone.
Nothing dishes out sweet love to a Majini like an Ithaca M37 shotgun to the
face. Even though this weapon has a rather low critical rate, it can achieve
critical hits rather easily at mid-range. Chris can often fire at just about
any close range normal Majini and usually receive a kill with this shotgun. If
the hit doesn't kill the Majini, then simply run up to it and perform a ground
stomp to kill it off and receive +5 bonus seconds. 8 times out of 10, one
Ithaca shotgun blast from up close is going to kill off a normal Majini
however.
Chris' shotgun should mainly be used for crowds of Majini or instant quick
kills on a single Majini. With its rather high capacity, a Chris player won't
have to reload as much as other characters, so Chris can easily rampage through
a stage with his Ithaca without much worry of a sudden accidental reload. As
usual with a shotgun, the Ithaca is not really effective at all from long
range. A Chris player will want to take out the handgun for any long range
precision aiming or simply toss a hand grenade.
The shotgun is an overall good boss stunner. Whether it is a good boss killer
or not depends upon how aggressive a Chris player can be. Chris can easily
stun just about any boss enemy with a close range shotgun blast to the enemy's
head or body then perform a follow up melee. For enemies such as the
Executioner and Gatling Gun Majini, it would be best to perform an up close
blast to the head for a head stun then rush up to them and perform at least
three shotgun blasts in a row then finish off the sequence with a melee. From
close range (especially when an enemy is against a wall), Chris can really spam
shotgun fire on any enemy and deliver some heavy damage, so stay aggressive and
use his melee moves effectively when a boss enemy is stunned and Chris can
deliver some heavy damage with his shotgun. Use a hand grenade for an instant
stun on a boss enemy if a close range shotgun blast doesn't do the trick.
Follow up that hand grenade explosion with a number of shotgun blasts from
close range.
--> CHRIS' HAND GRENADES
.---------------------.
| Hand Grenade |
|=====================|
| Direct Hit: 1,500 |
| Area Effect: 1,000 |
'---------------------'
+ Can easily take down a group of normal Majini or stun a boss enemy.
+ Useful against Cephalos and Duvalias with direct hit.
- Bouncing can sometimes mess up a precise direct hit.
It's easy to forget about Chris' hand grenades while a player is rampaging with
Chris' shotgun, but the Ithaca shotgun is not always the best answer for an
extremely large group of Majini; that's when a Chris player should take a hand
grenade and toss it for plenty of instant kills. The hand grenade is also a
very effective boss stunner from a distance. Say, a Chris player is about mid-
distance from the Gatling Gun Majini and that player feels that the Gatling Gun
Majini is about to fire, that player could quickly equip a hand grenade and
toss it at the Gatling Gun Majini for an immediate stun then rush over to him
and deliver shotgun blast to the head followed by a wonderful display of
Haymaker to the face.
Hand Grenades are Chris's best answer to a Cephalo in most cases. Cephalos
have a high tendency to stand still for short periods of time, so a Chris
player can easily toss a hand grenade right under one and get it in the direct
hit range to instantly get rid of this nuisance. An effective trick against a
moving Cephalo is to knock it down with a shotgun blast then toss a hand
grenade at its grounded body to most likely get it in direct hit range and
instantly defeat it.
--> CHRIS' MELEE ATTACKS
.---------------------------------------------------------.
| Melee Command | Type of Melee | Damage |
|=========================================================|
| Straight | Head Stun Melee | 400 |
| Hook | Arm Stun Melee (front) | 300 |
| Kick | Arm Stun Melee (back) | 300 |
| Uppercut | Leg Stun Melee (front) | 400 |
| Neck Breaker | Leg Stun Melee (back) | Kill |
| Stomp | Ground Melee | 600 |
| Haymaker | Tag Team Melee (front) | 3,000 |
| Back Hand | Tag Team Melee (back) | 3,000 |
| Overhead Punch | Partner Assist Melee | 500 |
| Uppercut | Counter Melee on Licker Beta | 600 |
| Stab | Ground Melee on Licker Beta | 1,200 |
'---------------------------------------------------------'
Chris has a decent assortment of mid damage melee moves that fit his weapon
setup rather well. His stomp attack will almost instantly kill any Majini that
has received at least one gunshot and has been grounded in the process. His
Neck Breaker is a good move to perform for a definite kill and for the sake of
invincibility from surrounding enemies. It's long animation can allow a player
to pull up the inventory and make some needed adjustments throughout the entire
kill sequence. The Neck Breaker is also a good melee to perform against
shielded Majini; simply shoot at a leg for a leg stun then run behind the
shielded Majini and neck break for an instant kill.
Chris' Uppercut from a leg stun can easily be considered one of his best melee
moves when used strategically on a Majini that has been damaged with his own
handgun fire. Simply aim for the legs and shoot twice with any Town Majini
then, if a leg stun is achieved, run up and uppercut for an instant melee kill
that will add 5 bonus seconds to the clock. If the leg stun is not achieved
then shoot the Majini in the leg again for another try without worry of killing
it off. If the Majini falls to the ground then perform a ground stomp after
any handgun shot to finish it off. If you're ever unsure whether a ground
stomp will kill a Majini or not, walk to the head portion of the Majini then
trigger the ground stomp melee to have Chris perform an instant kill head
crush.
--> CHRIS' BASIC PARTNER COMMANDS
The following is a list of all the basic commands that a Chris player can issue
with the partner assist button followed by a direction. These can only be
performed in duo mode.
01) Tap assist button
02) Hold assist button + Right on the Directional Pad
Chris: "Come on!"
03) Hold assist button + Left on the Directional Pad
Chris: "Thanks!"
04) Hold assist button + Up on the Directional Pad
Chris: "Go!"
05) Hold assist button + Down on the Directional Pad
Chris: "Wait!"
--> CHRIS' PARTNER ASSIST COMMANDS
The following is a list of all the assist commands that a Chris player can
issue to a partner. Press the assist button to perform the following responses
during the action listed. These can only be performed in Duo mode.
01) When an enemy has grabbed Chris
Chris: "Help!"
"Help me out here!"
02) While Chris is in dying status
Chris: "Heeeelp me!"
"I'm not gonna' make it!"
03) When Chris runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY
WEAPON)
04) When a Chris player requests ammo from a partner
Chris: "I need ammo"
--> CHRIS' PARTNER RESPONSES
Listed below are the responses that a Chris player can trigger by pressing the
assist button during the following actions. In order to perform each one with
more accuracy, press and hold the assist button when you go to perform each
response. Holding the button for a few seconds will keep your character from
accidentally saying "Come on". If the response doesn't work the first time,
then press and hold the assist button again.
When it doesn't work the second time, that usually means either the time for a
response has elapsed, or the action was not counted as one that can be
responded to; every now and then responses will not activate when they should.
These can only be performed in duo mode.
01) Partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
Chris: "Great shot!"
"Good work!"
"Nice work!"
02) Partner gives Chris an item
03) Partner heals Chris
04) Partner resuscitates Chris
05) Partner helps to break a grab (even a slight nudge that breaks the hold)
Chris: "Thanks for the help."
"Much appreciated."
"Thanks."
06) Partner is in dying status
Chris: "I'm coming!"
"Hold on!"
07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump
pose
Chris: "Roger"
"Ok."
10) Partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Chris has knocked off the partner with
a partner assist melee attack.
Chris: "That'll work!"
"Good job!"
"Nice!"
[CS02]
__ __
___ _ _ / / __ __ _ \ \
/ __\| |__ _ __ (_) ___ / / / _\ __ _ / _| __ _ _ __ (_) \ \
/ / | '_ \ | '__|| |/ __| | | \ \ / _` || |_ / _` || '__|| | | |
/ /___ | | | || | | |\__ \ \ \ _\ \| (_| || _|| (_| || | | | / /
\____/ |_| |_||_| |_||___/ \_\ \__/ \__,_||_| \__,_||_| |_| /_/
.---------------------------------------------------------------.
| How to unlock: Achieve an A-rank or higher on "Village" stage |
'---------------------------------------------------------------'
Chris Safari is the ultimate boss killer hands down. It should come as no
surprised with his zebra skin outfit that this man is ready to go on a hunt.
He has two rocket launchers prepared to shoot some Executioners, Gatling Gun
Majini, Reapers, Giant Majini, merchants, elephants or whatever the hell else
gets in his way. Besides the rocket launchers, he also sports a really good
handgun and shotgun for some extra killing along the side.
--> CHRIS' INVENTORY
.-----------------------------------.
| | | |
| | | |
| Handgun | Rocket | Shotgun |
| Ammo (30) | Launcher |Shells (10)|
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| SIG P226 | | M3 |
| (HG) | | (SG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | Rocket | |
| | Launcher | |
| | | |
'-----------------------------------'
Upon first viewing Chris Safari's inventory one can't help but notice the two
rocket launchers that he carries. Both of them come fitted to the top and
bottom quick inventory select, so if a player sees some big threat up ahead
then just press up or down on the d-pad and fire; whatever the threat was will
no longer be a factor.
Besides the rocket launchers, Chris also has a good handgun and shotgun. The
SIG P226 handgun comes with a capacity of 16 and Chris also has 30 extra
handgun bullets to go along with this. His M3 shotgun has a capacity of 10
bullets and Chris brings along an extra 10 shotgun shells.
As one can easily see, Chris doesn't start with a vast assortment of ammo, so
he'll need to be a bit conservative from the start. Since a Chris BSAA player
comes equipped with a surplus of both types of ammos, it wouldn't hurt to hunt
him down and hound him for some extra ammo if needed.
--> CHRIS' SIG P226 HANDGUN
.-------------------------------.
| SIG P226 (HG) |
|===============================|
| Firepower: 350 |
| Capacity: 16 |
| Reload Speed: 1.70 sec. |
| Special: -------------- |
'-------------------------------'
SIG P226
--------
+ Good overall firepower for a handgun (not too much, not too little)
+ Decent capacity
Chris' SIG P226 packs some really good firepower for a handgun. It can
severely weaken any normal Majini in two hits and kill it for sure with three
shots. The moderate firepower of this handgun can be used to Chris' advantage
for some convenient melee setups that will most likely kill a Majini quickly
for a 5 second bonus. Unlike Chris BSAA's handgun, Chris Safari's handgun will
not take as many shots to weaken a Majini for a melee. His handgun doesn't
perform a critical headshot that often when aimed toward a Majini's head as
well.
One trick to boost the time during the Pubic Assembly stage is to aim for each
Majini's head then fire for a head stun and follow that up with a straight
punch for an instant kill most of the time. Very rarely will a Town Majini
survive a head stun + melee from Chris Safari. He can also stomp on any foe
that is grounded from any shot of his handgun for an instant melee kill much
like the Chris BSAA.
The capacity of his handgun is decent, but one will still need to reload quite
a bit with it, so set this item next to its ammo in the inventory for a quick
inventory reload. If you're trying to constantly add seconds to the clock,
then this weapon will be used more than Chris' shotgun.
--> CHRIS' M3 SHOTGUN
.-----------------------------.
| M3 (SG) |
|=============================|
| Firepower: 500 |
| Capacity: 10 |
| Reload Speed: 3.00 sec. |
| Special: ------------ |
'-----------------------------'
M3
--
+ Good overall damage
+ Decent capacity
- Slow reload animation
At the cost of a better firepower, this gun comes with a lower capacity than
that of Chris BSAA's Ithaca shotgun but it's still decent overall; 10 shots is
still much better than the Hydra's six shots for Wesker STARS. The M3 shotgun
is usually an instant kill on any normal Majini that Chris manages to fire at
from up close. It's also effective at mid range, though Chris may have to
still finish the job with a stomp.
This can easily be considered an effective boss stunner and overall boss killer
when used from close range. One will want to resort to a stun followed by
continuous shotgun blast and a melee for maximum aggression on boss enemies.
The normal shotgun spread makes it good for crowds and it is an overall good
weapon to have when quick normal Majini kills need to be made. It has a slower
reload animation when compared to the Ithaca shotgun and with the fact that it
has a lower capacity than the Ithaca, one will definitely want to perform a
quick inventory reload rather than go through the 3 second reload animation for
ever reload.
Chris' handgun power can compensate very well for quick kills against normal
Majini however. Don't just confine yourself to the shotgun or you'll miss out
on a very effective weapon variety that Chris Safari carries.
--> CHRIS' ROCKET LAUNCHER
.-----------------------------.
| Rocket Launcher |
|=============================|
| Firepower: 30,000 |
| Capacity: 1 |
| Reload Speed: ------------ |
| Special: ------------ |
'-----------------------------'
Rocket Launcher
---------------
+ Whatever the rocket hits, the rocket kills (for the most part)
- Only 1 rocket per rocket launcher with no way to reload or get another
rocket launcher (no enemy drops) except for the Ship Deck stage which is open
to all players
- The rocket can backfire just as easily as it can deliver an instant kill for
a Chris player that does not watch his surroundings when attempting to fire
Chris' two rocket launcher are easily the ultimate boss killers in The
Mercenaries challenge mode. Whenever a boss enemy reveals itself, simply arm
the rocket launcher and fire at the boss enemy for an instant kill upon impact.
The rocket launcher can even kill a Reaper by shooting it directly without the
need to go through its stun phases. Even the area damage can instantly kill a
boss enemy, so a player can shoot at a nearby wall next to a boss and still
kill off the boss enemy. Aiming at the floor directly in front of a boss can
sometimes help as well when the boss moves around too much.
When a boss is not around, the rocket launcher can be effective against a crowd
of Majini and bigger than usual Majini as well. You'll mainly want to conserve
it for big bosses that take a lot of damage to stun though. That Red
Executioner in the Prison stage is simply begging to be shot with a weapon that
delivers 30,000 points of damage upon impact. I'm sure we all know that way
too well.
Even though the rocket launcher can be the saving grace come boss time, it can
also lead to instant failure if a Chris player is not mindful of his
surroundings. The biggest threat to a Chris player that stands and aims with
the rocket launcher is a sudden Majini that runs toward him or darts in front
of him from the side of the screen. If Chris fires while a Majini is directly
in front of him or blocking the rocket while standing nearby, then Chris will
likely go into an immediate dying status because of the blast. Chris also
takes a few seconds to aim through the scope to set up the aiming process,
which can easily allow Majini to gather.
If he can find one, Chris can take advantage of a flash grenade to stun a boss
or group of enemies and set them up for a rocket launcher blast. Partnering up
with a Jill or Sheva Tribal player can help in that instance. If needed, use
Chris' shotgun to clear a trail directly to the path of a boss and then take
out the rocket launcher and fire. No distractions in the immediate area are so
very important when using this dangerous weapon since it can backfire on a
Chris player just as easily as it grants him supreme dominance. The whole "I
got you know" Redfield moment can quickly lead to a "Poor performance indeed"
failure.
--> CHRIS' MELEE ATTACKS
.---------------------------------------------------------.
| Melee Command | Type of Melee | Damage |
|=========================================================|
| Straight | Head Stun Melee | 400 |
| Hook | Arm Stun Melee (front) | 300 |
| Kick | Arm Stun Melee (back) | 300 |
| Uppercut | Leg Stun Melee (front) | 400 |
| Neck Breaker | Leg Stun Melee (back) | Kill |
| Stomp | Ground Melee | 600 |
| Haymaker | Tag Team Melee (front) | 3,000 |
| Back Hand | Tag Team Melee (back) | 3,000 |
| Overhead Punch | Partner Assist Melee | 500 |
| Uppercut | Counter Melee on Licker Beta | 600 |
| Stab | Ground Melee on Licker Beta | 1,200 |
'---------------------------------------------------------'
Chris' melee setup goes along well with the SIG P226 handgun's moderate
firepower. In Public Assembly, a Chris Safari player can usually get an
instant kill on a Town Majini with a head stun + straight punch melee finish.
As always, Chris' instant kill neck breaker from a leg stun can be a good melee
move to perform for instant invincibility and inventory cycling during the kill
animation while in the midst of a crowded area.
His stomp is a perfect way to finish off any Majini that is grounded through
any type of his own gunfire in order to add an additional five second bonus to
the clock. Since his stomp already takes 600 damage by itself, any type of
gunfire from Chris' arsenal added before it will make it an instant kill.
--> CHRIS' BASIC PARTNER COMMANDS
The following is a list of all the basic commands that a Chris player can issue
with the partner assist button followed by a direction. These can only be
performed in duo mode.
01) Tap assist button
02) Hold assist button + Right on the Directional Pad
Chris: "Come on!"
03) Hold assist button + Left on the Directional Pad
Chris: "Thanks!"
04) Hold assist button + Up on the Directional Pad
Chris: "Go!"
05) Hold assist button + Down on the Directional Pad
Chris: "Wait!"
--> CHRIS' PARTNER ASSIST COMMANDS
The following is a list of all the assist commands that a Chris player can
issue to a partner. Press the assist button to perform the following responses
during the action listed. These can only be performed in Duo mode.
01) When an enemy has grabbed Chris
Chris: "Help!"
"Help me out here!"
02) While Chris is in dying status
Chris: "Heeeelp me!"
"I'm not gonna' make it!"
03) When Chris runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY
WEAPON)
04) When a Chris player requests ammo from a partner
Chris: "I need ammo"
--> CHRIS' PARTNER RESPONSES
Listed below are the responses that a Chris player can trigger by pressing the
assist button during the following actions. In order to perform each one with
more accuracy, press and hold the assist button when you go to perform each
response. Holding the button for a few seconds will keep your character from
accidentally saying "Come on". If the response doesn't work the first time,
then press and hold the assist button again.
When it doesn't work the second time, that usually means either the time for a
response has elapsed, or the action was not counted as one that can be
responded to; every now and then responses will not activate when they should.
These can only be performed in duo mode.
01) Partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
Chris: "Great shot!"
"Good work!"
"Nice work!"
02) Partner gives Chris an item
03) Partner heals Chris
04) Partner resuscitates Chris
05) Partner helps to break a grab (even a slight nudge that breaks the hold)
Chris: "Thanks for the help."
"Much appreciated."
"Thanks."
06) Partner is in dying status
Chris: "I'm coming!"
"Hold on!"
07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump
pose
Chris: "Roger"
"Ok."
10) Partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Chris has knocked off the partner with
a partner assist melee attack.
Chris: "That'll work!"
"Good job!"
"Nice!"
[CS03]
__ __
___ _ _ / / __ _____ _ __ __ \ \
/ __\| |__ _ __ (_) ___ / / / _\ /__ \ /_\ /__\ / _\ \ \
/ / | '_ \ | '__|| |/ __|| | \ \ / /\/ //_\\ / \// \ \ | |
/ /___ | | | || | | |\__ \ \ \ _\ \ _ / /_ / _ \ _ / _ \ _ _\ \ _ / /
\____/ |_| |_||_| |_||___/ \_\ \__/(_)\/(_) \_/ \_/(_)\/ \_/(_)\__/(_) /_/
.-----------------------------------------------------------------------------.
| How to unlock: Achieve an A-rank or higher on "Experimental Facility" stage |
'-----------------------------------------------------------------------------'
Chris (S.T.A.R.S.) can easily be considered your all-in-one character fit for
any type of enemy in Mercenaries. Chris basically has the answer for any enemy
type. He has a descent machine gun for normal enemy kills, a grenade launcher
for multiple enemies and a magnum for bosses.
--> CHRIS' INVENTORY
.-----------------------------------.
| | | |
| | Grenade | |
|Machine Gun| Launcher | Magnum |
| Ammo (150)| (ELC) | Ammo (6) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| SIG 556 | | S&W M29 |
| (MG) | | (MAG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | | |
| | | |
| | | |
'-----------------------------------'
Chris (S.T.A.R.S.) starts his game with a really good assortment of ammo for
his inventory. His 150 shots of Machine Gun ammo can easily last him for quite
a while. The thought he even carries some extra magnum ammo is a blessing
indeed considering his magnum already holds an astonishing 12 bullets, giving
him 18 right from the start. His grenade launcher comes equipped with electric
rounds, which is the best all purpose round that a character can gain for a
grenade launcher. This Chris' inventory does not include a healing item, so
make sure to pick up any healing items that Chris happens to run across as
early as possible to compensate for this.
Whenever I play with Chris (S.T.A.R.S.), I like to immediately place the
Machine Gun ammo into the center slot as quickly as possible to provide for an
extremely quick reload through inventory without the need of his reload
animation. His Magnum Ammo is already in a very reachable slot for inventory
reloading and thanks to his high magnum capacity, one can simply wait to reload
through the inventory menu while climbing a ladder or during the next melee
attempt. There's really not much rush to reload with Chris' magnum like with
other characters' magnums.
--> CHRIS' SIG 556 MACHINE GUN
.-------------------------------.
| SIG 556 (MG) |
|===============================|
| Firepower: 160 |
| Capacity: 65 |
| Reload Speed: 2.55 sec. |
| Special: -------------- |
'-------------------------------'
SIG 556
-------
+ Kills normal enemies rather quickly with minimal stagger when fired at upper
half.
+ A single shot to an enemies leg + behind instant kill melee attack will kill
a single enemy in seconds.
+ Normal enemies can be grounded most of the time by aiming at legs and the
damage done by the shots will usually allow them to be instantly killed by a
ground melee.
Chris' SIG 556 can easily take down a normal Majini with little struggle. When
aimed toward the upper half of a Majini it can easily spam the Majini with
bullets and kill it fast without the need of having to waste many bullets and
without the fear of having a Majini suddenly drop or fall to the side from its
spray. The machine gun's single fire (simply tap the fire button) can be used
to instantly stun an enemy in the leg then Chris can run behind the enemy and
perform an instant kill melee to add five bonus seconds to the clock. A player
can also aim for an enemy's legs then perform a rapid fire and usually ground
the enemy with just enough damage for Chris to run up and perform a melee
ground stomp finish for a quick five seconds added to the clock.
--> CHRIS' GRENADE LAUNCHER
Chris starts with Electric Rounds and can also find Flame, Explosive, Acid,
Flash, and Nitrogen rounds from enemy drops or breakable objects.
GRENADE LAUNCHER AMMO
.----------------------------------------------------------------.
| Acid Rounds | Electric Rounds |
|================================================================|
| Firepower: 500 | Firepower: 400 |
| Effect: Penetrates armor and | Effect: Instantly stuns |
| stuns with acid damage as | multiple enemies with |
| acid spreads from each shot | electricity. |
'----------------------------------------------------------------'
Electric Rounds (starts with this)
---------------
+ Electric rounds can instantly stun a Reaper and set it up for its
first weakness phase. These CANNOT stun a Reaper all the way and make it
show its chest weak point unlike acid rounds however.
+ Electric rounds can instantly stun a whole crowd of enemies and have the
possibility of setting some up for a melee attack in their weakened state
from the electric shock.
+ Electric rounds can instantly defeat parasitic enemies quickly
Kipepeo (1 shot) [a shot to the ground will hit these in the air]
Bui kichwa (1 shot)
Cephalo (2 shots)
Duvalia (2-3 shots)
- Electric Rounds can cause electrical damage to a character if shot from close
range.
- It usually takes two Electric Rounds to defeat a normal Majini.
Chris' grenade launcher starts with electric rounds inside which is the
absolute best all around round that can be obtained for Mercenaries. Electric
rounds can work well to stun a group of normal Majini and kill them all within
two shots. Electric rounds are also very effective against annoying parasitic
enemies such as Duvalias and Cephalos; two shots will instantly kill either
latter enemy type. Kipepeos can also be easily defeated with Electric rounds
by simply firing one at the ground to catch it in the air, eliminating the need
of having to aim into the air and follow the little bastards with a gun. Flash
rounds are no doubt better at defeating a parasitic enemies, but the fact that
they can't really damage other enemies makes Electric Rounds the better option.
Chris STARS has a slight problem killing shielded enemies with his normal
machine gun unless you simply spam fire on one or perform a leg stun into a
front or back melee. Electric rounds can remedy that problem by zapping right
through the shields of any shielded enemies and kill multiple shielded enemies
in a group with two shots.
Acid Rounds
-----------
+ Acid Rounds can instantly stun a Reaper for its first weakness phase then a
Reaper can be shot again to enter its major weakness phase and skip the
second.
+ Acid Rounds can instantly defeat a group of Licker Betas with its acid spread
+ Acid Rounds can deliver acid damage to an entire crowd of enemies with acid
spread. Spam them against a crowd (usually 2 shots) to defeat them quickly.
- Acid Rounds cannot defeat most normal enemies in one hit.
- Acid Rounds can cause damage to a player from an extremely close range.
Acid rounds can hit all surrounding enemies in a group with acidic damage once
the shot is fired at one enemy in a group. Even though they cannot kill a
normal Majini with one hit, they can be spammed on a group (2 shots) to take
down the entire group instantly.
Acid rounds are highly effective against Reapers. Two well-timed acid rounds
shot at a Reaper will make it to where the Reaper will showcase its major chest
weak point, to which Chris can finish it off with a magnum shot to the chest
weak point.
.----------------------------------------------------------------.
| Explosive Rounds | Flame Rounds |
|================================================================|
| Firepower: 1,000 | Firepower: 500 |
| Effect: Explosive damage on | Effect: Instant burning |
| target creating an area | damage on target creating |
| affect on surrounding targets | area affect around target |
'----------------------------------------------------------------'
Flame Rounds
------------
+ Flame Rounds can instantly engulf a whole crowd of enemies in flames. Spam
them against enemy groups (usually 2 shots) for good results.
- Flame Rounds cannot defeat most normal enemies in one hit.
- Flame Rounds can cause flame damage to a character if shot from close range.
Flame rounds can work much like electric rounds and acid rounds in that they
can instantly defeat a whole crowd with spread damage in two shots. Flame
rounds produce a burning spread effect that will stagger and knock down any
enemies that are caught in the blaze produced by a flame round.
Explosive Rounds
----------------
+ Explosive Rounds can instantly defeat an entire crowd of enemies.
- Explosive Rounds can cause damage to a character if shot from close range.
Explosive rounds are the ultimate instant Majini group killer. Arm Explosive
rounds to instantly take down a whole group of Majini in one shot. They don't
even have to be shot directly. The spread of the explosion is enough to kill
off any normal Majini in Mercenaries.
.----------------------------------------------------------------.
| Flash Rounds | Nitrogen Rounds |
|================================================================|
| Firepower: 100 | Firepower: 100 |
| Effect: Instant blinding stun | Effect: Instant freeze on |
| on multiple enemies. Instant | normal enemies. Staggers |
| kill on parasitic enemies. | other enemies with damage. |
'----------------------------------------------------------------'
Flash Rounds
------------
+ Flash Rounds instantly kill parasitic enemies such as Cephalos and Duvlias.
+ Can instantly stun all nearby enemies and set them up for melees.
+ Like Acid Rounds, Flash Rounds can instantly stun a Reaper for its first
weakness phase then a Reaper can be shot again to enter its major weakness
phase and skip the second.
+ Partner specific strategy for Wesker (Midnight) and Wesker (S.T.A.R.S.)
partner; a flash round sets up enemies for Wesker's Cobra Strike melee.
- Basically no damage against normal enemies or big enemies.
- Since there is little damage done to an enemy, a follow-up melee hit will
likely not kill the enemy.
- Blinds players for a few seconds if shot too close to either player.
I do not recommend Flash rounds at all, except for one instance and there is
one partner specific strategy that they can help out with. Flash rounds
basically do not damage, they blind yourself and the other player, they set
enemies and bosses up for melees but they don't damage enough for any melee
kills unless you count a standing melee followed by a ground melee, which takes
too long to mess with. The only positive aspect of a flash round against
enemies in Mercenaries is that it can take down a whole group of parasitic
enemies with one shot. I'd recommend substituting Electric rounds in place of
Flash rounds Even though electric rounds take two shots to kill off parasitic
enemies, they will come in good use for other enemies as well.
There is one partner specific strategy that one can take advantage of with
Flash rounds however. When a Chris STARS player plays alongside a Wesker STARS
or Midnight player, the Flash rounds have a whole new reason. One flash round
shot at a whole group of enemies can stun them all and set them up for Wesker's
Cobra Strike Melee, which takes 1,200 damage all the time and always guarantees
a kill on a normal Majini enemy. Wesker has enough time per flash round stun
to get around three melee attacks which will instantly give the team 15 seconds
of extra time. Chris could take that time to shoot a staggered Majini's legs
with the Machine gun then perform his ground melee on around two of them.
Flash Rounds are also highly effective when shot at Reapers. Much like the
Acid Rounds, two well-timed flash rounds shot at a Reaper will make it to where
the Reaper will showcase its major chest weak point, to which Chris can finish
it off with a magnum shot to the chest weak point. Flash rounds are able to
hurt a player, but the player has to basically shoot them against a wall that
the player is standing right beside in order for a flash round to damage the
player. Getting damaged by one is very rare.
Nitrogen Rounds
---------------
+ Nitrogen Rounds can instantly freeze a group of enemies and set them up for
one hit shots or instant melee kills.
+ Each instant melee kill after a freeze adds five bonus seconds to the clock.
- Nitrogen Rounds are not effective against big enemies.
Nitrogen rounds are highly effective for groups of Majini. Simply fire a
Nitrogen round directly into a group and freeze the whole crowd. Chris can
finish off each frozen Majini with a straight melee attack, which will add five
seconds to the clock per hit. When Chris can group a bunch of frozen Majini
together then perform melee attacks to each single frozen Majini in a crowd, he
can get quite the amount of bonus time with the extra five seconds per straight
punch.
Chris can also take out his machine gun and instantly shatter his foes with
rapid fire after a Nitrogen round. The most important factor to keep in mind
about a nitrogen round is that a single hit will not kill an enemy, so you
don't want to use these when you're pressed for time because a frozen enemy
will not register as a kill until it has been shattered.
Some bigger enemies such as Big Man Majini and Lickers can be shot with
nitrogen rounds as well. Frozen Lickers cannot be hit with a melee attack
however. They have to be shattered with a gunshot or knife slash.
--> CHRIS' S&W M29 MAGNUM
.---------------------------------.
| S&W M29 (MAG) |
|=================================|
| Firepower: 2,100 |
| Capacity: 12 |
| Reload Speed: 3.53 sec. |
| Special: Level 3 Piercing |
'---------------------------------'
S&W M29
-------
+ Impressive capacity for a magnum allows for more shots without the worry of
reloading.
+ Effective boss killer and capacity can compensate for a slightly lower damage
than other magnums.
+ One shot kills against most normal enemies.
+ Decent rate of fire.
+ Instant long range kills on normal enemies with good aim
Chris S&W M500 Magnum is a very effective boss killer. It doesn't take off as
much damage as the standard magnum, but the weapon's capacity and rate of fire
can easily make up for that. Chris can easily spam a boss enemy with shots and
kill it off rather quickly. A boss enemy will likely get stunned with the
first shot, so Chris can continue to spam it with shots or, if enemies are in
the area, he can run up and perform his standing melee for instant
invincibility against the surrounding enemy hordes and then finish off the boss
enemy with magnum shots directly after the melee.
This is a very effective weapon against normal Majini as well. When Chris gets
close to running out of machine gun ammo, simply switch to his magnum and use
it to take down normal Majini for a while. Try to allow Majini to line up and
shoot one bullet through multiple Majini thanks to its level 3 piercing. With
practice Chris' magnum can be an effective long range weapon as well. Since
his machine gun and grenade launcher are questionable at long range, pull out
the his magnum when an enemy is at a distance then aim with the laser pointer
and fire when appropriate for an instant kill long range shot.
--> CHRIS' MELEES
MELEE ATTACKS
.---------------------------------------------------------.
| Melee Command | Type of Melee | Damage |
|=========================================================|
| Straight | Head Stun Melee | 400 |
| Hook | Arm Stun Melee (front) | 300 |
| Kick | Arm Stun Melee (back) | 300 |
| Uppercut | Leg Stun Melee (front) | 400 |
| Neck Breaker | Leg Stun Melee (back) | Kill |
| Stomp | Ground Melee | 600 |
| Haymaker | Tag Team Melee (front) | 3,000 |
| Back Hand | Tag Team Melee (back) | 3,000 |
| Overhead Punch | Partner Assist Melee | 500 |
| Uppercut | Counter Melee on Licker Beta | 600 |
| Stab | Ground Melee on Licker Beta | 1,200 |
'---------------------------------------------------------'
Chris S.T.A.R.S. weapon assortment can easily set up some very good melee
attempts for him. His machine gun can be his best asset when trying to perform
a melee attack on a normal Majini. The most effective melee combinations are a
single shot to the leg followed by an instant kill melee from behind or Chris
can perform rapid shots to the leg with his machine gun followed by a ground
melee. Both of these will score a kill and add five bonus seconds to the
clock.
Remember that a player can quickly open up the inventory and cycle through it
to make adjustments during Chris' long neck breaker animation. When shooting a
Majini with a single fire shot in the leg, aim toward the leg then fire and let
up then begin to run behind the Majini. If the Majini doesn't stun then
perform another single tap followed by a dash. It will eventually stun or it
will die while you're trying.
When attempting to fire with several shots to the leg for a ground melee setup,
fire a group of shots then let up and see if the Majini falls. You don't want
to shoot the Majini too many times or the Majini will simply die, so limit your
shots and wait for the Majini to hit the ground then quickly run up and perform
the ground melee. If you accidentally knock down an enemy early and you know
if a normal ground stomp will kill it, then walk around to the side of its head
and perform Chris' stomp on its head for an instant kill regardless of health.
If you shoot an enemy a bunch of times in the leg and the Majini simply kneels
over with a leg stun then go ahead and take the risk and perform Chris'
uppercut frontal melee and it will most likely kill the Majini if it was shot
enough.
--> CHRIS' BASIC PARTNER COMMANDS
The following is a list of all the basic commands that a Chris player can issue
with the partner assist button followed by a direction. These can only be
performed in duo mode.
01) Tap assist button
02) Hold assist button + Right on the Directional Pad
Chris: "Come on!"
03) Hold assist button + Left on the Directional Pad
Chris: "Thanks!"
04) Hold assist button + Up on the Directional Pad
Chris: "Go!"
05) Hold assist button + Down on the Directional Pad
Chris: "Wait!"
--> CHRIS' PARTNER ASSIST COMMANDS
The following is a list of all the assist commands that a Chris player can
issue to a partner. Press the assist button to perform the following responses
during the action listed. These can only be performed in Duo mode.
01) When an enemy has grabbed Chris
Chris: "Help!"
"Help me out here!"
02) While Chris is in dying status
Chris: "Heeeelp me!"
"I'm not gonna' make it!"
03) When Chris runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY
WEAPON)
04) When a Chris player requests ammo from a partner
Chris: "I need ammo"
--> CHRIS' PARTNER RESPONSES
Listed below are the responses that a Chris player can trigger by pressing the
assist button during the following actions. In order to perform each one with
more accuracy, press and hold the assist button when you go to perform each
response. Holding the button for a few seconds will keep your character from
accidentally saying "Come on". If the response doesn't work the first time,
then press and hold the assist button again.
When it doesn't work the second time, that usually means either the time for a
response has elapsed, or the action was not counted as one that can be
responded to; every now and then responses will not activate when they should.
These can only be performed in duo mode.
01) Partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
Chris: "Great shot!"
"Good work!"
"Nice work!"
02) Partner gives Chris an item
03) Partner heals Chris
04) Partner resuscitates Chris
05) Partner helps to break a grab (even a slight nudge that breaks the hold)
Chris: "Thanks for the help."
"Much appreciated."
"Thanks."
06) Partner is in dying status
Chris: "I'm coming!"
"Hold on!"
07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump
pose
Chris: "Roger"
"Ok."
10) Partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Chris has knocked off the partner with
a partner assist melee attack.
Chris: "That'll work!"
"Good job!"
"Nice!"
[CS04]
__ __
__ _ / / ___ __ _ _ \ \
/ _\| |__ ___ __ __ __ _ / / / __\/ _\ /_\ /_\ \ \
\ \ | '_ \ / _ \\ \ / // _` || | /__\//\ \ //_\\ //_\\ | |
_\ \| | | || __/ \ V /| (_| | \ \ / \/ \_\ \/ _ \/ _ \ / /
\__/|_| |_| \___| \_/ \__,_| \_\ \_____/\__/\_/ \_/\_/ \_/ /_/
.------------------------------------.
| How to unlock: Unlocked by default |
'------------------------------------'
Sheva BSAA has a good weapon assortment, but none of them compliment her melee
attacks that often. Her handgun is rather weak but has a small edge in its
ability to gain criticals more often than usual. Her machine gun is low
damaging but it can knock an enemy down easy and set it up for ground melee,
however her ground melee is very slow. Sheva's Dragunov SVD rifle is quite
useful for single enemies and bosses with its high rate of fire.
--> SHEVA'S INVENTORY
.-----------------------------------.
| | | |
| | | |
| Handgun | Dragunov |Machine Gun|
| Ammo (50) | SVD (RIF) | Ammo (150)|
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| M92F | | VZ61 |
| (HG) | | (MG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
Sheva comes equipped with a standard M92F handgun, which comes with high
capacity of 40 bullets. She brings an extra 50 bullets into the battle with
her. Her VZ61 machine gun holds a capacity of 260 bullets and she has an extra
150 bullets to go along with it. Her machine gun is very helpful to her from
close range, so it is wise to constantly find more ammo for this weapon
throughout the battle.
Her Dragunov SVD rifle carries a capacity of 13 rifle bullets. Sadly Sheva
does not have any extra rifle ammo to go along with this fantastic weapon, so a
Sheva player is going to be forced into finding ammo for it from the get go.
Be sure to collect as much rifle ammo as possible since Sheva's rifle is
incredibly useful for much needed power when taking down boss enemies or for
quick normal enemy kills. To round out her inventory, Sheva also brings along
one first aid spray.
--> SHEVA'S M92F HANDGUN
M29F
----
+ High capacity
- Low firepower
- Doesn't support her melee attacks that well for melee kills
.-------------------------------.
| M92F (HG) |
|===============================|
| Firepower: 250 |
| Capacity: 40 |
| Reload Speed: 1.36 sec. |
| Special: Critical 50% |
'-------------------------------'
This is probably the worst handgun and character match up in The Mercenaries.
Sheva's handgun takes exactly four shots to take down most Town Majini and her
melees are so weak that it takes at least three shots to set up a Town Majini
so that a quick melee will kill the Majini. She also has the chance of
knocking a Majini over while trying to get the stun and from there a player can
either shoot the Majini some more to finish it off or perform Sheva's slow
ground melee to finish it off.
The gun has a rather high critical rate for a head pop when aimed at a Majini's
head, but the critical occurrence is still too much of a gamble to rely upon.
If the shot is not a critical then Sheva can only follow-up with more handgun
fire or her head stun melee roundhouse, which will not kill unless the Majini
has been currently weakened or she can shoot the Majini in the leg as it
staggers and hopefully get a leg stun in which she can finish off the Majini
with a somersault melee kill for 5 bonus seconds.
The gun has a high capacity, but in the end it really doesn't matter since the
gun is basically only good for four shot kills or the 50/50 probability of
critical shot to the head. It's still a good handgun to keep around for when
the machine gun runs out of ammo however. A Sheva player can still easily
perform a shot to a Majini's legs for a leg stun then follow that up with a
throat slit melee from behind.
--> SHEVA'S VZ61 MACHINE GUN
.-------------------------------.
| VZ61 (MG) |
|===============================|
| Firepower: 100 |
| Capacity: 260 |
| Reload Speed: 2.83 sec. |
| Special: Critical 37.5% |
'-------------------------------'
VZ61
----
+ Knocks down and staggers normal Majini quickly
- Low damage
Even though Sheva's machine gun has low firepower, this gun's capacity and
overall rate of fire allows Sheva to spread constant firepower on any target.
It's an overall good weapon to stagger a whole group of Majini as well.
Whenever a group is in front of Sheva, simply hold down the trigger and wave
the machine gun fire over the group to instantly stop a good majority of
attacks that they might be preparing.
A machine gun can also be used for precision fire to set up melee stuns with a
single tap of the trigger. Simply aim at a Majini's legs with the machine gun
then tap the trigger. If the Majini kneels down into a leg stun pose then run
behind it and perform Sheva's throat slit instant kill melee attack. This can
be a very effective technique when surrounded by a crowd. Her other melees
will allow her to knock down a whole crowd.
With this machine gun being able to knock down a Majini very easily, Sheva can
simply aim for a Majini's legs then knock it down with a few shots. Sheva can
run up to the grounded Majini and perform her impale ground melee for an
instant kill the majority of the time since her ground melee takes off quite a
bit. A player can't really spam this ground melee as much as one can easily do
with Jill Battle Suit's ground melee since Sheva's ground melee takes much
longer both in the initial kill and in the recovery. She's still invincible
during the entire animation, but the move can easily miss its target with how
long it takes for her to stab and it's not instant enough. It's not a bad
technique, but I wouldn't recommend spamming it that much like one can do with
Jill Battle Suit's ground melee.
--> SHEVA'S DRAGUNOV SVD RIFLE
Dragunov SVD
------------
+ Good rate of fire
+ Overall good damage for quick single enemy kills
+ Decent capacity
- Scope zoom could be better for more accurate aim from a distance
.-------------------------------.
| Dragunov SVD (RIF) |
|===============================|
| Firepower: 1,300 |
| Capacity: 13 |
| Reload Speed: 2.41 sec. |
| Special: Semi-auto |
'-------------------------------'
The Dragunov SVD rifle is pretty much the highlight gun for Sheva. It's high
damage allows her to shoot most normal Majini for an instant kill. From a
distance, she can easily get quite a number of kills in seconds with this
rifle's high rate of fire. If Sheva can find a high platform that overlooks an
entire area then she can easily watch over the entire area and gain quite a
number of kills at a high rate. The scope zoom feature does not zoom in as far
as the PSG-1 rifle scope but one can easily work with the Dragunov's limited
zoom and score plenty of long range hits.
Sheva's rifle is also a good boss killer and boss stunner. She's not going to
stun a boss instantly so she needs to be at a distance while firing, but she
can easily spam rifle shots on a boss and defeat the boss rather quickly
without the need to get in close range or perform any type of melee attack on
the boss for extra damage.
The rifle has a capacity of 13 shots, which is very helpful when fighting a
boss, but the problem with Sheva's rifle is that she will need to start hording
ammo from the beginning. She does not start with any type of ammo for the
rifle, so she must kill enemies in order to gain ammo for her most valuable
weapon.
--> SHEVA'S MELEE ATTACKS
MELEE ATTACKS
.--------------------------------------------------------------.
| Melee Command | Type of Melee | Damage |
|==============================================================|
| Roundhouse | Head Stun Melee | 350 |
| Twist Kick | Arm Stun Melee (front) | 250 |
| Knee | Arm Stun Melee (back) | 250 |
| Somersault | Leg Stun Melee (front) | 350 |
| Throat Slit | Leg Stun Melee (back) | Kill |
| Impale | Ground Melee | 800 |
| Skull Crusher | Tag Team Melee (front) | 3,000 |
| Spinning Back Kick | Tag Team Melee (back) | 3,000 |
| Sweeping Roundhouse | Partner Assist Melee | 450 |
| Somersault | Counter Melee on Licker Beta | 600 |
| Stab | Ground Melee on Licker Beta | 900 |
'--------------------------------------------------------------'
Sheva has some overall weak melees and her guns do not really work well with
any of them. The best she can do in the way of melee kills is perform a leg
stun to a Majini then run behind it and trigger her throat slit or knock it to
the ground and perform her ground melee. Her ground melee takes off 800 damage
per hit, so it is most likely going to kill any grounded enemy. She can even
kill off most Majini that simply get knocked down without taking a gunshot
first.
The main problem with her ground melee is that the entire animation takes so
long. The beginning stab is so long sometimes that a Majini can quickly get up
from being grounded before Sheva can plunge the knife into the Majini. The
entire ground melee animation takes up more time than any other ground melee.
The 5 second bonus that Sheva gains per ground melee is still useful for an
instant kill but a player shouldn't try to spam this move since she only gains
about two seconds out of the five second bonus with the ground melee already
taking up around 3 seconds total to perform. Her ground melee is a lot more
useful during a duo game where the other player can be killing while Sheva is
stabbing. At least then, the five second bonus feels more worthwhile.
With both her instant kill melee and her ground melee, a player can easily take
that time to quickly pull up the inventory and reload or make adjustments to
her inventory slots. Both animations are long enough to allow for this action
and one should take advantage of it if either melee is performed.
--> SHEVA'S BASIC PARTNER COMMANDS
The following is a list of all the basic commands that a Sheva player can issue
with the partner assist button followed by a direction. These can only be
performed in duo mode.
01) Tap assist button
02) Hold assist button + Right on the Directional Pad
Sheva: "Come on!"
03) Hold assist button + Left on the Directional Pad
Sheva: "Thanks!"
04) Hold assist button + Up on the Directional Pad
Sheva: "Go!"
05) Hold assist button + Down on the Directional Pad
Sheva: "Wait!"
--> SHEVA'S PARTNER ASSIST COMMANDS
The following is a list of all the assist commands that a Sheva player can
issue to a partner. Press the assist button to perform the following responses
during the action listed. These can only be performed in Duo mode.
01) When an enemy has grabbed Sheva
Sheva: "I need your help!"
"Help me!"
02) While Sheva is in dying status
Sheva: "I need heeeelp!"
"Help!"
03) When Sheva runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY
WEAPON)
04) When a Sheva player requests ammo from a partner
Sheva: "I need ammo"
--> SHEVA'S PARTNER RESPONSES
Listed below are the responses that a Sheva player can trigger by pressing the
assist button during the following actions. In order to perform each one with
more accuracy, press and hold the assist button when you go to perform each
response. Holding the button for a few seconds will keep your character from
accidentally saying "Come on". If the response doesn't work the first time,
then press and hold the assist button again.
When it doesn't work the second time, that usually means either the time for a
response has elapsed, or the action was not counted as one that can be
responded to; every now and then responses will not activate when they should.
These can only be performed in duo mode.
01) Partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
Sheva: "Nice shot!"
"Good work!"
"Nice work!"
02) Partner gives Sheva an item
03) Partner heals Sheva
04) Partner resuscitates Sheva
05) Partner helps to break a grab (even a slight nudge that breaks the hold)
Sheva: "Thanks partner."
"I owe you one."
"Thanks."
06) Partner is in dying status
Sheva: "I'm coming!"
"Hold on!"
07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump
pose
Sheva: "Roger"
"Ok."
10) Partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Sheva has knocked off the partner with
a partner assist melee attack.
Sheva: "Nice teamwork!"
"That's good!"
"Excellent!"
[Sheva has one African language response]
[CS05]
__ _
/ _\| |__ ___ __ __ __ _
\ \ | '_ \ / _ \\ \ / // _` |
_\ \| | | || __/ \ V /| (_| |
__ \__/|_| |_| \___| \_/ \__,_| __
/ / ___ _ _ _ _ __\ \
/ / / __\| | _ _ | |__ | |__ (_) _ __ /_/ \ \
| | / / | || | | || '_ \ | '_ \ | || '_ \ | |
\ \ / /___ | || |_| || |_) || |_) || || | | | / /
\_\ \____/ |_| \__,_||_.__/ |_.__/ |_||_| |_| /_/
.---------------------------------------------------------------------.
| How to unlock: Achieve an A-rank or higher on "Ancient Ruins" stage |
'---------------------------------------------------------------------'
Sheva Clubbin' has quite a bit of firepower in her arsenal and can be a good
character from all ranges (close, mid, and long distance). Her AK-74 is
extremely powerful for a machine gun, allowing her take down normal enemies
very quickly with rapid fire. Thanks to her AK's high firepower, she can help
out a lot in grave situations when the a kill streak clock is about to expire.
Her rifle packs quite a punch per shot and her Jail Breaker shotgun has some
good range and overall stopping power.
--> SHEVA'S INVENTORY
.-----------------------------------.
| | | |
| | | |
|Machine Gun| S75 | Shotgun |
| Ammo (100)| (RIF) |Shells (20)|
| | | |
|-----------+-----------+-----------|
| | | |
| | | Jail |
| AK-74 | Rifle | Breaker |
| (MG) | Ammo (10) | (SG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | | |
| | | |
| | | |
'-----------------------------------'
Sheva begins with only a moderate supply of ammo for every weapon in her
inventory. Her AK-74 only has a capacity of 50 bullets at a time and Sheva
packs in an additional 100 machine gun bullets along with this weapon. Her
Jail Breaker shotgun has a capacity of 8 and she has an extra supply of 20
shotgun shells to accompany this.
Her rifle has a capacity of 20 and she brings along 10 extra bullets along with
this, which means that a player really will not need to seek out rifle ammo for
quite a while with the starting amount. She doesn't start with any type of
healing item, so a player will have to quickly find some sort of healing item
just in case things get ugly.
Have you noticed anything different about her inventory compared to other
characters yet? Kind of crowded with weapons and ammo, isn't it? With Sheva
Clubbin's surplus of guns and ammo from the start, it wouldn't be a bad idea to
discard something, especially if there is a certain type of weapon that you
feel you don't need. Really, I'd recommend getting rid of her rifle ammo.
With the S75 having 20 capacity and the fact that she can't fire it that fast
at all, I don't really think a player will need the extra rifle ammo. Instead
of discarding it, a Sheva Clubbin' player could also find the nearest Jill
Battle Suit or Sheva BSAA player and give it to that character. That character
will need it much more than Sheva Clubbin'.
--> SHEVA'S AK-74
.-------------------------------.
| AK-74 (MG) |
|===============================|
| Firepower: 200 |
| Capacity: 50 |
| Reload Speed: 2.83 sec. |
| Special: -------------- |
'-------------------------------'
AK-74
-----
+ Extremely good damage for a machine gun
+ Effective boss killer (with stun support)
- Slow reload animation
- The low capacity keeps the player reloading often
The Ak-74 is easily the bread and butter of Sheva's arsenal. At 200 damage per
shot fired, this weapon can take down normal Majini within just a few shots.
This weapon can be the saving grace of a kill streak timer that has almost
expired. Say, a Majini grabs Sheva and the timer is just about to expire when
Sheva fights off the Majini, Sheva can quickly perform rapid fire shots on a
nearby Majini and kill the Majini within one second to save the current kill
steak.
It's good to learn how many shots each Majini type will take when using the AK.
One can easily raise the AK then simply hold down the trigger for a precise few
seconds to get a kill without wasting ammo; this is an incredibly useful
technique to use once a combo bonus egg timer has been picked up. Knowing how
long to hold down the trigger takes practice and a knowledge of how many hits
each enemy type will take. It is always best to shoot a Majini from close
range with the AK rather than having to worry about the inaccuracy of its long
range fire.
In Public Assembly, the AK can kill most Town Majini in four shots. If a Sheva
player can hit a Majini with three shots and achieve a leg stun then Sheva can
run up and perform a Somersault melee attack and kill the enemy for an extra
five bonus seconds. It's a good technique to try for while killing off Majini
with the AK, but one should not get too bogged down in trying to get three
shots then suddenly get surrounded in the process.
The AK is also a good boss killer... with a grain of salt. The AK by itself is
not all that good at stunning a boss unless Sheva spams ammo on a boss' weak
point or simply spams ammo so badly on the boss that it forces it into a stun.
It's really best to use the Jail Breaker shotgun to stun a boss then run toward
the boss and let loose with the AK. It's amazing how quick the AK can take
down some bosses by laying down firepower from close range.
The only real flaw with the AK is its capacity. Since the capacity is so
small, a player will be forced to reload constantly. Inventory reloaders will
even feel a slight burden thanks to the low capacity since it begins to become
a pain to pull up the inventory to reload after every encounter. The gun has a
slow reload animation, but this can easily be solved by reloading through the
inventory menu.
--> SHEVA'S JAIL BREAKER
.---------------------------------.
| Jail Breaker (SG) |
|=================================|
| Firepower: 180 |
| Capacity: 8 |
| Reload Speed: 2.24 sec. |
| Special: Attack Range: 15 |
'---------------------------------'
Jail Breaker
------------
+ Much greater damage than one initially thinks because of its spread
+ More effective at a greater range than a standard shotgun
+ Good rate of fire for a shotgun
- Low capacity keeps the player reloading often
The Jail Breaker is a decent shotgun that can dish out much greater damage than
one would normally think just by looking at its stats. Even though it appears
to be weaker than a handgun, this shotgun works just as well as any other
shotgun from close range. The shots are tightly spread, so they basically hit
the full areas of the target per shot fired from close range. The Jail Breaker
has a tendency to perform critical headshots from close range much like Chris
BSAA's Ithaca.
The shotgun is effective at close range, mid range and long range. Most close
range shots on a Majini will kill it within the shot fired, but mid range shots
will only knock it down a Majini most of the time. Sheva could follow up that
knockdown with her ground melee. Don't always rely on the ground melee to
finish the job however since Sheva's is rather slow with her ground melee
attack.
The Jail Breaker can be a good boss stunning weapon, but because of the way the
gun is held, Sheva has to aim almost directly upwards in order to hit a boss'
head if that is its weak point. The Jail Breaker can be decent for taking down
bosses, but the AK really overshadows this shotgun when it comes to damaging a
boss. The Jail Breaker is mainly best to use for stuns so Sheva can quickly
switch to the AK to finish the job with a boss enemy.
For Reapers, the Jail Breaker can be an effective stunning weapon because of
its tight spread. Sheva can literally blast a Reaper that is dashing toward
her to hit its back weak points as it scurries, or she can quickly perform a
blast to its chest weak point when it opens and most likely hit it because of
the guns spread over the majority of the Reaper. She can continue to fire with
the Jail Breaker or take out the AK at that time and further damage the Reaper.
It has a rather low capacity, which means you'll be reloading quite a bit, so
make sure to use inventory reloading to your advantage. The reload animation
isn't all that bad for a shotgun, but why reload during gameplay when one can
simply use the inventory menu to do so?
--> SHEVA'S S75 RIFLE
.-------------------------------.
| S75 (RIF) |
|===============================|
| Firepower: 2,000 |
| Capacity: 20 |
| Reload Speed: 2.24 sec. |
| Special: -------------- |
'-------------------------------'
+ Very high firepower per shot
+ High capacity
- Constant bullet ejection per shot and no kind of rapid fire
- Doesn't stun bosses easily
For long range shots, Sheva can switch to her S75 rifle. This weapon has quite
a high firepower and packs in a really good capacity. With the gun's high
firepower, one might assume that this weapon could completely own a boss. If a
boss enemy is at an extremely long range, this rifle could be effective against
a boss enemy, but from close range, don't ever try to use this weapon against a
boss enemy.
Trying to fire this weapon from even mid range against the Executioner will
likely make the Executioner knight Sheva with a most devastating overhead blow
(overhead swing) when she ejects that bullet to fire again. This rifle might
have a magnum's high firepower but it is still not a magnum, so it will not
stun a boss in one hit and the bullet ejection will keep Sheva from spamming a
boss with shots in order to stun the boss quickly. It is possible to stun a
boss such as the Executioner, Chainsaw Majini and Gatling Gun Manjini then
stand over it and perform the following: rifle shot -> rifle shot -> rifle shot
(cancel final shot into melee attack) -> melee attack. This can be effective
but the surrounding Majini will likely ruin the full sequence.
In a way, this weapon is really only useful in certain instances (such as
shooting off a Majini from a partner that is at the other side of the Public
Assembly area) and should only be used for long distant attacks because of the
amount of preparation needed in between shots. I'd actually recommend
discarding this weapon if you simply can't find a use for it. Sheva's
inventory is already overcrowded anyway, so why not make a little room? A
player could at least discard the extra ammo for the rifle at the start.
Sheva's starting capacity with this weapon should really be enough to last her
for quite a while.
--> SHEVA'S MELEE ATTACKS
.--------------------------------------------------------------.
| Melee Command | Type of Melee | Damage |
|==============================================================|
| Roundhouse | Head Stun Melee | 350 |
| Twist Kick | Arm Stun Melee (front) | 250 |
| Knee | Arm Stun Melee (back) | 250 |
| Somersault | Leg Stun Melee (front) | 350 |
| Throat Slit | Leg Stun Melee (back) | Kill |
| Impale | Ground Melee | 800 |
| Skull Crusher | Tag Team Melee (front) | 3,000 |
| Spinning Back Kick | Tag Team Melee (back) | 3,000 |
| Sweeping Roundhouse | Partner Assist Melee | 450 |
| Somersault | Counter Melee on Licker Beta | 600 |
| Stab | Ground Melee on Licker Beta | 900 |
'--------------------------------------------------------------'
Sheva's ground melee attack is the only real damaging melee that she carries
and this melee takes quite a while to perform. Even though Sheva can easily
spam melee ground kills after many AK or mid range Jail Breaker shots, her
ground melee will only reward a player with the usual five second bonus, even
after the full three seconds that it takes to perform the entire stabbing
animation, so Sheva will only gain about two seconds to her advantage per
ground melee attack.
Her ground melee is still useful to perform against a Majini, but it's really
best not spam it that much since you're not really gaining much of a time bonus
per melee kill while using it. With the ground melee taking off 800 damage per
hit, this move is going to kill most Majini even without the need for gunfire,
so a Sheva player could run up and stab a Majini that happens to get knocked
over during a group attack and still manage to kill it with out the need of
extra damage. The ground melee will dish out a head smash when it is done
while facing a Majini's head, but this is really not needed with the amount of
damage that this move already takes off.
In order to receive a good time bonus, use Sheva's AK to shoot at the legs of a
Majini then, after three shots, run up to the Majini if it is stunned then
perform Sheva's somersault melee for an instant kill that will add an
additional five seconds to the clock. It's best not to stand back and count
the shots. Get a feel of how many shots will come out of the gun while holding
the button to fire at a Majini's legs then perform the somersault after
shooting it a few times.
Sheva can also use her AK to perform a quick leg stun on a Majini the rush
behind it and perform her throat slit melee allowing the player time to pull up
the inventory menu and cycle through it to make adjustments all during the kill
animation.
--> SHEVA'S BASIC PARTNER COMMANDS
The following is a list of all the basic commands that a Sheva player can issue
with the partner assist button followed by a direction. These can only be
performed in duo mode.
01) Tap assist button
02) Hold assist button + Right on the Directional Pad
Sheva: "Come on!"
03) Hold assist button + Left on the Directional Pad
Sheva: "Thanks!"
04) Hold assist button + Up on the Directional Pad
Sheva: "Go!"
05) Hold assist button + Down on the Directional Pad
Sheva: "Wait!"
--> SHEVA'S PARTNER ASSIST COMMANDS
The following is a list of all the assist commands that a Sheva player can
issue to a partner. Press the assist button to perform the following responses
during the action listed. These can only be performed in Duo mode.
01) When an enemy has grabbed Sheva
Sheva: "I need your help!"
"Help me!"
02) While Sheva is in dying status
Sheva: "I need heeeelp!"
"Help!"
03) When Sheva runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY
WEAPON)
04) When a Sheva player requests ammo from a partner
Sheva: "I need ammo"
--> SHEVA'S PARTNER RESPONSES
Listed below are the responses that a Sheva player can trigger by pressing the
assist button during the following actions. In order to perform each one with
more accuracy, press and hold the assist button when you go to perform each
response. Holding the button for a few seconds will keep your character from
accidentally saying "Come on". If the response doesn't work the first time,
then press and hold the assist button again.
When it doesn't work the second time, that usually means either the time for a
response has elapsed, or the action was not counted as one that can be
responded to; every now and then responses will not activate when they should.
These can only be performed in duo mode.
01) Partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
Sheva: "Nice shot!"
"Good work!"
"Nice work!"
02) Partner gives Sheva an item
03) Partner heals Sheva
04) Partner resuscitates Sheva
05) Partner helps to break a grab (even a slight nudge that breaks the hold)
Sheva: "Thanks partner."
"I owe you one."
"Thanks."
06) Partner is in dying status
Sheva: "I'm coming!"
"Hold on!"
07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump
pose
Sheva: "Roger"
"Ok."
10) Partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Sheva has knocked off the partner with
a partner assist melee attack.
Sheva: "Nice teamwork!"
"That's good!"
"Excellent!"
[Sheva has one African language response]
[CS06]
__ __
__ _ / / _____ _ _ _ \ \
/ _\| |__ ___ __ __ __ _ / / /__ \ _ __ (_)| |__ __ _ | | \ \
\ \ | '_ \ / _ \\ \ / // _` | | | / /\/| '__|| || '_ \ / _` || | | |
_\ \| | | || __/ \ V /| (_| | \ \ / / | | | || |_) || (_| || | / /
\__/|_| |_| \___| \_/ \__,_| \_\ \/ |_| |_||_.__/ \__,_||_| /_/
.--------------------------------------------------------------------.
| How to unlock: Achieve an A-rank or higher on "Missile Area" stage |
'--------------------------------------------------------------------'
Sheva Tribal comes equipped with the Longbow weapon, which has the ability to
take down any normal Majini in one shot. She is easily the best choice for any
player that wants to simply achieve a high combo. She is a literal combo
queen. Her Longbow weapon is the only gun type weapon in the game that has to
aimed manually without a laser pointer, but once a player has found the correct
positioning for shooting a foe with her arrows, Sheva Tribal can be effective
at both close range, mid range, and long range.
--> SHEVA'S INVENTORY
.-----------------------------------.
| | | |
| | | |
| |Incendiary | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | Grenade |
| Longbow | First Aid | Launcher |
|(infinity) | Spray | (ICE) |
| | | |
|-----------+-----------+-----------|
| | | |
| | Flash | |
| | Grenade | |
| | (3) | |
| | | |
'-----------------------------------'
Upon first glance, you'll notice that Sheva has the special Longbow weapon.
This weapon comes complete an infinite supply of arrows, so Sheva won't be
needing any extra type of ammo for the weapon. It really helps her to save
space, allowing her to carry extra healing items and grenade rounds.
Speaking of grenades, Sheva brings along a grenade launcher packed with 6
Nitrogen rounds from the start. With her good amount of inventory space, she
can pack a whole variety of grenade rounds throughout her inventory slots.
She also has set of 3 Incendiary and Flash Grenades. Each of these can be
helpful for crowds or the flash grenades can allow her to deal with parasitic
enemies rather easily. Another good part about having grenades in two
inventory slots is that she can easily get rid of them by tossing all three at
once if she needs some extra inventory space; no need to discard them, just
toss them toward the nearest area or enemy for extra inventory space.
--> SHEVA'S LONGBOW
.-------------------------------.
| Longbow |
|===============================|
| Firepower: 1,500 |
| Capacity: Infinite |
| Reload Speed: 1.00 sec. |
| Special: -------------- |
'-------------------------------'
Longbow
-------
+ Instant kill on normal Majini
+ Infinite ammo
- No laser pointer
- Requires a second of reload per shot regardless of whether another is made
Sheva's Longbow is easily the most unique weapon in The Mercenaries. The bow
carries no laser pointer, so a player has to get the feel of aiming with this
weapon by lining up the arrow head with a target. The aiming is not much of a
problem when the weapon carries an infinite supply of arrows however. Each
shot fired will easily take down a normal Majini most of the time. The weapon
is a complete booster so long as Sheva has foes to shoot.
The Longbow can only hit a single enemy at a time, so Sheva will need to result
to other weapons for crowds, or run away then turn and shoot each crowd member
individually. Both her incendiary grenades and flash grenades can work well for
stunning a crowd, so Sheva can shoot each enemy while it staggers.
The bow can be used in the same way as a sniper rifle while Sheva is on a high
platform. She can overlook an area and simply make it her shooting gallery
while she picks off each individual Majini below her. The bow carries a slight
second of reload per shot fired regardless of whether a player continues to
shoot or not. This second of reloading can get her hit easily, especially when
trying to use this weapon against a boss.
The Longbow can be an effective boss killer from a distance. It stuns bosses
in about three arrow shots, so Sheva cannot afford to be in close range of a
boss enemy while using this weapon. It's best to stun the boss with a grenade
round or grenade then spam the boss with continuous arrow shots.
--> SHEVA'S GRENADE LAUNCHER
Sheva starts with Nitrogen rounds and can find Flame, Explosive, Acid, Flash,
and Electric rounds from enemy drops or breakable objects.
GRENADE LAUNCHER AMMO
.----------------------------------------------------------------.
| Acid Rounds | Electric Rounds |
|================================================================|
| Firepower: 500 | Firepower: 400 |
| Effect: Penetrates armor and | Effect: Instantly stuns |
| stuns with acid damage as | multiple enemies with |
| acid spreads from each shot | electricity. |
'----------------------------------------------------------------'
Electric Rounds
---------------
+ Electric rounds can instantly stun a Reaper and set it up for its
first weakness phase. These CANNOT stun a Reaper all the way and make it
show its chest weak point unlike acid rounds however.
+ Electric rounds can instantly stun a whole crowd of enemies and have the
possibility of setting some up for a melee attack in their weakened state
from the electric shock.
+ Electric rounds can instantly defeat parasitic enemies quickly
Kipepeo (1 shot) [a shot to the ground will hit these in the air]
Bui kichwa (1 shot)
Cephalo (2 shots)
Duvalia (2-3 shots)
- Electric Rounds can cause electrical damage to a character if shot from close
range.
- It usually takes two Electric Rounds to defeat a normal Majini.
Electric rounds can work well to stun a group of normal Majini and kill them
all within two shots. Electric rounds are also very effective against annoying
parasitic enemies such as Duvalias and Cephalos; two shots will instantly kill
either latter enemy type. Kipepeos can also be easily defeated with Electric
rounds by simply firing one at the ground to catch it in the air, eliminating
the need of having to aim into the air and follow the little bastards with a
gun. Flash rounds are no doubt better at defeating a parasitic enemies, but
the fact that they can't really damage other enemies makes Electric Rounds the
better option.
Acid Rounds
-----------
+ Acid Rounds can instantly stun a Reaper for its first weakness phase then a
Reaper can be shot again to enter its major weakness phase and skip the
second.
+ Acid Rounds can instantly defeat a group of Licker Betas with its acid spread
+ Acid Rounds can deliver acid damage to an entire crowd of enemies with acid
spread. Spam them against a crowd (usually 2 shots) to defeat them quickly.
- Acid Rounds cannot defeat most normal enemies in one hit.
- Acid Rounds can cause damage to a player from an extremely close range.
Acid rounds can hit all surrounding enemies in a group with acidic damage once
the shot is fired at one enemy in a group. Even though they cannot kill a
normal Majini with one hit, they can be spammed on a group (2 shots) to take
down the entire group instantly.
Acid rounds are highly effective against Reapers. Two well-timed acid rounds
shot at a Reaper will make it to where the Reaper will showcase its major chest
weak point, to which Sheva can finish it off with a few arrows to the chest
weak point.
.----------------------------------------------------------------.
| Explosive Rounds | Flame Rounds |
|================================================================|
| Firepower: 1,000 | Firepower: 500 |
| Effect: Explosive damage on | Effect: Instant burning |
| target creating an area | damage on target creating |
| affect on surrounding targets | area affect around target |
'----------------------------------------------------------------'
Flame Rounds
------------
+ Flame Rounds can instantly engulf a whole crowd of enemies in flames. Spam
them against enemy groups (usually 2 shots) for good results.
- Flame Rounds cannot defeat most normal enemies in one hit.
- Flame Rounds can cause flame damage to a character if shot from close range.
Flame rounds can work much like electric rounds and acid rounds in that they
can instantly defeat a whole crowd with spread damage in two shots. Flame
rounds produce a burning spread effect that will stagger and knock down any
enemies that are caught in the blaze produced by a flame round.
Explosive Rounds
----------------
+ Explosive Rounds can instantly defeat an entire crowd of enemies.
- Explosive Rounds can cause damage to a character if shot from close range.
Explosive rounds are the ultimate instant Majini group killer. Arm Explosive
rounds to instantly take down a whole group of Majini in one shot. They don't
even have to be shot directly. The spread of the explosion is enough to kill
off any normal Majini in Mercenaries.
.----------------------------------------------------------------.
| Flash Rounds | Nitrogen Rounds |
|================================================================|
| Firepower: 100 | Firepower: 100 |
| Effect: Instant blinding stun | Effect: Instant freeze on |
| on multiple enemies. Instant | normal enemies. Staggers |
| kill on parasitic enemies. | other enemies with damage. |
'----------------------------------------------------------------'
Flash Rounds
------------
+ Flash Rounds instantly kill parasitic enemies such as Cephalos and Duvlias.
+ Can instantly stun all nearby enemies and set them up for melees.
+ Like Acid Rounds, Flash Rounds can instantly stun a Reaper for its first
weakness phase then a Reaper can be shot again to enter its major weakness
phase and skip the second.
+ Partner specific strategy for Wesker (Midnight) and Wesker (S.T.A.R.S.)
partner; a flash round sets up enemies for Wesker's Cobra Strike melee.
- Basically no damage against normal enemies or big enemies.
- Since there is little damage done to an enemy, a follow-up melee hit will
likely not kill the enemy.
- Blinds players for a few seconds if shot too close to either player.
I do not recommend Flash rounds at all, except for one instance and there is
one partner specific strategy that they can help out with. Flash rounds
basically do not damage, they blind yourself and the other player, they set
enemies and bosses up for melees but they don't damage enough for any melee
kills unless you count a standing melee followed by a ground melee, which takes
too long to mess with. The only positive aspect of a flash round against
enemies in Mercenaries is that it can take down a whole group of parasitic
enemies with one shot. I'd recommend substituting Electric rounds in place of
Flash rounds. Even though electric rounds take two shots to kill off parasitic
enemies, they will come in good use for other enemies as well.
There is one partner specific strategy that one can take advantage of with
Flash rounds however. When a Sheva Tribal player plays alongside a Wesker
STARS or Midnight player, the Flash rounds have a whole new reason. One flash
round shot at a whole group of enemies can stun them all and set them up for
Wesker's Cobra Strike Melee, which takes 1,200 damage all the time and always
guarantees a kill on a normal Majini enemy. Wesker has enough time per flash
round stun to get around three melee attacks which will instantly give the team
15 seconds of extra time. Sheva could take that time to shoot some of the
staggered Majini with the Longbow.
Flash Rounds are also highly effective when shot at Reapers. Much like the
Acid Rounds, two well-timed flash rounds shot at a Reaper will make it to where
the Reaper will showcase its major chest weak point, to which Sheva can finish
it off with a few arrows to the chest weak point. Flash rounds are able to
hurt a player, but the player has to basically shoot them against a wall that
the player is standing right beside in order for a flash round to damage the
player. Getting damaged by one is very rare.
Nitrogen Rounds (starts with this)
---------------
+ Nitrogen Rounds can instantly freeze a group of enemies and set them up for
one hit shots or instant melee kills.
+ Each instant melee kill after a freeze adds five bonus seconds to the clock.
- Nitrogen Rounds are not effective against big enemies.
Nitrogen rounds are highly effective for groups of Majini. Simply fire a
Nitrogen round directly into a group and freeze the whole crowd. Sheva can
finish off each frozen Majini with a roundhouse melee attack, which will add
five seconds to the clock per hit. When Sheva can group a bunch of frozen
Majini together then perform melee attacks to each single frozen Majini in a
crowd, she can get quite the amount of bonus time with the extra five seconds
per straight punch. The most important factor to keep in mind about a nitrogen
round is that a single hit will not kill an enemy, so you don't want to use
these when you're pressed for time because a frozen enemy will not register as
a kill until it has been shattered.
Some bigger enemies such as Big Man Majini and Lickers can be shot with
nitrogen rounds as well. Frozen Lickers cannot be hit with a melee attack
however. They have to be shattered with a gunshot or knife slash.
--> SHEVA'S INCENDIARY GRENADES
.--------------------.
| Incendiary Grenade |
|====================|
| Direct Hit: 500 |
| Area Effect: 500 |
'--------------------'
+ Burns or staggers target in its flames
- The flames don't do enough damage to instantly kill an enemy
- Incendiary grenade can cause the thrower to get flamed rather easily
Incendiary grenades produce an area of flames that will burn all enemies caught
in those flames once the grenade hits the ground. Sheva can use these grenades
for crowds of Majini. It will not kill them by itself, but Sheva can use an
incendiary grenade to stun a group of Majini or stagger a boss enemy as it
burns the area around them. While the enemies are affected by the flames,
Sheva can pull out her bow then quickly pick off the enemies while they burn.
Incendiary grenades can easily backfire on the user however. If a Majini
suddenly steps in the way while throwing one, then the thrower can suffer burn
damage as the incendiary grenade falls to the nearby ground. Be cautious while
using these and don't toss them at a Majini that is running directly toward
Sheva.
--> SHEVA'S FLASH GRENADES
.---------------------.
| Flash Grenade |
|=====================|
| Direct Hit: 0 |
| Area Effect: 0 |
'---------------------'
+ Instantly kills all parasitic enemies in the immediate area
+ Stuns and sets normal enemies up for head stun melees
- No damage to non-parasitic enemies
If a parasitic enemy such as a Duvalia, Cephalo, Bui kichwa, or Kipepeo is in
the area then simply toss a flash grenade to instantly kill the parasite. Any
parasitic enemy in the immediate area will fall in the burst of light.
Whenever a Cephalo or Duvalia is forming from a Majini, make sure that it forms
all the way and begins to move before tossing the flash grenade. If a grenade
is tossed too early then it might not affect the parasitic enemy.
Flash grenades can also be useful in intense situations since they will
instantly stun most normal enemies and most boss enemies in the current area.
Enemies will be set up for a head stun melee attack while they stagger, so
Sheva can run up and perform her Roundhouse to all stunned enemies. Be on the
lookout for normal enemies and boss enemies that wear masks. An enemy with a
mask will not be affected by the burst of light from a flash grenade.
Like with any type of blinding flash, a Wesker player can take advantage of
these flash grenades when teamed up with Sheva Tribal. When several Majini are
around, a Sheva Tribal player can toss a flash grenade and allow for Wesker to
perform constant Cobra Strikes against all staggering Majini. It might even
pay the Sheva Tribal player to give all of her flash grenades to a Wesker
player if the Wesker player knows of the effectiveness of the Cobra Strike
melee.
--> SHEVA'S MELEE ATTACKS
.--------------------------------------------------------------.
| Melee Command | Type of Melee | Damage |
|==============================================================|
| Roundhouse | Head Stun Melee | 350 |
| Twist Kick | Arm Stun Melee (front) | 250 |
| Knee | Arm Stun Melee (back) | 250 |
| Somersault | Leg Stun Melee (front) | 350 |
| Throat Slit | Leg Stun Melee (back) | Kill |
| Impale | Ground Melee | 800 |
| Skull Crusher | Tag Team Melee (front) | 3,000 |
| Spinning Back Kick | Tag Team Melee (back) | 3,000 |
| Sweeping Roundhouse | Partner Assist Melee | 450 |
| Somersault | Counter Melee on Licker Beta | 600 |
| Stab | Ground Melee on Licker Beta | 900 |
'--------------------------------------------------------------'
Sheva's melee attacks are all rather weak and Sheva Tribal's weapon setup does
not help a Sheva player to set up melee attacks that often. Her grenade
launcher and flash grenades are the only reason to ever resort to melee. Her
starting set of nitrogen rounds that come loaded in the grenade launcher can
help her to set up some good melee opportunities however.
Since her roundhouse stretches far around the area in front of her, one
nitrogen round that is shot at a group of Majini can help her to take down
several Majini with one roundhouse while attempting to shatter her victims. In
a way, it is good to try to hit as many individual frozen Majini as possible
for the extra 5 second bonus associated with each melee kill, but Sheva's
roundhouse can really help out for when more than three Majini are frozen at a
time, since she likely can't hit a big number individually with her melee
attack.
As usual, Sheva's ground melee stab can nearly always finish off any Majini
that falls, damaged or not. Even though her ground melee is slow, it is almost
always an instant kill and one can take advantage of its length by pulling up
the inventory during the animation in order to make adjustments.
--> SHEVA'S BASIC PARTNER COMMANDS
The following is a list of all the basic commands that a Sheva player can issue
with the partner assist button followed by a direction. These can only be
performed in duo mode.
01) Tap assist button
02) Hold assist button + Right on the Directional Pad
Sheva: "Come on!"
03) Hold assist button + Left on the Directional Pad
Sheva: "Thanks!"
04) Hold assist button + Up on the Directional Pad
Sheva: "Go!"
05) Hold assist button + Down on the Directional Pad
Sheva: "Wait!"
--> SHEVA'S PARTNER ASSIST COMMANDS
The following is a list of all the assist commands that a Sheva player can
issue to a partner. Press the assist button to perform the following responses
during the action listed. These can only be performed in Duo mode.
01) When an enemy has grabbed Sheva
Sheva: "I need your help!"
"Help me!"
02) While Sheva is in dying status
Sheva: "I need heeeelp!"
"Help!"
03) When Sheva runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY
WEAPON)
04) When a Sheva player requests ammo from a partner
Sheva: "I need ammo"
--> SHEVA'S PARTNER RESPONSES
Listed below are the responses that a Sheva player can trigger by pressing the
assist button during the following actions. In order to perform each one with
more accuracy, press and hold the assist button when you go to perform each
response. Holding the button for a few seconds will keep your character from
accidentally saying "Come on". If the response doesn't work the first time,
then press and hold the assist button again.
When it doesn't work the second time, that usually means either the time for a
response has elapsed, or the action was not counted as one that can be
responded to; every now and then responses will not activate when they should.
These can only be performed in duo mode.
01) Partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
Sheva: "Nice shot!"
"Good work!"
"Nice work!"
02) Partner gives Sheva an item
03) Partner heals Sheva
04) Partner resuscitates Sheva
05) Partner helps to break a grab (even a slight nudge that breaks the hold)
Sheva: "Thanks partner."
"I owe you one."
"Thanks."
06) Partner is in dying status
Sheva: "I'm coming!"
"Hold on!"
07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump
pose
Sheva: "Roger"
"Ok."
10) Partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Sheva has knocked off the partner with
a partner assist melee attack.
Sheva: "Nice teamwork!"
"That's good!"
"Excellent!"
[Sheva has one African language response]
[CS07]
__ __
__ _ _ _ / / ___ __ _ _ \ \
\ \ (_)| || | / / / __\/ _\ /_\ /_\ \ \
\ \| || || || | /__\//\ \ //_\\ //_\\ | |
/\_/ /| || || | \ \ / \/ \_\ \/ _ \/ _ \ / /
\___/ |_||_||_| \_\ \_____/\__/\_/ \_/\_/ \_/ /_/
.-----------------------------------------------------------------------.
| How to unlock: Achieve an A-rank or higher on "Public Assembly" stage |
'-----------------------------------------------------------------------'
Jill BSAA is an overall fun character to use with her weapon setup. With her
starting flash grenades, she is extremely effective in stages with a bunch of
parasitic enemies and she has a few other tricks up her sleeves that give her
an edge as well. Did someone mention headshots? Well, if you're good at
precision aiming with a laser pointer, then go and fix yourself a sandwich and
read on because you're going to have some fun after unlocking this old partner.
--> JILL'S INVENTORY
.-----------------------------------.
| | | |
| | | |
| Handgun | Flash |Machine Gun|
| Ammo (50) |Grenade (5)| Ammo (150)|
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| PX4 | | H&K MP5 |
| (HG) | | (MG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
Jill brings along some decent supplies for her journey. She has a PX4 handgun
with a capacity of 25, which is quite nice, especially considering that she
brings along 50 extra handgun bullets to go along with it. Her handgun is just
as useful as her machine gun, so you'll want to collect handgun ammo just as
much as machine gun ammo.
She also brings along an H&K MP5 machine gun with a capacity of 150. Jill
carries an extra 150 bullets with this weapon. The MP5 is very useful for
crowds and overall quick enemy kills, so Jill will always want to stay stocked
up on machine gun ammo.
On certain stages, a player will be extremely happy that Jill has packed in an
extra 5 flash grenades. Nothing is quite as pleasing as tossing a single flash
grenade to quickly light up an intense battle with 3 Duvalias and thereby take
all three down with one blinding flash. Jill also brings along a first aid
spray which is always helpful to have during the intense battles in The
Mercenaries.
--> JILL'S PX4 HANDGUN
.-------------------------------.
| PX4 (HG) |
|===============================|
| Firepower: 300 |
| Capacity: 25 |
| Reload Speed: 1.70 sec. |
| Special: Critical 87.5% |
'-------------------------------'
+ Extremely high critical rate means just about every headshot will give out an
instant head pop
+ Decent damage for a handgun
+ Decent capacity
The Px4 handgun deals out some pretty good damage per shot and can help Jill to
set up some good stuns for a melee kill. She can easily shoot a normal Majini
in the legs two times and run up then perform her Sweep Kick from the front of
the Majini for an instant melee kill. If the Majini happens to fall to the
ground during the process then Jill can easily finish the job with her Double
Knee Drop ground melee.
Would you just look at this weapon's critical rate? Freaking 87.5%! Usually
critical headshots are uncommon, but with Jill BSAA, its uncommon NOT to get a
critical headshot when aiming at a Majini's head. If a player wants to see her
roundhouse melee anytime soon then that person had best take out her MP5 and
try for a head stun because the majority of all head shots with the PX4 are
going to pop the head of each Majini that Jill aims at.
At 25 shots, the PX4 also has a pretty good capacity, so Jill is less likely to
run out of ammo during intense situations while using it. Much like any other
handgun, the reload speed isn't that long, but it would really be best to still
try for inventory reloads when possible.
--> JILL'S H&K MP5
.---------------------------------.
| H&K MP5 (MG) |
|=================================|
| Firepower: 120 |
| Capacity: 150 |
| Reload Speed: 2.10 sec. |
| Special: Level 4 Piercing |
'---------------------------------'
+ Level 4 piercing
+ Weapon fire is good for crowds and more accurate
+ Weapon fire is more accurate than most machine guns allowing for precision
aiming for melee stuns
- Low firepower
The H&K MP5 is an overall descent single enemy killer. Even with its low
firepower, just aim for a Majini's mid section then hold down the trigger for a
few seconds until it flies back and let go and it will be dead upon hitting the
ground the majority of the time. It's really best not to spread fire to other
parts of the body since you'll only wind up taking more time to kill a Majini
if it stumbles to the side. This weapon can be used to knock a Majini over as
well and set it up for Jill's Double Knee Drop ground melee attack. Her ground
melee will always kill a normal Majini since it takes 1,200 damage per hit, so
it doesn't matter when a Majini falls during the blast.
The MP5's armor piercing special ability makes a Jill BSAA player incredibly
useful to have around for shielded enemies. The MP5's bullets will go through
shields as if they weren't even there! It can also hit multiple enemies that
happen to stand in line while aiming at a group. Much like any machine gun,
Jill can sweep through a crowd and stun all the enemies if they ever start to
gang up on her. This can be effective when you're expecting them to attack
anytime soon.
To me, the H&K MP5 always stands out from the other machine guns because it
seems to be more accurate overall. One can easily aim toward the head, arm or
leg of a Majini and perform a single fire tap for some instant stuns to that
region of the body most of the time. With Jill, a player can perform a single
tap stun to the legs of the Majini then run up and perform Jill's Head Grab
from behind the Majini. This is an excellent way to have a break from the
action in order to quickly cycle through the inventory or perform a quick
inventory reload during the kill animation.
If a player is attempting to fight a boss enemy with Jill BSAA then the MP5
will be the best choice. It might be a good idea to take advantage of a flash
grenade to stun the boss then stand back and fire constant MP5 machine gun
blast directly at the stunned boss. The MP5 by itself can stun a boss enemy
but it takes a lot hits in order to stun the boss. Jill BSAA should really be
more of a support character in helping another player to take down a boss enemy
rather than going at it solo, but even by herself, she can take down a boss
enemy with her MP5... it's just going to take a lot of firing.
--> JILL'S FLASH GRENADES
.---------------------.
| Flash Grenade |
|=====================|
| Direct Hit: 0 |
| Area Effect: 0 |
'---------------------'
+ Instantly kills all parasitic enemies in the immediate area
+ Stuns and sets normal enemies up for head stun melees
- No damage to non-parasitic enemies
Jill's five flash grenades make her unique in one aspect for sure. If a
parasitic enemy such as a Duvalia, Cephalo, Bui kichwa, or Kipepeo is in the
area then simply toss a flash grenade to instantly kill the parasite. Any
parasitic enemy in the immediate area will fall in the burst of light.
Whenever a Cephalo or Duvalia is forming from a Majini, make sure that it forms
all the way and begins to move before tossing the flash grenade. If a grenade
is tossed too early then it might not affect the parasitic enemy.
Flash grenades can also be useful in intense situations since they will
instantly stun most normal enemies and most boss enemies in the current area.
Enemies will be set up for a head stun melee attack while they stagger, so Jill
can run up and perform her Sweep Kick to all stunned enemies. Be on the
lookout for normal enemies and boss enemies that wear masks. An enemy with a
mask will not be affected by the burst of light from a flash grenade.
One very good teammate for Jill BSAA to have is either of the Wesker
characters. When several Majini are around, a Jill BSAA player can toss a
flash grenade and allow for Wesker to perform constant Cobra Strikes against
all staggering Majini. It might even pay the Jill player to give all of her
flash grenades to a Wesker player if the Wesker player knows of the
effectiveness of the Cobra Strike melee.
--> JILL'S MELEE ATTACKS
.--------------------------------------------------------------.
| Melee Command | Type of Melee | Damage |
|==============================================================|
| High Kick | Head Stun Melee | 350 |
| Roundhouse | Arm Stun Melee (front) | 250 |
| Reverse Roundhouse | Arm Stun Melee (back) | 250 |
| Sweep Kick | Leg Stun Melee (front) | 350 |
| Head Grab | Leg Stun Melee (back) | Kill |
| Double Knee Drop | Ground Melee | 1,200 |
| Flip Kick | Tag Team Melee (front) | 2,000 |
| Cartwheel Kick | Tag Team Melee (back) | 2,000 |
| Sweeping Roundhouse | Partner Assist Melee | 350 |
| Sweep Kick | Counter Melee on Licker Beta | 600 |
| Stab | Ground Melee on Licker Beta | 900 |
'--------------------------------------------------------------'
The majority of Jill's melee attacks are rather weak much like Sheva's but her
ground melee attack is extremely powerful. If a player can knock a Majini to
the ground with gunfire or simply find a grounded Majini that has fallen based
on being bumped, a Double Knee Drop ground melee can be performed on the
grounded Majini for an instant kill. No firepower is needed when the attack
takes 1,200 damage per hit.
For a Town Majini, Jill BSAA's Sweep Kick can easily kill a Majini after Jill
has shot the Majini at least twice in the legs with the PX4 handgun. This will
give the player an extra five bonus seconds for the kill. Just make sure that
the Majini has sustained two shots of damage from the handgun before the Sweep
Kick melee is performed and it will kill the Majini. If the Majini falls to
the ground while shooting then simply perform Jill's Double Knee Drop.
--> JILL'S BASIC PARTNER COMMANDS
The following is a list of all the basic commands that a Jill player can issue
with the partner assist button followed by a direction. These can only be
performed in duo mode.
01) Tap assist button
02) Hold assist button + Right on the Directional Pad
Jill: "Come on!"
03) Hold assist button + Left on the Directional Pad
Jill: "Thanks!"
04) Hold assist button + Up on the Directional Pad
Jill: "Go!"
05) Hold assist button + Down on the Directional Pad
Jill: "Wait!"
--> JILL'S PARTNER ASSIST COMMANDS
The following is a list of all the assist commands that a Jill player can issue
to a partner. Press the assist button to perform the following responses
during the action listed. These can only be performed in Duo mode.
01) When an enemy has grabbed Jill
Jill: "Give me a hand!"
"Help me!"
02) While Jill is in dying status
Jill: "Neeeed help!"
"Ugh, help me!"
03) When Jill runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY
WEAPON)
04) When a Jill player requests ammo from a partner
Jill: "I need ammo"
--> JILL'S PARTNER RESPONSES
Listed below are the responses that a Jill player can trigger by pressing the
assist button during the following actions. In order to perform each one with
more accuracy, press and hold the assist button when you go to perform each
response. Holding the button for a few seconds will keep your character from
accidentally saying "Come on". If the response doesn't work the first time,
then press and hold the assist button again.
When it doesn't work the second time, that usually means either the time for a
response has elapsed, or the action was not counted as one that can be
responded to; every now and then responses will not activate when they should.
These can only be performed in duo mode.
01) Partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
Jill: "Good work!"
"Nice work!"
"Nice one!"
02) Partner gives Jill an item
03) Partner heals Jill
04) Partner resuscitates Jill
05) Partner helps to break a grab (even a slight nudge that breaks the hold)
Jill: "You really bailed me out back there."
"I owe you one."
"Thanks."
06) Partner is in dying status
Jill: "I'm coming!"
"Hold on!"
07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump
pose
Jill: "Roger"
"Ok."
10) Partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Jill has knocked off the partner with
a partner assist melee attack.
Jill: "Good work!"
"That's good!"
"Yes!"
[CS08]
__ _ _ _
\ \ (_)| || |
\ \| || || |
/\_/ /| || || |
__ \___/ |_||_||_| __
/ / ___ _ _ _ __ _ _ \ \
/ / / __\ __ _ | |_ | |_ | | ___ / _\ _ _ (_)| |_ \ \
| | /__\// / _` || __|| __|| | / _ \ \ \ | | | || || __| | |
\ \ / \/ \| (_| || |_ | |_ | || __/ _\ \| |_| || || |_ / /
\_\ \_____/ \__,_| \__| \__||_| \___| \__/ \__,_||_| \__| /_/
.-----------------------------------------------------------------.
| How to unlock: Achieve an A-rank or higher on "Ship Deck" stage |
'-----------------------------------------------------------------'
Jill Battle Suit is an overall effective killing machine for single Majini at
long range or close range. Thanks to the quick rate of fire of her rifle, she
can stand at a distance and rack up kills or simply spam a boss enemy with
constant firepower. Her machine gun can allow her to spread fire upon a group
and it also gives her the advantage she needs in knocking an enemy to the
ground for her extremely powerful ground melee.
--> JILL'S INVENTORY
.-----------------------------------.
| | | |
| | | |
|Machine Gun| Hand | Rifle |
| Ammo (150)|Grenade (3)| Ammo (30) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| VZ61 | | H&K PSG-1 |
| (HG) | | (RIF) |
| | | |
|-----------+-----------+-----------|
| | | |
| | Mixed | |
| | Green | |
| | Herb | |
| | | |
'-----------------------------------'
Jill comes equipped with a VZ61 machine gun with a capacity of 300 bullets
which will last her for quite a while without the need to reload if used
effectively. She also packs in an extra 150 machine gun bullets to go along
with that extremely high capacity.
Jill's other main weapon is an H&K PSG-1 rifle that comes with a low capacity
of 9 bullets. Thankfully, Jill has an extra 30 rifle bullets to along with her
rifle, which are much needed since this weapon will be the best weapon for a
boss enemy.
To round out her inventory Jill also keeps a set of 3 hand grenades and one
green + green herb mixture. I suppose she couldn't find another red herb so
just "To hell with it" and combined two of the more common green herbs.
Even though Jill brings along extra ammo for both guns, she will need to
constantly horde ammo for both of them. Her machine gun is going to be fired
quite a bit with is low firepower and her rifle will constantly need to be
reloaded, so she will need plenty of extra ammo to keep her alive an well
throughout each stage.
--> JILL'S VZ61 MACHINE GUN
.-------------------------------.
| VZ61 (MG) |
|===============================|
| Firepower: 100 |
| Capacity: 300 |
| Reload Speed: 2.83 sec. |
| Special: Critical 37.5% |
'-------------------------------'
VZ61
----
+ Quick normal Majini knockdowns and staggers from blasts
- Very low firepower
Even though Jill's machine gun has low firepower, this gun's capacity and
overall rate of fire allows Jill to spread constant firepower on any target.
It's an overall good weapon to stagger a whole group of Majini as well.
Whenever a group is in front of Jill, simply hold down the trigger and wave the
machine gun fire over the group to instantly stop a good majority of attacks
that they might be preparing.
A machine gun can also be used for precision fire to set up melee stuns with a
single tap of the trigger. Simply aim at a Majini's legs with the machine gun
then tap the trigger. If the Majini kneels down into a leg stun pose then run
behind it and perform Jill's Head Grab instant kill melee attack. This can be
a very effective technique when surrounded by a crowd. Her other melees will
allow her to knock down a whole crowd.
The VZ61 machine gun can be used for a quick knockdown on Majini as well. If
Jill aims for the legs and performs rapid fire to a standing Majini, it will
likely fall within a few hits. And this brings up to the reason why you can
see so many Jill Battle Suit high scores on the leaderboards of Public
Assembly! Read on.
When dealing with a Majini that will not get up quickly after a knockdown, Jill
can fire at the Majini's legs to knock it down then run up to the Majini and
perform her Double Knee Drop ground melee for an instant kill thanks to its
deliverance of 1,200 damage per hit. This move can be spammed over and over
and over during a Duo game since Jill have some sort of support at that time.
It will add 5 seconds to the clock every time that Jill performs this move, and
she can perform it very often thanks to the quick knockdown and the fact that
she is invincible throughout the whole melee attack animation.
--> JILL'S H&K PSG-1 RIFLE
.-------------------------------.
| H&K PSG-1 (RIF) |
|===============================|
| Firepower: 1,200 |
| Capacity: 9 |
| Reload Speed: 1.70 sec. |
| Special: Level 8 Scope |
'-------------------------------'
H&K PSG-1
---------
+ Effective firepower that kills single enemies quickly
+ Extremely good rate of fire
+ High level of zoom for more accurate and distant shots
One can easily get in the mindset that Jill has entered a shooting gallery once
she pulls out the PSG-1 rifle. The 1,200 damage that this weapon carries means
it will usually kill any normal Majini that is hit anywhere on its body. Jill
can really take advantage of this weapon's high rate of fire and simply shoot
at single Majini from a distance to rack up kills very quickly. She can
actually get far away and look toward a spawn point where Majini drop from and
constantly shoot them as they fall.
If Jill can find a high platform in an area that overlooks the majority of the
current stage (such as the execution platform in Public Assembly), then she can
get a good view of the surrounding area and take potshots at any enemy of her
choosing so long as she has the ammo to keep her going and makes sure to watch
her back every now and then.
Not only is this weapon good for normal Majini but it can completely obliterate
a boss enemy very quickly and its accurate aim through the scope will allow a
player to quickly target a boss' weak point to stun it for another player.
This weapon can take down a boss enemy very quickly without the need for an
added melee. Simply stand at a distance from the boss enemy and spam rifle
fire! If a boss enemy is close, then simply toss one of Jill's hand grenades
to stun it and get other enemies away from it then start spamming that rifle
fire on the boss enemy from close range.
Jill can literally spend a good majority of her battle at some high platform
that overlooks a good amount of the area and simply watch the battle through
her sniper scope. The only time that she needs to move is to watch her back
and collect ammo for her rifle.
--> JILL'S HAND GRENADES
.---------------------.
| Hand Grenade |
|=====================|
| Direct Hit: 1,500 |
| Area Effect: 1,000 |
'---------------------'
+ Can easily take down a group of normal Majini or stun a boss enemy.
+ Useful against Cephalos and Duvalias with direct hit.
- Bouncing can sometimes mess up a precise direct hit.
Jill's hand grenade can really help her out a lot more than with other
characters. They fit her weapon combination well. When assaulted by a group
of Majini, Jill can quickly spread fire over the entire group with her machine
gun in order to stun them then toss a hand grenade into the crowd to finish the
job.
As always, the hand grenade is also an effective boss stunner and this can
really come in handy for Jill since her rifle is not an instant stunning
weapon, so she can quickly toss a hand grenade toward an advancing boss enemy
to stun it then take out her rifle and fill the boss full of constant rifle
fire until it is defeated.
The hand grenades can be useful at instantly defeating Cephalos and Duvalias if
they are caught in the direct hit area (the grenade is tossed below one) of the
hand grenade's explosion. As usual, the hand grenade will bounce a bit, which
can mess up precision aiming with one.
--> JILL'S MELEE ATTACKS
.--------------------------------------------------------------.
| Melee Command | Type of Melee | Damage |
|==============================================================|
| High Kick | Head Stun Melee | 350 |
| Roundhouse | Arm Stun Melee (front) | 250 |
| Reverse Roundhouse | Arm Stun Melee (back) | 250 |
| Sweep Kick | Leg Stun Melee (front) | 350 |
| Head Grab | Leg Stun Melee (back) | Kill |
| Double Knee Drop | Ground Melee | 1,200 |
| Flip Kick | Tag Team Melee (front) | 2,000 |
| Cartwheel Kick | Tag Team Melee (back) | 2,000 |
| Sweeping Roundhouse | Partner Assist Melee | 350 |
| Sweep Kick | Counter Melee on Licker Beta | 600 |
| Stab | Ground Melee on Licker Beta | 900 |
'--------------------------------------------------------------'
Jill's melee attacks are much like Sheva's melees overall in that they are low
damaging for the most part except for when it comes to Jill's ground melee.
Her Double Knee Drop ground melee can be heavily exploited on Majini that stay
grounded after Jill uses her machine gun to knock down a Majini through
gunfire. Her Double Knee Drop does 1,200 damage per hit so no normal Majini is
going to survive that amount of damage. Jill can easily run through the Public
Assembly and shoot Majini to knock them down then perform her ground melee
continuously and achieve a high score through added seconds to the clock by
doing so while she has some sort of support in Duo mode!
A quick tap of her machine gun to a Majini leg for a leg stun followed by her
Head Grab instant kill melee attack from behind will give players all the time
they will need to quickly bring up the inventory and cycle through it to make
adjustments or reload any weapons by combining the ammo with the gun all during
the long animation of a single kill.
--> JILL'S BASIC PARTNER COMMANDS
The following is a list of all the basic commands that a Jill player can issue
with the partner assist button followed by a direction. These can only be
performed in duo mode.
01) Tap assist button
02) Hold assist button + Right on the Directional Pad
Jill: "Come on!"
03) Hold assist button + Left on the Directional Pad
Jill: "Thanks!"
04) Hold assist button + Up on the Directional Pad
Jill: "Go!"
05) Hold assist button + Down on the Directional Pad
Jill: "Wait!"
--> JILL'S PARTNER ASSIST COMMANDS
The following is a list of all the assist commands that a Jill player can issue
to a partner. Press the assist button to perform the following responses
during the action listed. These can only be performed in Duo mode.
01) When an enemy has grabbed Jill
Jill: "Give me a hand!"
"Help me!"
02) While Jill is in dying status
Jill: "Neeeed help!"
"Ugh, help me!"
03) When Jill runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY
WEAPON)
04) When a Jill player requests ammo from a partner
Jill: "I need ammo"
--> JILL'S PARTNER RESPONSES
Listed below are the responses that a Jill player can trigger by pressing the
assist button during the following actions. In order to perform each one with
more accuracy, press and hold the assist button when you go to perform each
response. Holding the button for a few seconds will keep your character from
accidentally saying "Come on". If the response doesn't work the first time,
then press and hold the assist button again.
When it doesn't work the second time, that usually means either the time for a
response has elapsed, or the action was not counted as one that can be
responded to; every now and then responses will not activate when they should.
These can only be performed in duo mode.
01) Partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
Jill: "Good work!"
"Nice work!"
"Nice one!"
02) Partner gives Jill an item
03) Partner heals Jill
04) Partner resuscitates Jill
05) Partner helps to break a grab (even a slight nudge that breaks the hold)
Jill: "You really bailed me out back there."
"I owe you one."
"Thanks."
06) Partner is in dying status
Jill: "I'm coming!"
"Hold on!"
07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump
pose
Jill: "Roger"
"Ok."
10) Partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Jill has knocked off the partner with
a partner assist melee attack.
Jill: "Good work!"
"That's good!"
"Yes!"
[CS09]
__ __ _
/ / /\ \ \ ___ ___ | | __ ___ _ __
\ \/ \/ // _ \/ __|| |/ // _ \| '__|
\ /\ /| __/\__ \| <| __/| |
__ \/ \/ \___||___/|_|\_\\___||_| __
/ / _ _ _ _ _ \ \
/ / /\/\ (_) __| | _ __ (_) __ _ | |__ | |_ \ \
| | / \ | | / _` || '_ \ | | / _` || '_ \ | __| | |
\ \ / /\/\ \| || (_| || | | || || (_| || | | || |_ / /
\_\ \/ \/|_| \__,_||_| |_||_| \__, ||_| |_| \__| /_/
|___/
.-----------------------------------------------------------------.
| How to unlock: Achieve an A-rank or higher on "The Mines" stage |
'-----------------------------------------------------------------'
Wesker Midnight is easily the most strategic character in The Mercenaries. He
requires much more thought in order to play effectively; a player cannot simply
outgun a group of enemies with this Wesker. Wesker Midnight has a moderate
damage handgun and the most damaging magnum out of any of the Mercs characters
as his two main guns. All thanks to his weak handgun and powerful head stun
melee, Wesker Midnight can easily help out in achieving the highest possible
score in The Mercenaries.
--> WESKER'S INVENTORY
.-----------------------------------.
| | | |
| | | |
| Handgun | Hand | Magnum |
| Ammo (50) |Grenade (5)| Ammo (6) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| H&K P8 | | S&W M500 |
| (HG) | | (MAG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | Proximity | |
| | Bomb | |
| | (5) | |
| | | |
'-----------------------------------'
Wesker begins his battle with only two guns and two explosive weapons. His
handgun, which already has a descent capacity of 21 bullets, comes with an
incredibly helpful 50 extra handgun bullets. Wesker's Magnum only has a
capacity of 6 and he has 6 extra bullets in his inventory for a total of 12
boss killer shots, which is pretty good considering the intense firepower of
the weapon.
In order to take down groups of enemies, Wesker has 5 hand grenades and 5
Proximity Bombs. Both of these weapons can be used effectively for whenever
Wesker is overwhelmed with a mob of enemies. They can also be used to stun
bigger enemies.
-- WESKER'S H&K P8 HANDGUN
H&K P8
------
+ Can set up a normal Majini for a head stun melee with little damage.
+ Piercing effect allows shots to travel through up to 3 enemies along with any
shields that enemies might carry.
The H&K P8 handgun is Wesker's absolute best weapon for normal enemies. Why in
the world would a handgun be so effective? Well, let's take a look at the
handgun.
.---------------------------------.
| H&K P8 (HG) |
|=================================|
| Firepower: 300 |
| Capacity: 21 |
| Reload Speed: 1.53 sec. |
| Special: Level 3 Piercing |
'---------------------------------'
At first glance at the weapon's stats, one might notice the level 3 piercing
special ability. This allows each shot fired to move through up to 3 enemies
at a time. This can make Wesker's handgun effective against a small crowd of
enemies that stand in a line and he can fire right through an enemy's shield.
This is far from the best aspect of the handgun however.
Notice that there is no mention of a critical headshot percentage, which means
that it is low. I very rarely get any critical headshots with Wesker Midnight.
Also notice that the handgun's firepower is only decent. The fact that the
handgun's firepower is rather low and it doesn't get critical headshots that
often is the most effective aspect of this weapon to Wesker.
Wesker can easily aim for the head of any normal type of Majini (Town, Wetland
or Base) and fire to stun that Majini with a head stun and prep it for a melee
attack. Wesker can rush up and perform his Cobra Strike melee attack from this
head stun and instantly kill any normal Majini enemy, get a few seconds worth
of invincibility and get five bonus seconds added to the clock. This head fire
+ melee technique can be spammed in both single and duo play to get a very high
score as seconds keep getting added to the clock after every melee attack. His
Cobra Strike takes 1,200 damage per hit and no normal Majini can withstand that
much damage and still remain standing.
Since the handgun's firepower is so low, a player can accidentally miss a
headshot and still be able to try again without killing the Majini and thanks
to the low critical rate, Wesker is less likely to perform a critical headshot
while attempting a head stun. Wesker STARS cannot perform a head stun + melee
technique as well since his Samurai Edge handgun is much more powerful and has
a higher critical headshot rate.
If you find yourself having problems with achieving headshots for a head stun
setup, then aim for the legs of a Majini then fire twice with the handgun and
perform a Tiger Uppercut melee or rush behind the Majini and perform Wesker's
Mustang Kick. All of this considers that the Majini is stunned in the leg from
the second shot obviously. When a Majini falls from attempting the two shots
then simply perform a Windfall ground melee to kill it off. All of these
techniques will give a player a 5 second bonus melee kill bonus as well.
The handgun's level 3 piercing can actually help out a bit while aiming at a
Majini's legs since, if a group of Majini happen to be in a line, each shot
might pierce through the first and hit the one behind in the leg as well. This
means, Wesker could actually get one in a leg stun pose then have the other
behind it fall to the ground for a quick Tiger Uppercut and Windfall one right
after the other if a player is quick enough!
The H&K P8 is going to be Wesker's most useful weapon, so place the ammo in the
center of the inventory menu right at the start of each playthrough and quickly
reload through the inventory menu after every melee. Since a high scoring
player will be performing constant melees with Wesker Midnight, a player really
does not have to set up the inventory at all, since plenty of time to cycle
through the inventory menu is already give during a Cobra Strike melee
animation. The handgun does not have a lengthy reload animation at all, but
why go through any seconds of reload for such a useful weapon?
--> WESKER'S S&W 500 MAGNUM
.---------------------------------.
| S&W M500 (MAG) |
|=================================|
| Firepower: 4,300 |
| Capacity: 6 |
| Reload Speed: 3.53 sec. |
| Special: Level 2 Piercing |
'---------------------------------'
S&W 500
-------
+ Most damaging Magnum among the Mercs characters.
+ Can be an extremely damaging long range weapon with precision aiming.
- Poor rate of fire, worse than a shotgun.
- Lengthy reload time (Inventory reloaders need not worry here however).
Wesker Midnight has the most damaging magnum which will help out greatly for
any boss type enemy. His magnum takes away an astonishing 4,300 damage per
shot fired. The majority of boss enemies are not going to survive more than 2
blasts from Wesker's magnum.
With so much power comes a great flaw however with this gun's kickback per shot
fired. Wesker's magnum has a poor rate of fire - pretty much equal to a
shotgun's rate of fire (only slightly worse) - so the gun's shots cannot be
spammed near as much as other magnum's. Even if his weapon can't hit as
quickly as other magnum's the intense firepower per blast makes up for that
shortcoming when used against a boss enemy; as previously mentioned, it usually
only takes about 2 shots to finish a boss enemy.
This magnum can also be an effective long range killer from a distance. With
precise aiming, one can easily kill a boss enemy from nearly the other side of
an area thanks to the laser sighting. All shots will take the same amount of
damage no matter the distance!
I wouldn't recommend using this weapon that much at all against normal enemies,
unless it is absolutely necessary. The gun's poor rate of fire takes too long
when up against multiple enemies and you'll constantly have to reload thanks to
the guns limited capacity. Only fire at a normal enemy if it happens to be in
the way while aiming at a boss enemy. With the gun's level 2 piercing, it will
fire through at least one enemy and still hit another.
This gun is incredibly useful for Cephalos. It can really be deemed as Wesker
Midnight's Cephalo killer. Whenever a Majini suddenly spawns a Cephalo, simply
switch to this magnum then fire at any portion of its body to kill it off
instantly! For close range Cephalo battles, this the M500 magnum can be a kill
streak saver.
Always reload through the inventory when using this weapon; reload after each
use to keep from performing an accidental reload animation. The magnum has a
hefty reload speed that will get Wesker hit rather easily if he is forced to
reload using the reload animation.
--> WESKER'S HAND GRENADES
.---------------------.
| Hand Grenade |
|=====================|
| Direct Hit: 1,500 |
| Area Effect: 1,000 |
'---------------------'
+ Can easily take down a group of normal Majini or stun a boss enemy.
+ Useful against Cephalos and Duvalias with direct hit.
- Bouncing can sometimes mess up a precise direct hit.
Much like Chris BSAA, Wesker Midnight comes equipped with 5 hand grenades,
which can really help him out for defeating crowds or stunning distant boss
enemies. When up against crowds, hand grenades are much quicker than using a
proximity bomb but the bouncing of a hand grenade can sometimes throw off
precision aiming for that direct area that one always tries for when using a
hand grenade.
Hand grenades can also be effective against Cephalo enemies. Simply toss the
grenade right at a Cephalo when it first spawns from a Majini and it will most
likely land below it and place the Cephalo in the direct hit range of the
blast.
With Wesker Midnight's unique proximity bomb weapon, it's easy to disregard his
hand grenades, but his hand grenades are still every bit as useful with good
accuracy when compared to a proximity bomb.
--> WESKER'S PROXIMITY BOMBS
.---------------------.
| Proximity Bomb |
|=====================|
| Direct Hit: 1,500 |
| Area Effect: 1,000 |
'---------------------'
+ Effective against groups and boss enemies.
+ Always a direct hit on the enemy that triggers the explosion.
- Slow process of attack, since the bomb must first be placed then an enemy
must be lured toward it.
Wesker is the only character out of the group of mercs that has proximity bombs
from the start. These can be used effectively against both normal enemies and
boss enemies. Simply place the proximity bomb on the ground then run the other
way while a normal enemy or boss enemy follows after Wesker. These will almost
always stun or at least knock down any boss enemy that triggers the proximity
bomb. When it comes time for a Chainsaw to go into berserk fury of chainsaw
slashes, simply lay a proximity in front of its path then allow it to step over
the bomb and it will stun it then simply finish it off with the magnum.
When Wesker is overwhelmed by a group of enemies, he can simply turn and place
a proximity bomb then run away and listen for the explosion to confirm a hit as
kill totals are displayed along the side of the screen. The blast radius can
easily take down the majority of a normal enemy crowd if they all stay
together.
Wesker's proximity bombs are also highly effective against Cephalos or the very
annoying Duvalia. The second that one forms, simply place a proximity bomb
then run away and lead it toward the bomb. One proximity bomb will always be
enough to finish off either enemy type since walking over it will always give
off a direct hit damage amount.
Proximity bombs will be received more frequently for either player during
runthroughs with Wesker Midnight, Remember that an armed proximity bomb will
have a flashing red light shining from the middle top portion of the bomb.
Much like a hand grenade, a proximity bombs can be just as deadly to either
player, so try to be at a safe distance whenever an enemy manages to trigger
one or a character will suffer damage.
--> WESKER'S MELEE ATTACKS
.--------------------------------------------------------------.
| Melee Command | Type of Melee | Damage |
|==============================================================|
| Cobra Strike | Head Stun Melee | 1,200 |
| Panther Fang | Arm Stun Melee (front) | 300 |
| Jaguar Kick | Arm Stun Melee (back) | 300 |
| Tiger Uppercut | Leg Stun Melee (front) | 400 |
| Mustang Kick | Leg Stun Melee (back) | 500 |
| Windfall | Ground Melee | 600 |
| Rhino Charge | Tag Team Melee (front) | 4,000 |
| Ghost Butterfly | Tag Team Melee (back) | 4,000 |
| Elbow Strike | Partner Assist Melee | 500 |
| Tiger Uppercut | Counter Melee on Licker Beta | 600 |
| Stab | Ground Melee on Licker Beta | 1,200 |
'--------------------------------------------------------------'
Thanks to a whopping 1,200 damage per hit, Wesker's Cobra Strike melee attack
from a head stun is basically all a player should ever do in terms of melee
moves. Simply use the handgun to perform a head stun then perform a Cobra
Strike for a kill against a normal Majini. No extra damage is needed. Rinse
and repeat and you'll likely end the stage with a high score based on the
amount of leftover seconds built up through constant melee kills.
If Wesker can obtain a flash grenade or team up with a character that starts
with flash grenades or can shoot flash rounds from a grenade launcher then he
can heavily exploit his Cobra Strike melee around three times in a row on a
group of enemies while they are staggering from a flash explosive. He can
quickly build up 15 seconds on the clock in a little under 5 seconds while
using a flash explosive. If you ever happen to find a flash grenade with
Wesker then simply toss it toward a mob of enemies and then perform constant
Cobra strikes against the individual enemies until they manage to recover.
Wesker's Windfall ground melee attack can be very useful for any grounded
enemies that happen to get knocked down while shooting them with a handgun. It
has the same power as Chris' stomp, so make sure that the enemy has sustained
some damage before performing it in order to guarantee a kill. Much like
Chris' stomp, Wesker will smash the head of any enemy that he brings his foot
down upon while facing the head of a fallen enemy. Notice that Wesker's back
melee attack from a leg stun does not kill; it only takes 500 damage from a
normal enemy. Thanks to the damage rate, Wesker cannot count on a leg stun +
back melee instant kill like every other character can, but he more than makes
up for it with his head stun melee.
--> WESKER'S DASH ATTACK
.---------------------------------------------------.
| Command | PlayStation 3 | Xbox 360 |
|===================================================|
| DASH | R3 | RS |
|---------------------------------------------------|
| TURN WHILE | Right analog | Right thumbstick |
| DASHING | in a direction | in a direction |
| (CHANGE | + X* | + A* |
| DIRECTION) | (during dash) | (during dash) |
|---------------------------------------------------|
| RISING KNEE | R1** | RT** |
| | (during dash) | (during dash) |
'---------------------------------------------------'
* Can turn (change direction) up to the three times while dashing. A
direction change must be done during the first few steps of each dash.
* Use "Left analog/thumbstick in a direction + X (or A)" with control types A
or C.
** [] (or X) with control types A or C.
Wesker's special dash attack can be performed at any time by pressing in on the
right thumbstick. Press in on the thumbstick to make Wesker charge then
suddenly dash across the current area. Wesker can change direction during the
first few animation frames (or steps) of the dash by pressing in another
direction with the right thumbstick and tapping the run button at the same
time. He can turn backward, to the right and to the left while dashing.
Wesker can perform a total of three direction changes per dash. Wesker can
also end any dash with a rising knee melee attack by pressing the R1 (or RT)
button at any time during any portion of the dash.
Each dash performed takes away a small chunk of Wesker's health, but multiple
dashes during a single dash will not drain Wesker's health. Don't spam this
move too much or Wesker will wind up in orange health rather easily. He will
not be able perform it when near dying status but can perform it more once
healed with a healing item.
This move is most effective when used against a crowd of enemies since each
dash will damage an enemy as Wesker dashes by them. Simply stand in front of a
group of enemies then push in on the right thumbstick to begin the dash then
quickly change direction by pressing back on the right thumbstick and the run
button to run back into the enemy crowd and damage them with another quick
dash. Keep changing directions and running back and forth through a crowd to
damage all the enemies in that group. When Wesker changes direction for the
third time, be sure to press the R1 (or RT) button to perform a knee while
ending the dash.
Key aspects of Wesker's Dash:
1) An enemy killed by a dash will give Wesker 5 bonus seconds.
2) An enemy killed by the rising knee will give Wesker 5 bonus seconds.
3) Wesker is completely invincible once he begins to dash. *
4) Each dash is like an arm stun melee, in that it will bounce an enemy so that
a partner can hit the Majini with another bouncing arm stun melee. It's
much like the start of a tag team melee sequence for Chris' Haymaker and
other character specific tag team melee attacks.
(*Wesker is NOT invincible during the charging animation for the dash)
- Youtube video of Wesker dash move with turning displayed
http://www.youtube.com/watch?v=8dZngR95jGQ
(please not that the player in ^that video is not Berserker)
- Discussion on Tag Team Commands from a Dash
Whenever Wesker hits a Majini with a dash, that dash is much like an arm stun
melee attack that makes a Majini stagger. Whenever Wesker dashes back and
forth while turning, each hit delivered to a Majini will be like a separate arm
stun melee. So, basically it's as if the game is counting his dashes as two
characters tag teaming a Majini.
With that in mind, a partner can rush up to any Majini that Wesker has hit
twice with a dash and get an instant tag team melee command on the Majini. For
instance, if Wesker hits a Majini twice by dashing and turning then dashing
directly into it again, then a Chris player can run to the back of that Majini
to get a Back Hand command or to the front of the Majini to get a Haymaker
command. Any Majini that has only been hit once by Wesker will result in a
normal arm stun melee attack if the partner tries to hit the staggering Majini.
It's all very interesting how Wesker's dash can work when two players cooperate
during one his Wesker's dashes when he dashes back and forth among a group of
Majini. The partner character can get a 5 second bonus per Majini melee kill
resulting from a dash hit stagger and Wesker himself can get a 5 second bonus
per Majini that is killed by a dash or his Rising Knee at the end of the
dashes!
--> WESKER'S BASIC PARTNER COMMANDS
The following is a list of all the basic commands that a Wesker player can
issue with the partner assist button followed by a direction. These can only
be performed in duo mode.
01) Tap assist button
02) Hold assist button + Right on the Directional Pad
Wesker: "Come on!"
03) Hold assist button + Left on the Directional Pad
Wesker: "It was in your best interest to assist me!"
04) Hold assist button + Up on the Directional Pad
Wesker: "Go!"
05) Hold assist button + Down on the Directional Pad
Wesker: "Wait!"
--> WESKER'S PARTNER ASSIST COMMANDS
The following is a list of all the assist commands that a Wesker player can
issue to a partner. Press the assist button to perform the following responses
during the action listed. These can only be performed in Duo mode.
01) When an enemy has grabbed Wesker
Wesker: "Your assistance is required!"
"Help!"
02) While Wesker is in dying status
Wesker: "How is this possible!?"
"You failed me!"
03) When Wesker runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY
WEAPON)
04) When a Wesker player requests ammo from a partner
Wesker: "I need ammo!"
--> WESKER'S PARTNER RESPONSES
Listed below are the responses that a Wesker player can trigger by pressing the
assist button during the following actions. In order to perform each one with
more accuracy, press and hold the assist button when you go to perform each
response. Holding the button for a few seconds will keep your character from
accidentally saying "Come on". If the response doesn't work the first time,
then press and hold the assist button again.
When it doesn't work the second time, that usually means either the time for a
response has elapsed, or the action was not counted as one that can be
responded to; every now and then responses will not activate when they should.
These can only be performed in duo mode.
01) Partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
Wesker: "Impressive!"
"Good work!"
"Nice work!"
02) Partner gives Wesker an item
03) Partner heals Wesker
04) Partner resuscitates Wesker
05) Partner helps to break a grab (even a slight nudge that breaks the hold)
Wesker: "It was in your best interest to assist me."
"I suppose I should thank you!"
"Ha!"
06) Partner is in dying status
Wesker: "I'm coming!"
"Hold on!"
07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump
pose
Wesker: "Affirmative"
"Fine."
10) Partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Wesker has knocked off the partner with
a partner assist melee attack.
Wesker: "You're getting better!"
"Not bad!"
"Good teamwork!"
[CS10]
__ __ _
/ / /\ \ \ ___ ___ | | __ ___ _ __
\ \/ \/ // _ \/ __|| |/ // _ \| '__|
\ /\ /| __/\__ \| <| __/| |
__ \/ \/ \___||___/|_|\_\\___||_| __
/ / __ _____ _ __ __ \ \
/ / / _\ /__ \ /_\ /__\ / _\ \ \
| | \ \ / /\/ //_\\ / \// \ \ | |
\ \ _\ \ _ / /_ / _ \ _ / _ \ _ _\ \ _ / /
\_\ \__/(_)\/(_) \_/ \_/(_)\/ \_/(_)\__/(_) /_/
.--------------------------------------------------------------.
| How to unlock: Achieve an A-rank or higher on "Prison" stage |
'--------------------------------------------------------------'
There is a reason why this former S.T.A.R.S. Alpha team leader stands on his
high place above all others on the main title screen of The Mercenaries
challenge mode. Is it his Samurai Edge handgun that is superior to all other
handguns in damage? Not really. Surely it's his L. Hawk magnum with its
decent magnum damage and high piercing, right? Getting warmer and there's only
one option left. Yes, that's right, buddy, the Hydra. This shotgun can kill
off the majority of boss enemies in about two hits from close range and it
makes mincemeat out of normal Majini!
--> WESKER'S INVENTORY
.-----------------------------------.
| | | |
| | | |
| Handgun | L. Hawk | Shotgun |
| Ammo (30) | (MAG) |Shells (10)|
| | | |
|-----------+-----------+-----------|
| | | |
| Samurai | | |
| Edge | | Hydra |
| (HG) | | (SG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | | |
| | | |
| | | |
'-----------------------------------'
Any hardcore Resident Evil fan will first notice that Wesker has the famed
Samurai Edge customized handgun that was specialized at the Kendo shop in
Raccoon City. The Samurai Edge handgun is exclusive to The Mercenaries mode and
exclusive to the Wesker STARS character. At 400 damage per shot, this gun
packs the most power out of any character handgun. The gun carries a decent 15
bullet capacity and Wesker brings along an extra 30 handgun bullets.
His L. Hawk magnum carries an 8 bullet capacity. Wesker does not bring along
any magnum ammo for the L. Hawk, which is actually a good thing, if you ask me.
You see, Wesker's main stopping power comes in the form of the Hydra shotgun
and he really only needs to resort to the L. Hawk magnum for long range shots,
so additional magnum ammo would only crowd his inventory much like Sheva
Clubbin's crowded inventory of weapons and ammo.
Wesker's Hydra shotgun has a low capacity of 6 bullets. He only brings along
10 extra shotgun shells to go along with his Hydra. A Wesker STARS player
really needs to start stocking up on shotgun ammo very early to compensate for
the 16 shells that Wesker begins with.
It's best to set up Wesker's inventory so that his Hydra can be reloaded
through the inventory menu. A Wesker player that reloads in real time has just
severely ruined the effectiveness of Wesker's Hydra game. Wesker STARS is a
killing machine, don't ruin that rampage by severely crippling him with the
Hydra's lengthy reload animation!
--> WESKER'S SAMURAI EDGE HANDGUN
.---------------------------------.
| Samurai Edge (HG) |
|=================================|
| Firepower: 400 |
| Capacity: 15 |
| Reload Speed: 1.70 sec. |
| Special: ---------------- |
'---------------------------------'
Samurai Edge
------------
+ High firepower
- The Firepower can mess up potential melee attacks since it kills off Majini
too quickly in some cases
No, for the last time, the Samurai Edge is not a sword! The Samurai Edge has
the highest firepower of any of the handguns in The Mercenaries. This weapon
can bring down the majority of Majini in three shots and it can be used to set
up some effective melee stuns.
Unlike Wesker Midnight, it is not good to try for a head stun into a Cobra
Strike melee with Wesker's Samurai Edge since the Samurai Edge has a higher
tendency for critical head shots when compared to Wesker Midnight's handgun.
The Handgun also takes off more than Wesker Midnight's gun which means that
Wesker STARS will only have about one chance to go for that head stun and then,
if he misses the next shot or pinpoint aim for the head, he will likely kill
off the Majini.
For a simple Town Majini, Wesker can simply aim for the legs and shoot once for
a potential leg stun. Directly after the first shot, he can run behind the
Majini and perform his Mustang Kick melee in order to get a melee kill for 5
bonus seconds. If the first hit does not stun the Town Majini, then Wesker can
shoot again and hopefully get a leg stun with the second shot. After a second
shot his frontal Tiger Uppercut will easily finish the weakened Majini off for
a melee kill.
With only a capacity of 15 and extra starting ammo of 30, Wesker is going to
have to switch over to the Hydra early in the battle most likely. Don't limit
yourself to only the handgun since Wesker should really be played as more of a
powerhouse than a bonus second grabber.
--> WESKER'S HYDRA SHOTGUN
.---------------------------------.
| Hydra (SG) |
|=================================|
| Firepower: 500 |
| Capacity: 6 |
| Reload Speed: 3.67 sec. |
| Special: Attack Range: 15 |
'---------------------------------'
Hydra
-----
+ Heavy damage from up close
- Very low capacity
- Painfully long reload animation
Wesker's Hydra is easily the most powerful shotgun in The Mercenaries. Don't
let that 500 firepower fool you. This gun can kill a boss enemy in two hits if
Wesker is close enough for the boss to feel the full spread of the gunshot.
The gunshot spread from close range deals some extremely intense damage! One
shot from this gun can break a Wetland Majini's shield and kill it all in the
same shot. It can instantly defeat a Cephalo from close range while aiming at
its head. If a crowd is in front of Wesker then aim forward and shoot about
two times with the Hydra and the crowd will no longer be there after both
shots; it's a magic trick.
The Hydra is effective at mid range, but it doesn't take off near as much
damage as it will from close range. You want Wesker to be right up in an
enemy's face when he shoots this gun so that enemy can feel all of love that is
packed into a single Hydra shot.
With all that power comes some faults however. The gun has a painfully long
3.67 seconds of reload animation per reload and the gun can only carry six
shotgun shells at a time. This gun is going to be reloaded very often and at
the rate that a Wesker player will be using this gun, the reload time can
easily sneak up on a player.
The Hydra shotgun's extremely long reload animation can be solved by simply
reloading through the inventory menu often. I would highly recommend reloading
after about two or three shots also. With this weapon's low capacity, the
reload time can so very easily sneak up on a player and make that player go
through a reload animation that is very likely to get Wesker hit in the
process.
--> WESKER'S L. HAWK MAGNUM
.---------------------------------.
| L. Hawk (MAG) |
|=================================|
| Firepower: 2,300 |
| Capacity: 8 |
| Reload Speed: 1.53 sec. |
| Special: Level 5 Piercing |
'---------------------------------'
L. Hawk
-------
+ Decent damage for a magnum
+ Quick reloading, much like a handgun
+ Much more effective at long range when compared to the Hydra shotgun
When it comes to instant damage, the L. Hawk magnum takes a backset to the
Hydra shotgun when at close range, but from a distance a Wesker player will
want to resort to the L. Hawk magnum rather than his other weapons. This gun
takes off some really good damage and it isn't confined to a certain range.
With pinpoint aiming the Executioner can be shot from the other side of the
Public Assembly and still receive all 2,300 worth of damage rather than nothing
from the Hydra or 400 from the Samurai Edge.
The L. Hawk has some an extremely good quick reload animation also. It even
reloads faster than the Samurai Edge! It packs a decent capacity of 8 magnum
bullets at a time as well. I wouldn't really recommend stocking up on magnum
ammo throughout a battle since Wesker won't be using this magnum all that much.
Due to the Hydra's dominance in damage, I sometimes find myself shooting normal
enemies with the L. Hawk Magnum just to get rid of some of the ammo that I
accidentally picked up or just to say that I shot the weapon a few times during
the battle. Wesker's main focus should be on collecting shotgun shells for his
Hydra rather than magnum ammo for the L. Hawk.
--> WESKER'S MELEE ATTACKS
.--------------------------------------------------------------.
| Melee Command | Type of Melee | Damage |
|==============================================================|
| Cobra Strike | Head Stun Melee | 1,200 |
| Panther Fang | Arm Stun Melee (front) | 300 |
| Jaguar Kick | Arm Stun Melee (back) | 300 |
| Tiger Uppercut | Leg Stun Melee (front) | 400 |
| Mustang Kick | Leg Stun Melee (back) | 500 |
| Windfall | Ground Melee | 600 |
| Rhino Charge | Tag Team Melee (front) | 4,000 |
| Ghost Butterfly | Tag Team Melee (back) | 4,000 |
| Elbow Strike | Partner Assist Melee | 500 |
| Tiger Uppercut | Counter Melee on Licker Beta | 600 |
| Stab | Ground Melee on Licker Beta | 1,200 |
'--------------------------------------------------------------'
Wesker's leg stun melees go along with the intense damage of his handgun rather
well when performed during a leg stun. A Town Majini will be defeated after
one leg stun if a Mustang Kick is used from behind and the Majini will fall
from a Tiger Uppercut if two Samurai Edge shots are used for a leg stun.
Wesker's Windfall ground melee can be performed on any Majini that falls from
any of his gunshots for an immediate kill as well.
Wesker STARS is not really going to be taking advantage of his Cobra Strike
head stun melee that much since the Samurai Edge will not allow for too many
head stuns. Half the time a player will gain a critical headshot or take off
way too much damage on a Majini from missed shots while trying to aim for the
head when attempting a head stun with the Samurai Edge.
Much like Wesker Midnight, Wesker STARS can still take advantage of a flash
grenade when thrown at a crowd of Majini in order to set the whole crowd up for
constant Cobra Strikes as they stagger after being blinded with a flash grenade
toss. Wesker can also take advantage of a grenade launcher's flash rounds for
performing Cobra Strikes to a crowd as well.
--> WESKER'S DASH ATTACK
.---------------------------------------------------.
| Command | PlayStation 3 | Xbox 360 |
|===================================================|
| DASH | R3 | RS |
|---------------------------------------------------|
| TURN WHILE | Right analog | Right thumbstick |
| DASHING | in a direction | in a direction |
| (CHANGE | + X* | + A* |
| DIRECTION) | (during dash) | (during dash) |
|---------------------------------------------------|
| RISING KNEE | R1** | RT** |
| | (during dash) | (during dash) |
'---------------------------------------------------'
* Can turn (change direction) up to the three times while dashing. A
direction change must be done during the first few steps of each dash.
* Use "Left analog/thumbstick in a direction + X (or A)" with control types A
or C.
** [] (or X) with control types A or C.
Wesker's special dash attack can be performed at any time by pressing in on the
right thumbstick (or analog). Press in on the thumbstick to make Wesker charge
then suddenly dash across the current area. Wesker can change direction during
the first few animation frames (or steps) of the dash by pressing in another
direction with the right thumbstick and tapping the run button at the same
time. He can turn backward, to the right and to the left while dashing.
Wesker can perform a total of three direction changes per dash. Wesker can
also end any dash with a rising knee melee attack by pressing the R1 (or RT)
button at any time during any portion of the dash.
Each dash performed takes away a small chunk of Wesker's health, but multiple
dashes during a single dash will not drain Wesker's health. Don't spam this
move too much or Wesker will wind up in orange health rather easily. He will
not be able perform it when near dying status but can perform it more once
healed with a healing item.
This move is most effective when used against a crowd of enemies since each
dash will damage an enemy as Wesker dashes by them. Simply stand in front of a
group of enemies then push in on the right thumbstick to begin the dash then
quickly change direction by pressing back on the right thumbstick and the run
button to run back into the enemy crowd and damage them with another quick
dash. Keep changing directions and running back and forth through a crowd to
damage all the enemies in that group. When Wesker changes direction for the
third time, be sure to press the R1 (or RT) button to perform a knee while
ending the dash.
Key aspects of Wesker's Dash:
1) An enemy killed by a dash will give Wesker 5 bonus seconds.
2) An enemy killed by the rising knee will give Wesker 5 bonus seconds.
3) Wesker is completely invincible once he begins to dash. *
4) Each dash is like an arm stun melee, in that it will bounce an enemy so that
a partner can hit the Majini with another bouncing arm stun melee. It's
much like the start of a tag team melee sequence for Chris' Haymaker and
other character specific tag team melee attacks.
(*Wesker is NOT invincible during the charging animation for the dash)
- Youtube video of Wesker dash move with turning displayed
http://www.youtube.com/watch?v=8dZngR95jGQ
(please not that the player in ^that video is not Berserker)
- Discussion on Tag Team Commands from a Dash
Whenever Wesker hits a Majini with a dash, that dash is much like an arm stun
melee attack that makes a Majini stagger. Whenever Wesker dashes back and
forth while turning, each hit delivered to a Majini will be like a separate arm
stun melee. So, basically it's as if the game is counting his dashes as two
characters tag teaming a Majini.
With that in mind, a partner can rush up to any Majini that Wesker has hit
twice with a dash and get an instant tag team melee command on the Majini. For
instance, if Wesker hits a Majini twice by dashing and turning then dashing
directly into it again, then a Chris player can run to the back of that Majini
to get a Back Hand command or to the front of the Majini to get a Haymaker
command. Any Majini that has only been hit once by Wesker will result in a
normal arm stun melee attack if the partner tries to hit the staggering Majini.
It's all very interesting how Wesker's dash can work when two players cooperate
during one his Wesker's dashes when he dashes back and forth among a group of
Majini. The partner character can get a 5 second bonus per Majini melee kill
resulting from a dash hit stagger and Wesker himself can get a 5 second bonus
per Majini that is killed by a dash or his Rising Knee at the end of the
dashes!
--> WESKER'S BASIC PARTNER COMMANDS
The following is a list of all the basic commands that a Wesker player can
issue with the partner assist button followed by a direction. These can only
be performed in duo mode.
01) Tap assist button
02) Hold assist button + Right on the Directional Pad
Wesker: "Come on!"
03) Hold assist button + Left on the Directional Pad
Wesker: "It was in your best interest to assist me!"
04) Hold assist button + Up on the Directional Pad
Wesker: "Go!"
05) Hold assist button + Down on the Directional Pad
Wesker: "Wait!"
--> WESKER'S PARTNER ASSIST COMMANDS
The following is a list of all the assist commands that a Wesker player can
issue to a partner. Press the assist button to perform the following responses
during the action listed. These can only be performed in Duo mode.
01) When an enemy has grabbed Wesker
Wesker: "Your assistance is required!"
"Help!"
02) While Wesker is in dying status
Wesker: "How is this possible!"
"You failed me!"
03) When Wesker runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY
WEAPON)
04) When a Wesker player requests ammo from a partner
Wesker: "I need ammo!"
--> WESKER'S PARTNER RESPONSES
Listed below are the responses that a Wesker player can trigger by pressing the
assist button during the following actions. In order to perform each one with
more accuracy, press and hold the assist button when you go to perform each
response. Holding the button for a few seconds will keep your character from
accidentally saying "Come on". If the response doesn't work the first time,
then press and hold the assist button again.
When it doesn't work the second time, that usually means either the time for a
response has elapsed, or the action was not counted as one that can be
responded to; every now and then responses will not activate when they should.
These can only be performed in duo mode.
01) Partner critical headshot (when an enemy's head bursts from a partner
handgun or rifle shot - the shot MUST BE the random critical headshot)
Wesker: "Impressive!"
"Good work!"
"Nice work!"
02) Partner gives Wesker an item
03) Partner heals Wesker
04) Partner resuscitates Wesker
05) Partner helps to break a grab (even a slight nudge that breaks the hold)
Wesker: "It was in your best interest to assist me."
"I suppose I should thank you!"
"Ha!"
06) Partner is in dying status
Wesker: "I'm coming!"
"Hold on!"
07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump
pose
Wesker: "Affirmative"
"Fine."
10) Partner melee attacks an enemy after a bounce/stagger animation from a
Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON
BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Wesker has knocked off the partner with
a partner assist melee attack.
Wesker: "You're getting better!"
"Not bad!"
"Good teamwork!"
[PM00]
===============================================================================
____ __ __ _
| _ \ _ __ ___ | \/ | ___ __| | ___
| |_) || '__|/ _ \ | |\/| | / _ \ / _` | / _ \
| __/ | | | (_) | | | | || (_) || (_| || __/
|_| |_| \___/ |_| |_| \___/ \__,_| \___|
__ __ _ _ _ _ _
\ \ / /__ _ | || | __| |_ | |__ _ __ ___ _ _ __ _ | |__
\ \ /\ / // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \
\ V V /| (_| || || < | |_ | | | || | | (_) || |_| || (_| || | | |
\_/\_/ \__,_||_||_|\_\ \__||_| |_||_| \___/ \__,_| \__, ||_| |_|
|___/
P R O F E S S I O N A L M O D E G U I D E
===============================================================================
The following section provides players with tips for each chapter in
Professional mode. The player is expected to know the basic way to complete
each chapter by this point. This section is mainly here to help out with
normal enemy battles and boss battle for Professional difficulty. Only tips
and definite item pickups are given. Treasures and breakable objects are not
listed. See the walkthrough section for those.
I also list an Anti-rocket launcher method along with a rocket launcher method
for each boss. I prefer to limit my use of the rocket launcher on Professional
mode on Resident Evil 5 just as I did with Resident Evil 4. With speed runs...
that's different.
--> The Basics of Pro mode:
(*) Fixed ammo (or explosive) pickups are no longer available throughout the
chapter areas.
(*) Tomato and melon breakable objects contain no items.
(*) All fixed healing items still remain in place and they are listed in
walkthrough below.
(*) All gold pickups are worth double the amount. Even 3,000 gold pickups are
now worth 6,000.
(*) Just about every enemy hit will send a character into dying status.
(*) Dying status last a sum total of 3 seconds.
(*) Enemies are now INCREDIBLY aggressive.
(*) Enemies now target the player instead of the AI partner far more than in
other modes.
(*) Enemies now rise faster once knocked down.
--> Basic Pro tips
- Be sure to have a big supply of ammo for each gun. You'll need a bunch of
rifle ammo for the later chapters. The rifle is also one of the better weapons
to give to the AI partner as the chapters progress.
- On Pro mode, a player doesn't really have to worry about the AI partner that
much. The enemies are out to target the player more than the partner this
time. The AI partner will mainly get hit from Majini that accidentally hit
that character when trying to hit the player.
- Use invincibility frames to your advantage. Pick up a useless item on
purpose to avoid getting hit. This is a VERY important factor in Pro mode,
especially in the Public Assembly.
- If you choose to play without infinite ammo, then reload through the
inventory menu often. Open the inventory menu and combine the ammo with the
gun. Try to reload during a melee attack or any other animation such as
climbing or ladder or even a shotgun blast if you're quick enough.
- A Resuscitation is much quicker than an item heal when a character is in
dying status. Healing with an item is very risky in Pro mode if the characters
are not side by side once one player gets hit.
- Since the enemies will mainly target the player, the main player should store
all the healing items so that the AI will quickly resuscitate when the player
is hit instead of using a healing item. Heal afterward! If the AI partner
picks up an herb, request it from that character. Immediate Resuscitation IS
that important in Pro mode.
- Keep the AI partner in Cover mode ("Come on), so that character will stick by
the main player.
- Don't bother breaking stacks of tomatoes or melons since they never hold
items in Pro mode.
- A grenade launcher with flash rounds is a good way to stun any Majini that
have a crossbow or any Majini that will try to run from your characters.
- Either flash rounds or flash grenades should be used to instantly kill
parasitic enemies such as Cephalos or Duvalias. They can also be used against
Bui kichwa, Adjules that showcase their plagas insides, and Kipepeos.
- An instant kill melee from behind or a tag team melee will instantly cancel
any scripted Cephalo or Duvalia transformation.
*******************************************************************************
Pro Mode - Chapter 1-1
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun
_ M93R handgun
_ H&K MP5 machine gun
_ First Aid Sprays
AI Partner:
_ H&K PSG-1 rifle
_ Jail Breaker shotgun
===================
Civilian Checkpoint
===================
- Simply walk through the area and reach Reynard at the Corner Pyamy Butchery
in the far northwest. If you really need guidance with this part, then... I
don't know... there is no hope left for you, my friend. None, I'm afraid.
Poor performance indeed, dear reader.
===================
Back Alley (Area 1)
===================
- Leave the handguns when the metal case is in front of the characters and
simply equip one of the weapons from your current inventory. Both characters
must equip a weapon to trigger the cutscene in order to advance ahead.
- All breakable objects in the area will either contain double the gold that
they usually carry or some random item.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the room with the animal carcass lying on the table, break
the wooden crate lying on the shelf in the back of the room.
[ ] Green Herb - Lying on the shelf to the right before exiting the room with
the animal carcass via the exit door around the corner.
-------------------------------------------------------------------------------
===================
Back Alley (Area 2)
===================
- Quickly take out the knife after the cutscene with the first Majini then
slash him as he tries to rush your main character. Finish him off with a
ground stomp or any other weapon.
- In the alley where several Majini, perform a quick turn then run all the way
toward the open door past the chicken pen.
- If you choose to fight the Majini in the alley, then jump behind the railing
of the chicken pen near the open door and the Majini will have to climb over
the railing, which will limit their highly aggressive behavior. Hydra shots
mixed with an occasional grenade toss work rather well when they group
together. M93R shots as they move down the alley south work good for long
range gunfire.
If you look to the left while in the chicken pen then the Majini can be blasted
as they appear. It might pay you to toss a flash grenade into the chicken pen
before stepping inside since the chickens will attack. They won't send a
player into dying status but their attacks are annoying while trying to aim.
The AI partner will stand near the door. Even if a player issues the "Come on"
command, she will return to the door eventually.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Lying on the shelf off to the left as a character moves down the
stairs of the nearby building after exiting the alley with the Majini
horde.
[ ] Green Herb - After exiting the tunnel by climbing the ladder, this will be
on the table near the door.
-------------------------------------------------------------------------------
===============
Public Assembly
===============
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the table off to the right before entering the building
down the path.
-------------------------------------------------------------------------------
- A player can stand near the doorway and shoot the breakable objects inside
the room ahead before triggering the cutscene.
--> PUBLIC ASSEMBLY TIMED PORTION
If you choose to stay in the building:
A player can equip the Hydra shotgun then stand near window and blast the
Majini back over the fence as they climb it. If you choose to stay inside then
block the entry ways and blast the Majini while standing near the window. The
bookcases can be pushed only halfway so that players can shoot the Majini
through the open spaces along the sides of the bookcases. Be sure to use
handgun or file for precise aiming so that the bookcases are not destroy as
fast.
Once the Majini start to break through the barricades, toss a hand grenade
toward the cracked wall of the room then move through the opening when it
breaks so that the characters can make a quick escape while the Majini are
dying or staggering from the grenade blast.
If you choose to go outside the building:
Don't worry about blocking anything. Run toward the window that faces the gate
outside and equip a hand grenade then toss it out the building as the first
wave of Majini start to climb over it. The explosion will bust open the
cracked portion of the wall which will give the characters an easy way out of
the building.
In single player, stand near the west portion of the of the wall outside of the
building. Stand with your back to the wall and take out the Hydra shotgun then
shoot any Majini that get close to the characters. This can also work well for
co-op mode as well.
In co-op mode, players can also take advantage of knowing where the enemies
spawn as shown below:
SP
.-------------.
I | SP
Gate --> I _____|
I |
I | Building
| |
| | .------------------------.
| | | SP = Enemy Spawn Point |
|_______| '------------------------'
Each player can stand near one of the enemy spawn points (fences) from the
beginning then blast the Majini back over the fences as they climb the two
fences labeled above. The only thing that can go wrong here is that a Majini
climbs over the gate and attacks a player from behind, so both players will
have to watch the gate every now and then while doing so.
--> AFTER CHRIS CONTACTS KIRKS
After the Majini break through the roof of the building they will enter the
area from the roof of the building and the portion of the area behind the
building to the east (the hill that the characters hopped down), so a player
needs to stand in the west portion of the walled area behind the gate.
Wait for the Executioner to break the gate. A player can actually stand right
by the gate and not get hit with his axe swing. The axe swing will defeat any
Majini that are in the way. Right when he breaks the gate, run to the north
then make an immediate left and hop behind the small wooden fence to the west.
Turn to the left again and climb the ladder. Players can climb the other
ladder and step onto the top roof.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the counter in the west building beside the broken down
bus.
[ ] Green Herb - In a corner on the rooftop of the shack by the broken down
bus. You'll need to climb the ladder on the south side of the middle west
building then hop over to this.
[ ] Green Herb - On a table on the second floor of the starting building.
Climb the ladder on the west side just after moving past the broken gate.
-------------------------------------------------------------------------------
The roof will keep the characters safe from the majority of the Majini waves.
They will either climb the ladder that the characters climbed to get up here or
they will climb the rooftop portion and sign on the north side of the building.
Stand on the west side of the building and keep a gun aimed ahead then fire at
any Majini that try to move up the ladder or climb the sign. Maintain this
position until the timer on the Public Assembly expires.
--> THE EXECUTIONER BOSS
** ROCKET LAUNCHER METHOD:
To kill him extremely quickly without any hassle, the rocket launcher can be
used, but BE FOREWARNED that he is COMPLETELY invincible until after the broken
gate is on the ground. Basically if you shoot him with the rocket launcher
while he is still behind the gate or the second that he breaks it then he will
only crouch over and your character will have just wasted the rocket!
** ANTI-ROCKET LAUNCHER METHOD:
Arm the Hydra shotgun or the S&W M500 magnum and run through the town then only
turn and fight him when a good majority of the area around your character can
be seen. You DO NOT want Majini to surround your character. I find it best to
lead him on top of the Executioner platform so he can be blasted while he moves
up the ramps. The surrounding Majini must climb the platforms to reach the
characters as well. Fighting him out the open isn't really that bad however
since a fully-powered Hydra can take him down within just a few shots and a
fully-powered S&W M500 magnum can take him down even quicker.
*******************************************************************************
Pro Mode - Chapter 1-2
*******************************************************************************
Main Character:
_ Hydra shotgun
_ H&K MP5 machine gun
_ H&K PSG-1 rifle
_ Grenade Launcher w/Flash Rounds (in case Allyson gets out of hand)
_ First Aid Sprays
AI Partner:
_ M93R handgun
_ Jail Breaker shotgun
===============
Public Assembly
===============
- The only items that are here are in the barrels in the north shack and the
one behind the fence in the waterway.
==============
Urban District
==============
--> THE URBAN AREA
- The female Majini in the alleyway will only attack once approached or once a
laser pointer hits her. Be cautious about moving too quickly into the alleyway
ahead since Majini will attack from off to the left. The Majini behind the
right fence can be avoided by simply staying away from him.
- It's really up to the player to grab the Old Building Key or not. The Ithaca
shotgun is not really needed but there is a breakable crate in the building
with it. Three Majini will attack from the south after Sheva retrieves the
key.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - On top of a metal freezer on the second floor of the
building with the chest containing the Antique Clock. The unlocked door to the
building is found shortly after the Majini in the stand breaks down the boxes
(below the stairs).
-------------------------------------------------------------------------------
- When the battle with Allyson begins, shoot her in a leg with a handgun or
machine gun then run behind her and perform an instant kill melee attack so she
won't spawn a Cephalo. A player can also perform a tag team melee to her to
stop her from becoming one as well. She is more aggressive at the start of the
battle, so she might grab your character. Don't allow the partner to knock her
off (don't press the assist button) and toss her off normally by struggling
then quickly shoot her in a leg then run behind her and kill her with an
instant kill melee; this is your best chance to get her to stand still.
- More Majini will enter the room after or during the Allyson battle, so be
sure to watch the side doors carefully and knock them back with the Hydra
shotgun. One Majini stands on the roof outside the building to the south and
he will only attack if a character steps out onto the walkway through the south
door or exits the building through the east side. A player can easily look
through the barred window on the south side and get a headshot on him with a
rifle.
- When the battle music starts after walking down the stairs to the building,
run back up the stairs then arm a rifle and face south and then shoot the
Majini that appear in the group one by one from your safe spot above the
stairs. This way, they can't get in the back of the characters.
==================
Abandoned Building
==================
- This area has no enemies. Well, unless you count the crows that fly
overhead.
================
Furnace Facility
================
--> UROBOROS BOSS
** ANTI-ROCKET LAUNCHER METHOD:
Keep in mind that any gun blasts that make contact with an arm while the
Uroboros is in the outside hallway will damage it. The damage will not be
shown by having an arm fall off but it all adds up to the impending fight in
the furnace room.
Run all the way back to the furnace room and knock over the barrel on the north
side immediately before the cutscene even plays when it enters the room. The
moment after the cutscene plays, run over to the controls for the furnace and
command the AI partner to control them. Lead Uroboros into the furnace then
quickly shoot it and run outside then flip the switch to burn it for major
damage. If you have a fully powered Hydra shotgun, pick one side of the
furnace then run against the door so that your character enters as soon as the
doors open then run up and blast it while it is stunned from the furnace
flames. Keep blasting it in the arms as it reforms and it should fall before
it attacks. Pick up the gold ring after it falls.
If you don't have the Hydra shotgun at full power, knock over the other
canister while it burns in the furnace to save yourself the time of having to
do it while it is out in the open.
Now, you need to decide whether you want to kill it normally or burn it again
in the furnace. If it burns in the furnace again, it will die. Either way,
push over the other explosive canister (if it isn't already over) and allow it
to pick it up. Either lead it back into the furnace or shoot it while on the
outside to set off the explosion then run up and blast it while tries to
recover. It's really risky to have the AI help out in closing the furnace door
since Uroboros has a tendency to target the AI partner while it stands in
place, so do it yourself.
NOTE: If the Uroboros ever reforms early while the furnace is closing, stand by
one of the closing doors and shoot it in the arms in an attempt to make it fall
again. Try you best to keep it in the furnace while the furnace closes. Most
of the time, it cannot pass up under the furnace doors as they close, but a
character can still shoot it while it is on the other side for extra damage if
nothing else.
** ROCKET LAUNCHER METHOD:
Fire a rocket at the Uroboros while it is in the hall. Simply aim at it then
shoot it to kill it.
*******************************************************************************
Pro Mode - Chapter 2-1
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun
_ H&K MP5 machine gun
_ H&K PSG-1 rifle
_ Grenade Launcher w/Flash Rounds
_ First Aid Sprays
AI Partner:
_ M93R handgun
_ Jail Breaker shotgun
_ 5 Hand Grenades (so you can request them from the partner later)
================
Storage Facility
================
There are no enemies here to worry about. Collect all the items from the
barrels and move on. Don't forget to grab the extra gold in the top right
chest.
==========
The Bridge
==========
--> METAL CONTAINER AREA
- When the characters arrive at the first C4 tripwire, aim directly up toward
the top metal container to the left and quickly shoot the Majini with the
crossbow and he will likely fall and land on the C4 tripwire. Use a handgun or
the MP5.
- While rounding the corner after the first C4 tripwire, defeat the first
Majini without disturbing the one with the crossbow in the back. The Majini
with the crossbow will run toward the ladder of the crate in the back when a
character gets near him or when he is aimed at with the laser point. Arm the
grenade launcher with flash rounds then shoot a flash round toward the metal
container near him. Run toward him and hit him with a melee or simply shoot
him then shoot the other Majini to the right. A handgun or machine gun will
work fine.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying in an open metal container across from the ladder that
the first crossbow Majini tries to run toward.
[ ] First Aid Spray - Walk around the side of the metal container before
passing by the second C4 tripwire then break the barrel inside to find this
item.
-------------------------------------------------------------------------------
- When the first Adjule appears past the second C4 tripwire, toss a hand
grenade at him before he reveals his plagas to finish him off or fire a flash
round at him after he reveals his plagas. A hand grenade can be tossed toward
the other Adjules but be sure to take note of the Majini with the crossbow on
top of the crate to the east. It might pay you to step back behind the south
crate while fighting the Adjules to avoid his crossbow bolts. Use the Hydra
shotgun to easily dispose of the Adjules if a hand grenade is not used, but be
sure to shoot them before they reach the characters since they are quite quick.
Step out from behind the crate and shoot the crossbow Majini afterwards.
- After dropping from the open metal container, allow the enemies from the open
area ahead to all step behind the narrow space between the containers. This
will limit the amount of enemies that the player has to fight at one time.
Step forward if they stop coming to lure more toward your position. There are
three Adjules total and one Big Man Majini then a few normal Majini.
In order to safely fight the crossbow Majini and Majini with cocktails, step
out then shoot a flash grenade toward them then quickly defeat one of them with
gunshots from a machine gun or hand gun then step behind a metal container
further ahead. Quickly step out and shoot the remainder of them before they
can fire. Sometimes the crossbow Majini that isn't on a metal container will
automatically come toward the characters while they are behind the first few
metal containers.
--> THE BRIDGE AREA
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Break the right crate lying on the bags in front of the
dumpsters before hopping across the gap in the bridge.
-------------------------------------------------------------------------------
- It might pay you to issue the "Come on" command a few times just before
hitting the explosive barrel to stop the truck since the AI partner sometimes
like to shoot the explosive barrels in the distance on Pro mode. Shoot the
explosive barrels on the other side of the bridge to take down the majority of
the Majini after stopping the truck on the bridge. Use the PSG-1 rifle to take
down the remainder of Majini in the distance. Always shoot the crossbow Majini
first.
- Before stepping into the sewer tunnel, have a hand grenade ready then toss it
right when the first Adjule appears to take down all three at one time. This
can be done for the second group at the end of the tunnel but there are only
two of them, so the Hydra shotgun will work fine in this case.
========
The Port
========
- In the waterway where the Kipepeos spawn, it's really best to shoot the
Kipepeos with the MP5 or a handgun as they bust out of the Majini bodies. A
flash round will kill them all at once, but its hard to get all of them in the
area at one time without getting hit. The lock can be shot from far away to
make the back Majini get up early but some of the Kipepeo will not appear until
the characters get close to the Majini bodies. It's possible to shoot off the
lock and run but this is really more trouble than it is worth most of the time.
--> THE MARKETPLACE
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near the boat rack beside the building as the characters step
off the stairs that they take up shortly after exiting the sewer tunnel.
[ ] Green Herb - Inside the nearby building that is next to the green herb
pickup above.
[ ] Red Herb - Lying on the wooden table to the right of the door with the
padlock in the marketplace.
-------------------------------------------------------------------------------
- Don't break the lock on the door at the marketplace! Run in the back of the
building then jump through the window. Shoot down the port key and grab it
then stand at the window and shoot the Majini as they try to move through the
window. The AI partner has a bad temptation to hop through the window if your
character tries to slash at the Majini, so shoot them from a distance instead
and issue the "Come on" command to call the partner back if that character hops
through the window or attempts it. A Majini with a crossbow might hang around
the front portion of the building after the others have been defeated, so be
cautious when stepping back around the building. He sometimes stays on the
awning of the stand along the north portion of the area.
- After stepping off the north end of the boat, onto the dock, arm the PSG-1
rifle then look toward the east. Shoot the Majini as they move toward the
dock. Make the three bow gun Majini (one is on the back building walkway) the
main priority then shoot the Big Man Majini as he runs toward the port. The
rest of them can be taken down with any other weapon. A Majini with cocktails
is on the first building to the right but he will not step into view until the
characters climb up to the area above the dock.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Climb the wooden ladder of the first building to the right
after moving past the docks and this will be lying beside a tire on the
northeast side.
[ ] Green Herb - On a table, below the high walkway of the building to the left
after hopping over the barricade.
-------------------------------------------------------------------------------
- When the group of Majini run out of the building toward the end of the port
area, simply rush at them and blast them with the Hydra shotgun. This will
take care of the bow gun Majini among them while the shots tear through the
crowd as well.
===========
Shanty Town
===========
- Run to the north and knife slash the Majini from the safety of the other side
of the window. If the AI partner hops through the window then begin to shoot
them. You can also simply jump through the window before the Majini inside
breaks it to knock him down then perform a ground melee on him, but the other
two will be right up in your face afterwards.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Across from the back door of the Slaughterhouse.
-------------------------------------------------------------------------------
- The two Kipepeos can be taken down with a flash round or flash grenade, but
they start rather far away, so just use the MP5 or a handgun to finish them off
as they fly toward the characters. The rifle can be used as well since they
are at a distance.
- DON'T use the partner action command to boost Sheva to the roof. Both
characters should stay together! Move around the side and quickly shoot the
Majini with the cocktails when he appears on the ledge above then blast the
Kipepeo that spawns from him with the MP5 or a handgun. The characters will
have to move around the side of the dirt hill to make the other Majini bust
through the door above. Step back behind the dirt hill to avoid the bolts from
the crossbow Majini and use the Hydra shotgun on the group of Majini that rush
down the stairs. Finish off all other Majini then quickly step below the
stairs and shoot the Majini with the crossbow.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On the counter near the portion of the building that is near the
stairs on the first floor. This is in the area where a Majini hides below the
staircase and another Majini is found on the staircase further ahead.
-------------------------------------------------------------------------------
- After defeating the Majini on the stairs, move up the stairs but quickly move
back down once the two Majini at the top appear. Let them come toward the
characters then shoot them from below the stairs.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the third floor of the building, right before getting to
the area where the partner assist action can be used to toss Sheva over to the
BG Production building. This is around the side railing of the stairs across
from some shelves.
-------------------------------------------------------------------------------
- Perform the grenade exploit, by bouncing a hand grenade off the BG Production
building next door: Stand on the second floor of the outside walkway then move
over to the side with the yellow "Animal Health" sign. Adjust your aim to hit
the sign while the hand grenade is equipped and the hand grenade will bounce
off the sign and land in front of the locked door below; the explosion will
destroy the lock. There is no need to go through the sniper portion with
Chris!
- If you choose to go through the sniper portion then make sure that Chris has
the PSG-1 rifle. When the Majini appear on the other side prepare to shoot the
red barrel as they aggressively race toward Sheva's side. Most of the time,
she will stand away from the red barrel. The Majini at this part seem to focus
on trying to reach the player. The ones with the crossbows will literally
shoot at Chris from the area below the building, so be sure to survey the area
while playing with Chris and shoot them when they appear below.
- Shoot the explosive barrels to take down a good chunk of the Majini outside
the building. Don't save them for the Chainsaw Majini! We have something much
more devilish planned for him.
--------------------------------------------------------------------- ITEM LIST
Green Herb - Lying below the transformer at the bottom of the stairs before the
Chainsaw Majini fight
-------------------------------------------------------------------------------
--> CHAINSAW MAJINI BOSS
** ANTI-ROCKET LAUNCHE METHOD:
Target his head with the Hydra shotgun and shoot to stun him then run directly
behind him at the beginning of the battle, so that the characters are at the
top of the stairs. Blast him from behind and try to kill him before he
recovers. If he doesn't fall then blast him in the head again. Once he
"dies", shoot the Majini below the stairs.
Whenever a character picks up the Guard's Key, the Chainsaw Majini will rise
and go berserk once fully risen. But my reader has the cure for this sudden
change in attitude. Aim at any portion of the Chainsaw Majini's body while he
gets up and shoot him while he rises. The moment the boss music stops, you
have killed him. It only takes two Hydra shots with a fully powered Hydra. Be
sure to taunt him for me while he rises in vain after the boss music stops.
** ROCKET LAUNCHER METHOD:
Shoot him with the rocket launcher when he first appears then shoot him with
another rocket launcher when he goes into berserk status, or simply run from
him.
==========
Train Yard
==========
The only enemies here are a few crows in the sky. Don't forget about the
upcoming button prompt commands during the cutscene in the area past the gate.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Off to the left after kicking through the door in the building
while in the Train Yard area.
-------------------------------------------------------------------------------
*******************************************************************************
Pro Mode - Chapter 2-2
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun
_ H&K MP5 machine gun
_ H&K PSG-1 rifle
_ Grenade Launcher w/Flash Rounds
_ First Aid Sprays
AI Partner:
_ M93R handgun
_ Jail Breaker shotgun
_ 5 Hand Grenades or Explosive Rounds (so you can request them from the partner
later)
=============
Train Station
=============
--> THE TRAIN AREA
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On top of the white cabinet on the northwest side of the first
room.
-------------------------------------------------------------------------------
- Allow the first few Adjules to step under the fist C4 tripwire then shoot the
C4 to kill at least two of them. One of them will most likely survive. Run
all the way back to the north in order to step away from the train carts then
take out the Hydra shotgun and wait for the other Adjule to race toward your
characters then blast him. It's best to get away from the train carts since
the Adjules like to move underneath them while they run which basically keeps
them out of view until right before they attack.
- Move around the side of the second train cart then quickly run back the way
the characters came from when the battle music for the second wave of Adjules
starts. Stand in the north and face the south then aim the Hydra shotgun ahead
and blast the Adjules as they race toward your character.
- When the characters move further around the side of the second cart, you'll
hear Majini up above. Turn around at that time and face the way the characters
just came from (to the south) and two Adjules will leap over the wooden planks
to the south. Have the Hydra shotgun ready and blast them. Run directly
toward the south end after defeating them then turn around and prepare to fight
the next two Adjules as they run at the characters from the north.
- Three Majini with crosswbows are on the train carts above. Wait for them to
step into view or both characters can walk toward the north and watch for them
up above then quickly take out the rifle and shoot them from a distance
whenever the slightest bit of their bodies appear in view; the characters can
take cover behind the train carts. These crossbow Majini are much more
aggressive than usual and will actually shoot the characters while they are in
between the train carts, so be cautious after the third wave of Adjules. Don't
even try to stand out in the open and pick them off from a distance or they
will shoot the characters quickly.
- Shoot both C4 tripwires before falling down to the rail cart in the east.
Stand in the middle of the ramp area and look into the tunnel below with the
PSG-1 rifle and you'll be able to see the explosive portion of the second C4
tripwire on the right wall below in order to shoot it from a distance.
=========
The Mines
=========
--> THE DARK CAVE
- Knowing which enemies will become Cephalos is the best tips I can give you
for getting through the dark cave section with ease. Perform an instant kill
melee on the following Majini to keep them from becoming Cephalos:
1) The first Majini that appears in the water down the tunnel (very first
Majini).
2) At the T-intersection, the Majini that is in the water off to the left.
3) Of the three Majini that attack on the other side of the bridge, the one
with the mining pick will become a guaranteed Cephalo.
Shoot each of the Majini listed above in the legs then run behind them and
perform an instant kill melee. If they do become a Cephalo then quickly take
out the grenade launcher with flash rounds or a flash grenade and finish off
the Cephalo quickly with a burst of light. Some of the other Majini might
randomly spawn a Cephalo, but the ones listed above will for sure turn into
one.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - At the beginning of the tunnel lying beside a wooden crate and
the lantern.
[ ] Red Herb - When the path splits for the first time in the tunnel, this will
be down the right path.
-------------------------------------------------------------------------------
- Watch for snakes inside of the item boxes after moving across the bridge
since the snakes take some heavy damage with their bites.
-------------------------------------------------------------------- SNAKE LIST
- Inside the right wooden crate that is next to another wooden crate and a
wooden barrel off to the right shortly after getting off the bridge.
- Inside the wooden crate down the hidden path to the left shortly before
exiting the dark portion of the mines. It's near the diamond treasure chest.
-------------------------------------------------------------------------------
--> THE LIT UP CAVE
Arm the Hydra shotgun then rotate the crank. The second that the AI partner
passes up under the gate, release the handle then face the dark cave entrance
and prepare to shoot the three Majini that will attack. The final one
sometimes likes to stay concealed in the dark; keep in mind that he will toss
his weapon.
The fight in the lit up open mine area can get out of hand very easily. The
Majini are so very aggressive in this area and the Majini with crossbows have
some really good aim from their positions on the wooden platforms up above.
Make sure to have the AI partner in cover mode. Skip the cutscene as the
Majini notice the characters then quickly run directly ahead and climb the
first ladder. Do not even attempt to fight. Turn right and run to the next
ladder then climb it.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the third level of the tunnel along the right side in front
of the top portion of the ladder that the characters will have to climb.
It's beside a wooden barrel.
-------------------------------------------------------------------------------
Arm the Hydra shotgun and blast any Majini that gets in your way. A crossbow
Majini will be off to the left. Run at an angle while approaching him to avoid
his bolt that he might fire then blast him out of the way and run into the
first tunnel to the right.
The characters can defeat the majority of the Majini in the tunnel or simply
keep running. Arm the Hydra shotgun and prepare for them as they aggressively
enter the tunnel. They might come from both ends but the majority of them will
enter from the side that the characters entered from.
At the far end of the tunnel, hide behind the wooden wall to the right and wait
for the Majini with the crossbow to shoot at least once then step out and shoot
a flash round or toss a flash grenade directly toward the three grouped Majini
then quickly fight them off and get on the elevator then take it out of the
mines. The Majini with the dynamite will blow up after being blinded and only
one Majini with a crossbow should be left after the flash explosion.
WARNING: If you choose to run without killing the Majini then the Majini from
the open mine area are most likely going to be right behind the characters when
the characters get on the elevator so quickly shoot a flash round at the group
after entering the elevator.
===========
Mining Area
===========
--> OUTSIDE THE MINE
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Off to the right near the stack of steel pipes before moving
up the stairs to activate the cutscene.
[ ] Green Herb - Next to the railing at the top of the stairway in the office
building.
-------------------------------------------------------------------------------
After the cutscene, run toward the window on the west side of the building then
equip a rifle and take cover below the window. Quickly rise up and shoot the
two Majini with crossbows; one is standing in the back of the truck below and
the other is on the mountainside to the left. The one on the mountainside will
not be positioned for shooting right at the beginning of this portion, so take
advantage of this and shoot the one in the back of the truck first.
Right after shooting both crossbow Majini, look toward the truck with the
stationary gatling gun turret and shoot the Majini that approaches the truck.
Get up out of cover after shooting the Majini that moves toward the gatling gun
turret. A Majini should be coming up the stairs about that time, so take out
the Hydra shotgun and plant a full face of buckshot to that head of his.
Return to the window immediately after shooting the lone Majini that tries to
sneak up on the characters and shoot the Majini that tries to get behind the
gatling gun turret in the truck below. Another will try to get behind the
turret after him. One more Majini will move up the stairs from behind shortly,
so be ready to turn around and shoot him. A few more might move up the stairs
also.
Once the Majini stop attacking, step toward the window and shoot any stragglers
with the rifle. Survey the entire mountain range and find the Majini with the
crossbow and Majini with dynamite far in the distance then shoot each of them
to rid yourself of those nuisances. It might be easier to look on the
mountainside after the characters exit the building for a better view.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Along the left (south) path outside the building where the chest
containing the Diamond (Brilliant) is located.
-------------------------------------------------------------------------------
Beware the Majini in the outhouse before climbing the first ladder!
--> UP THE MOUNTAINSIDE
Sheva should not be hoisted up to the ladder. Both characters should stay
together and move up the mountain. Arm the Hydra shotgun and blast any Majini
with dynamite along the way. It is very important to stay moving since Majini
with dynamite will be tossing it from the path above. It's best to shoot every
Majini along the way and at least knock the Majini down to keep the AI partner
from getting hit while following your main character. A few of the Majini will
be equipped with crossbows. Don't ever stop moving for long. Race toward the
dumpster at the top.
The characters can actually push the dumpster over the side of the ledge while
Majini continue to spawn from the south. Right after the dumpster is pushed,
run to the north and drop off the ledge near the wooden railing to trigger the
cutscene for the Popokarimu fight.
If the characters stay and fight the Majini, then fire explosive rounds or toss
hand grenades down at the Majini that jump from the mountainside in the middle
of the curved path to the south that the characters just got off of.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the table to the left shortly before dropping down the side
of the ledge to activate the Popokarimu boss fight.
-------------------------------------------------------------------------------
--> POPOKARIMU BOSS
Recommended Weapons:
Main Character:
- Hydra shotgun
- Grenade Launcher w/any round but electric rounds
AI Partner:
- any shotgun
** ANTO-ROCKET LAUNCHER METHOD:
Popokarimu can be knocked out of the air and stunned right at the beginning of
this battle by tossing a flash grenade at the ground or by shooting him with
any type of round from the grenade launcher except for electric rounds. Simply
aim up at him as he descends then shoot him with any type of round other than
an electric round to make him fall to the ground and roll over on his side.
Any time that Popokarimu flies during the battle, he can be knocked down with
the grenade launcher for an instant stun. If he lands on the ground before
your character can shoot him, it will take three of any type of grenade round
except electric to knock him over at that time.
Proximity Bombs can also be used to stun him while he is on the ground much
like in the lower difficulty modes but players will have to bring their own
proximity bombs because there are none in the area, even in the barrels.
Once Popokarimu falls, run up to his weak spot on the back of his tail and
blast him with the Hydra shotgun or a powerful magnum to easily kill him.
** ROCKET LAUNCHER METHOD:
A direct rocket launcher blast while Popokarimu is in the air will only make
him fall to the ground and roll over to expose the back of his tail. It will
merely stun him. Shooting him in the front portion with a rocket while he is
in the ground will do nothing. In order to take down Popokarimu with the
rocket launcher, a character must stun Popokarimu first with the grenade
launcher, flash grenade, or a proximity bomb then shoot him in the fleshy part
of the back of his tail with the rocket.
*******************************************************************************
Pro Mode - Chapter 2-3
*******************************************************************************
Recommended Weapons:
N/A
=======
Savanna
=======
This portion is really no different on Pro than any other mode. Instead of
telling you to refer to the walkthrough portion of my guide, I have decided to
copy and past everything here for you. Keep in mind that the AI of each
character will do what I say to do below. For instance, AI Sheva will turn and
shoot at the trucks. While playing as Chris, pay attention to what she does
and defend the other side if Majini appear on both sides.
Sheva has a slightly limited view compared to Chris, a slower overall turning
speed, and her gun has a slow startup but her gatling gun is more powerful than
Chris' machine gun. To avoid the long chamber revolving animation with the
gatling gun, tap the fire button when no enemies are present to keep it
revolving.
Chris has a greater view thanks to his higher placement on the jeep, a faster
overall turning speed, and an instant fire from his gun, but his gun is not as
powerful as the gatling gun.
Keep in mind that both player's guns can overheat if they are continuously
fired, so always take breaks. The gun will build up heat as presented on the
circular gauge around the weapon icon; when the gauge begins to fill with red
then it is overheating. When a gun fully overheats, your character will not be
able to fire it for a few seconds. With Sheva's gatling gun having a slow
startup, a player will want to let go of the button and then tap it sparingly
to avoid having to go through the full startup animation each time the gun is
about to overheat. As long as the chamber is not firing then it will cool
down; it doesn't matter if it is spinning.
--> ENEMY GROUP 1
The first group of enemies consist of several Motorcycle Majini. There's
really not too much of a strategy for this group other than shoot them all. If
they ever throw a weapon toward the jeep then shoot the weapon out of the air
to avoid taking damage.
After the first group is finished, a button tapping command will appear as the
driver makes a sudden sharp turn, so be sure to tap the on-screen button to
avoid taking damage. Both players must tap the button.
--> ENEMY GROUP 2
From this point onward, both players should work together to take down separate
teams of enemies. Chris players should focus on Motorcycle Majini thanks to
his greater view of the area below and Sheva players should focus on the trucks
that appear since her weapon is more powerful.
NOTE: In a single player game, the AI partner will usually follow the
strategies listed above.
.---------------------------------- WARNING ----------------------------------.
| Once a truck begins to flame, don't continue to fire at it while it is |
| close to the jeep. Having it explode while next to the jeep will damage |
| the jeep. Wait until it moves away then finish it off with gunfire. |
'-----------------------------------------------------------------------------'
- Wave 1
Captain Stone (Josh) will contact both Chris and Sheva over the radio as a
truck drives up from the right side of the back of the jeep. Sheva should
focus on the truck to the right while Chris turns his attention toward the
Motorcycle Majini that appear on the left side. Chris can shoot them faster
and he has a wider view of them as they appear from the side.
- Wave 2
Sheva should focus on shooting the Majini in the back of the truck then she
should shoot at the front half of the truck when it comes into view. After the
truck is at least flaming, both players should turn to the immediate left and
finish off any Motorcycle Majini that appear. They will start to appear from
the left side as they slow down and drive next to the jeep so concentrate fire
on them as the jeep begins to move by them.
Another scene will showcase yet another sharp turn where both players will have
to tap a button to sustain they're grip on the vehicle.
-- CHECKPOINT
--> ENEMY GROUP 3
- Wave 1
A truck will drive up from the left side, so Sheva should focus her aim to the
left and begin to fire at the truck. Chris should keep his eye on the right
side since some Motorcycle Majini will begin to appear as the jeep catches up
to them.
-Wave 2
Motorcycle Majini armed with cocktails will drive into view from the right
side. Both Chris and Sheva should focus on these Majini since they are the
only threat for the moment and are quite numerous. Try to shoot them all
before they toss a cocktail at the jeep.
-Wave 3
Majini will slow down then come into view on both sides of the jeep after the
second wave is finished. One player can take the left and one can take the
right for this wave, but really planning it out as such is really not needed
since they drive together in the middle of the road very shortly after
appearing.
Another sharp turn cutscene will play so be prepared to press the two buttons
that appear on the screen. The players have to press either two shoulder
buttons or two face buttons for this button prompt command.
--> ENEMY GROUP 4
- Wave 1
A truck will appear from the left and another truck will appear from the right
almost simultaneously, so each player should pick a truck to focus on. Try to
take down the trucks as quickly as possible by shooting the front portion or
possibly the driver inside of the truck (shoot off the door). Immediately
after finishing off a truck, both players should turn their attention toward
the middle road as Motorcycle Majini begin to drive into view. A few
straggling Majini may appear from the back of the road. Blast them all to end
this wave.
-- CHECKPOINT
- Wave 2
The truck will stop and then suddenly turn as the viewpoint of a roadblock with
a truck and several Majini are showcased to both players. Chris players should
focus fire on the Majini while a Sheva player shoots the red barrels
surrounding the truck in the back. There are three sets of red barrels
altogether.
-- CHECKPOINT
--> ENEMY GROUP 5
- Wave 1
The jeep will drive over a bridge. Once the bridge is passed both players
should focus their aim to the right. A truck will drive up from the right side
and try to ram the jeep off the side of the cliff to the left. Both players
should focus on taking down the Majini in the back and then focus on shooting
the front end of the truck. Once the truck is destroyed a cutscene will play
eventually.
- Wave 2
Motorcycle Majini will drive up from the right side, so both players should
focus fire to the right. The scene will eventually end during the middle of
the action as a cutscene activates.
================
The Port (Night)
================
--> Ndesu boss
It is so very crucial to know Ndesu's attacks for this battle. That aspect is
so important that I'll copy and paste his attacks from the walkthrough right
here for my readers.
Close attacks:
1) Foot Stomp - Ndesu raises his right foot into the air and tries to stomp the
truck.
Avoidance: Shoot his head to cancel the attack.
2) Right Hook - Ndesu raises his right arm to the side and tries to punch both
characters.
Avoidance: Press the on-screen button inputs (press both the action and run
button on all difficulties except for Professional for a guaranteed dodge).
3) Overhead Punch - Ndesu leans back and raises both arms then tries to smash
the jeep This takes some extreme damage.
Avoidance: Aim upward then fire at his head right as he prepares to smash
the vehicle. A few precise shots to his head will stagger him and cancel
the attack. It's best to aim up and to the right of his head, this way, the
shots will hit his head right before he smashes the vehicle.
Distant Attacks:
4) Rock Toss - A cutscene will showcase Ndesu tearing up some of the ground as
he lifts a big boulder. He will lift it above his head then toss it toward
the characters. The boulder will roll toward the jeep.
Avoidance: Fire at the boulder while he holds it over his head then follow
it with fire as it rolls along the ground to break it just before it reaches
the jeep. The characters can also shoot a nearby red barrel to make him
drop the boulder, but I recommend saving the boulder for when he grabs a
wooden pole.
5) Ground Pound - Ndesu lifts both arms into the air and pounds the ground,
creating a slight earthquake.
Avoidance: Press the on-screen button inputs (press both the action and run
button on all difficulties except for Professional for a guaranteed dodge).
6) Ram - Ndesu leans his top half downward and charges a ram then he runs
toward the jeep head first.
Avoidance: Shoot him directly in his head to cancel this ram.
7) Pole Grab - Ndesu grabs a nearby wooden telephone pole from out of the
ground then walks toward the jeep with it. This is not an attack but it
leads into other close range attacks and the pole grab can be canceled.
Avoidance: If a red barrel is near Ndesu, fire at it and he will drop the
pole instantly when the blast hits him.
Pole Attacks:
8) Pole Swing - Ndesu holds the pole to his right side then swings it toward
the characters.
Avoidance: Press the on-screen button inputs (press both the action and run
button on all difficulties except for Professional for a guaranteed dodge).
9) Pole Smash - Ndesu lift both arms into the air while holding the pole then
tries to smash the jeep with the pole.
Avoidance: Aim upward as he prepares to smash the vehicle then fire at his
head to cancel the attack; just like with the overhead punch, precision fire
toward his head will cancel the attack. It's best to aim up and slightly to
the right of his head, this way, the shots will hit his head right before he
smashes the vehicle.
You should already know the basics of this battle by now. Aim and fire at
Ndesu's head to drive him away from the vehicle then shoot his Plaga as they
move out of his body. Once the Plaga are destroyed, fire at the big Plagas to
damage him.
Here's the most important factors to beating him on Professional mode:
A) The AI is not always going to cover for the player in Pro mode if Ndesu is
not hit in the head before he performs an attack that cannot be dodged, so the
player should always make sure to aim for his head and fire to cancel the
attacks that have no dodge command. Basically, always fire at his head to
cancel every attack of his.
B) Whenever Ndesu perform an attack that can be dodged, the player must press
the precise button as displayed on the screen. If ANY other button is pressed,
the attack will hit the vehicle. Simply pressing the fire button while the
dodge command is up on the screen will cause the player to get hit. It is SO
VERY IMPORTANT that you realize that tapping another button will cause the
dodge to fail. If you're holding down the fire button while the command is on
screen then that will not affect the command, so feel free to continue to hold
the dodge button and press the correct button while still holding the fire
button. Don't ever fire at him when he leans to the side to attack.
C) A Chris player should shoot the Majini with the crossbows on the back right
when they appear and shoot the Majini with the cocktails on the high walkway to
the left when he appears. The Majini will constantly reappear. Keep in mind
that the bolts from the crossbows and the cocktails can be shot out of the air.
The explosive barrel next to the Majini with the crossbows can be shot to
finish them off one time.
D) Make use of the explosive barrels around the area. The two along the sides
can be shot when Ndesu grabs a pole in order to make him drop the pole. One
explosive barrel is lying right next to Ndesu when he picks up a boulder; this
explosive barrel can be shot one time to make him drop the boulder. As already
mentioned, there is an explosive barrel next to the area where the pair of
Majini with crossbows will appear; shoot that barrel to finish both of them off
instantly one time.
E) Once Ndesu showcases his big Plagas, fire at it and do not worry about the
surrounding Majini. If both characters fire at him continuously when he
exposes his big Plagas two times then he will be defeated the second time. If
both character do not focus desperately on shooting him then he will recover
after the second time and have to be stunned again for a third time!
The most important step out of all the ones listed above is to NOT press ANY
other button when the dodge command appears. The commands actually give the
player enough time to respond, even on Pro mode.
*******************************************************************************
Pro Mode - Chapter 3-1
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun
_ H&K MP5 machine gun (for Wetland Majini with shields
_ Any magnum (the Hydra could really take the place of this weapon)
_ H&K PSG-1 rifle
_ Grenade Launcher w/Flash Rounds (mainly for the Duvalia)
_ First Aid Sprays
AI Partner:
_ H&K P8 handgun (for Majini with shields)
_ Jail Breaker shotgun
==========
Marshlands
==========
- If the characters venture out to the chicken island, be forewarned that the
chicken's attacks take quite a chunk of damage when they hit. It's much like
getting hit with a Majini attack in Veteran. Use a flash round to kill off the
chickens to avoid getting hit by them. It's really good to drive out to the
chicken island to pick up some extra eggs. Don't be afraid to give eggs to
your AI partner since they won't interrupt a Resuscitation.
--> OBTAINING THE RAPTOR SLATE
- The Crocodiles in the lake seem to appear quicker than usual. Run around the
left side of the lake like usual, but be sure to move quickly.
- Use either the Hydra shotgun or a hand grenade to kill the crocodile that
guards the entrance to the area in the back of the lake. You don't want to
risk having to go through all the trouble of collecting the Raptor slate over
again because you accidentally got eaten by a croc on the way back, do you?
- To make the first Wetland Majini fight much easier, hop through the first
window of the building that the characters come across then quickly hop back
through the window when the Wetland Majini make a sound. Shoot them from the
other side of the window and turn and shoot them if they move along the side of
the building to the right. They're so aggressive that most of them will bunch
up around the window.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Lying on the shelf near the first window in the first building
in the area where the characters collect the Raptor slate.
[ ] White Egg - Lying on the same shelf as the red herb mentioned above.
-------------------------------------------------------------------------------
--> OBTAINING THE SHAMAN SLATE
- After obtaining the Shaman Slate, stand behind the wooden railing as the
Wetland Majini enter the area. This will make it to where they will want to
hop over the railing. Shoot them back over the side of the railing with the
Hydra shotgun. There is another railing off to the right once the characters
turn to fight the Majini, but the Majini are so aggressive at this point that
moving over there can get the characters hit in the process.
- Kill off the first wave of Majini really quickly with the Hydra shotgun then
run toward the entryway to the current area and take out the PSG-1 rifle then
aim and shoot at the Majini as they move toward the entryway from the south.
All of them can be killed at a distance with the rifle. Even the one that
changes into a Duvalia can be killed with the rifle - shoot his legs then shoot
his mouth as he leans over or simply toss a flash grenade toward him from a
distance.
- Drive around the east side of the marsh while leaving in the boat since
Majini with bombs will be on the high platforms along the north portion of the
water.
--> OBTAINING THE WARRIOR SLATE
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying out in the water beside some tall grass and a fence
outside of the building area that contains the warrior slate. Facing the
building area from the west side that the characters enter from, this is in
an alcove to the left while moving toward the wall that surrounds the
building area. Drive toward it and allow the AI partner to pick it up.
-------------------------------------------------------------------------------
- Right when the Wetland Majini appear near the back building in the area with
the warrior slate, shoot the first two (or one) that appear(s) with the Hydra
shotgun. Run all the way back to the boat and turn around to face them. The
characters will have a good view of the entire area and the Majini will have to
move down the ramp to the west in order to reach the characters. Take out the
PSG-1 rifle and shoot them as they move down the ramp.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying on a shelf across from the chest that contains the Idol
(Silver) in the area with the warrior slate.
-------------------------------------------------------------------------------
- Before leaving the building area, make sure that the AI partner has either a
PSG-1 rifle. Make sure that the partner has the weapon equipped also. Issue
the "Go" command to make the AI equip the most powerful weapon or take all
other weapons away from that character. Drive toward the east exit and allow
the partner to shoot at the Majini with explosive arrows on the high platforms.
Slow down so the partner can shoot but don't stand still for long. One hit
from an explosive arrows will kill the characters.
- Back up a bit then use the turbo option (hold R1 + X) to dash down the east
water path. Run right over the Majini in the water and DO NOT STOP A BIT.
Stopping will result in death most likely since they all shoot very quickly.
As long as the boat is moving at full speed they will not hit your characters.
=======
Village
=======
- Stand in the water, right next to the BSAA emblem location at the beginning
of the water-filled ditch and equip the rifle then aim toward the Wetland
Majini on the high lookout tower in the east and shoot him.
- Don't collect the magnum unless you use the trick method for not setting off
the trap. Climb the ladder then drop into the area with the magnum to avoid
setting it off. Make sure the AI partner does NOT cross the spike holes while
ENTERING the area with the magnum. So long as the characters EXIT over the
spike holes then the trap will not go off, but if either of them moves over the
spike holes while entering the area with the magnum, that character will get
trapped.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying on a long table behind the southwest hut.
[ ] Red Herb - Lying on a long table behind the southwest hut.
[ ] Red Herb - Lying on the long table on the first floor of the west building.
-------------------------------------------------------------------------------
- Some of the Majini that attack in the village will hop out from the path to
the northeast. Two Wetland Majini and a Giant Majini will move out of that
path if the characters approach it. Run toward this path with the Hydra
shotgun armed then blast the two Majini and the Giant Majini as they appear.
Blast and melee the Giant Majini all the way to the ladder or shoot him with a
magnum (S&W M500) to bring him down quicker then climb the ladder. Stand a
little ways away from the dropoff with the ladder and blast the Wetland Majini
with the Hydra shotgun as they attempt to hop up the side. Even the Giant
Majini can be knocked back down if he is hit out of the air.
The main problem here is the two Wetland Majini with explosive arrows that will
attack along with the others. Stand away from the side of the hill just a bit
so that the wall below covers the characters from their arrows. Be on the
lookout for any stragglers that might appear afterwards.
- Watch for the snakes in the two pots on the altar on the other inside the
building on the other side of the bridge. Prepare to slash the pot followed by
the snake if your characters breaks one.
-------------------------------------------------------------------- SNAKE LIST
- On the other side of the bridge, this snake is inside the small pot on the
altar inside the building (left pot).
- On the other side of the bridge, this snake is inside the small pot on the
altar inside the building (right pot).
-------------------------------------------------------------------------------
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying on the long table on the second floor of the building in
the north that is on the other side of the bridge.
-------------------------------------------------------------------------------
*******************************************************************************
Pro Mode - Chapter 3-2
*******************************************************************************
Main Character:
_ Hydra shotgun (Wetland Majini)
_ H&K MP5 machine gun (Wetland Majini/Wetland Majini with shields)
_ S&W M29 magnum (for Big Man Majini; Hydra could really take the place of
this)
_ H&K PSG-1 rifle (distant Wetland Majini)
_ Grenade Launcher w/Flash Rounds (stunning Wetland Majini)
_ First Aid Sprays
AI Partner:
_ H&K P8 handgun (for Wetland Majini with shields)
_ Jail Breaker shotgun
_ 5 Proximity Bombs (request them from the partner later)
_ 5 Hand Grenades (possibly request them from the partner)
================
Execution Ground
================
- Take out the PSG-1 rifle when the Majini notice the characters and find the
three Majini with explosive arrows listed below:
a) One moves out of the tunnel in the east.
b) One stands above the ladder on the southwest middle portion.
c) One is on the lookout tower to the northeast.
The one on the lookout tower in the northeast is the least threatening one so
take him down last. Arm the Hydra shotgun and stand across from the dropoff on
the north side of the wooden walkway that the characters are on. DO NOT DROP!
Issue continuous "Come on" commands if the AI partner tries to drop. Blast the
Wetland Majini with the rifle as they move toward the walkway from below and
arm the Hydra shotgun then knock them back down the side of the dropoff when
they try to jump on top of the wooden walkway. Be on the lookout for
stragglers after falling down the side of the walkway.
- Don't break the vases on the northeast side until after defeating the rest of
the Majini since walking toward them will only make other Majini move out of
the tunnel until the bridge is raised.
- When the characters hop over the gap in the walkways and step toward the top
of the ladder, the second wave of Majini will appear. Have the Hydra shotgun
equipped ahead of time then turn back around and hop back over the gap. Blast
the two Majini that try to attack the characters on the other side. There is a
Majini with explosive arrows on the far south walkway, so line up with the ramp
to keep him from shooting the characters (the ramp will shield them). Fight
off the Majini that hop across the gap then move up the ramp and arm the PSG-1
rifle and then shoot the Majini with explosive arrows along the south ramp.
- Keep in mind that the raft portion with the crocodiles will cycle between
L1+R1/LT+RT and []+X/X+A commands randomly.
- Beware the snakes in the tall grass in the camp area. Shoot them while they
lie coiled up in the tall grass.
-------------------------------------------------------------------- SNAKE LIST
- In the back of the first patch of tall grass to the right.
- In the patch of tall grass to the north of the oil pool.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - Lying on the small table inside the second Tricell tent.
-------------------------------------------------------------------------------
====================
Oil Field - Refinery
====================
- Quickly take out the PSG-1 rifle and kill all crossbow Majini:
a) On the middle tower
b) At the top of the stairs in the southeast.
- Fall down below and toss a hand grenade as the Majini pile up. Wait until
slightly after the first Majini notices the characters so the two from the
right get caught in the blast. The hand grenade will rid the characters of the
crossbow Majini and dynamite Majini around the corner to the right if timed
well. One crossbow Majini will appear on the south platform, so inch up the
nearby stairs while facing the south then shoot him with the PSG-1 rifle when
he appears in view.
- Make the AI partner turn the valve handle on the center tower then take out
the grenade launcher with flash rounds and stand facing the north side. When
the Majini appear, shoot a flash round down at them then quickly take out the
PSG-1 rifle and shoot the Majini below with the dynamite then shoot the Majini
with the crossbow on the high platform to the left (while facing north). The
other Majini will quickly try to climb the middle tower, so use the Hydra
shotgun to finish them off.
- Ride to the south platform with the zip line. Right when the character falls
on the valve handle platform, the Chainsaw Majini will attack. Arm the Hydra
shotgun then shoot him in the head when he jumps on top of the platform in
order to stun him. Either run up on him and hit him with continuous Hydra
shots or hit him with the stun rod while close. When he falls, he will get
back up shortly and go into berserk mode, so stand over him with the Hydra or
stun rod equip and start hitting him the moment that he starts to move and he
should die when he rises. This same technique can be used against the second
chainsaw Majini as well.
- When the characters move up the stairs in the east, take out the Hydra
shotgun and run toward top of the stairs then blast the Majini as they appear
from off to the left. Tossing a hand grenade slightly before they appear can
cause them to run into it. One of them carries dynamite. A flash round from
the grenade launcher can work well to stun the first few when they step out.
============================
Oil Field - Control Facility
============================
- Use a flash round or flash grenade at any time during this part to blind all
surrounding enemies in the room when they group up.
- The first wave of enemies will arrive very quickly by hopping over the east
gate while another moves through the south window. Take out the Hydra shotgun
and stay away from east side then blast them as they appear.
- Run toward the north window and break it with the knife. Right when the
Majini wave appears from behind the window, toss a hand grenade into the room
or stand near the window and blast them back with the Hydra shotgun. The
Majini will continue to hop over the fence to the side but many of them will
continue to move through the window on the north side of the area. Two Big Man
Majini will hop through the north window toward the end of the battle. Blast
them with the Hydra shotgun or a powerful magnum. The characters can get on
the elevator immediately once Josh activates it and easily avoid the rest of
the enemies.
- Look toward the east after getting off the elevator and blast any crossbow
Majini that are on the walkway up above. They like to drop down the side of
the walkway, which will allow the characters to shoot them as they fall. Take
out the PSG-1 rifle and shoot any that try to fire at the characters from the
walkway. It's best to move around a bit to avoid the bolts from the crossbows
and to see which ones will stay on the walkway. The AI characters should
finish off any that fall off the walkway.
- Climb up to the walkway where the Majini were at then step toward the ladder
on the east side but DO NOT drop. Stepping toward the ladder will make the
next wave of crossbow Majini appear. One will drop from the window on your
side and two more will drop from the windows on the south side. Take out the
PSG-1 rifle then aim toward the south side and shoot the Majini with crossbows
as they drop. There are two of them total on the south side. The AI
characters should take care of the one that drops on your side.
- The second that Josh is lead toward the controls for the door, turn back
around and climb the ladder, drop from the next ladder and climb the next
ladder then take out the Hydra shotgun and wait for the Majini to move out of
the elevator. Once they come, stand at the top of the ladder that they try to
move up then blast them back down. Finish off as many as you can while
stunning and blasting the Chainsaw Majini in the process when he jumps onto the
platform. The chainsaw Majini will get up and go into berserk mode so stand
over him with the Hydra shotgun aimed straight at him then blast him when he
starts to move.
- Once Josh opens the door, forget about the final wave of Majini and exit
through the door.
=================
Oil Fields - Dock
=================
Place Proximity Bombs in the following places:
a) Outside the door of the small north building near the docks (NOT directly
in front of the door).
b) Outside the door of the small building on the other side of the gate (NOT
directly in front of the door).
c) A little bit away from and to the south of the gate door. While Sheva
stands at the dock, place this one a little bit away from the gate door to
her left.
d) At the very bottom of the south set of stairs that lead toward the area
where the cutscene activates.
e) On the walkway right before the cutscene activates. Place it near the left
railing while moving ahead.
Don't worry about the Majini with dynamite on the south building and the two on
the gas tanks to the southeast. Just run and avoid their dynamite. If you
place proximity bombs in the places labeled above then the explosions will go
off right when the Majini waves appear in the areas ahead. You'll have to stop
and fight the Big Man Majini if you want to defeat him. Shoot him with a
magnum to quickly get rid of him. The first set of Majini may not all fall
from the proximity bombs, but their number will be limited greatly. The same
goes for the Majini that exit the building in the small building to the north
right before the docks. The Majini that run toward the gate and Adjules that
appear along with the Big Man will all be destroyed with the bombs. Use the
Hydra shotgun to finish off any stragglers for any enemy wave.
WARNING 1: The proximity bomb method above will only work the first time
through this area. If you try to reload the checkpoint then the proximity
bombs will be gone. You'll have to quit and try again from the beginning of
this area if your character dies to place more proximity bombs.
WARNING 2: Make sure that Josh is below the staircase by the building where the
Adjules race out of and be sure to run along behind him so the enemy wave does
not appear as he races by the final proximity bomb. The bomb can go off and
kill him if the timing for your character's arrival next to the building is too
slow.
Hand grenades can be tossed at each wave as they appear and a grenade launcher
with explosive rounds can knock down each wave. Hand grenades are much more
damaging than an explosive round however. The Majini are so aggressive at
these parts, the hand grenade method described in the walkthrough might not
work as well this time, but the proximity bomb method sure will! Keep in mind
that you have to place the Proximity Bombs away from the door since the enemies
have a certain frame of invincibility when first moving through a door.
Be sure to shoot the two C4 tripwires on the north set of stairs beside the
building that the Adjules and Big Man Majini exit from. In the race to the
boat, it's very easy to fall victim to these traps on accident.
*******************************************************************************
Pro Mode - Chapter 3-3
*******************************************************************************
Main Character:
_ Hydra shotgun (for close Town Majini)
_ H&K MP5 machine gun (for Town Majini)
_ S&W M29 magnum (for Irving boss)
_ H&K PSG-1 rifle (distant Town Majini and Irving boss)
_ Grenade Launcher w/Flash Rounds (for stunning Town Majini and killing
Kipepeos)
_ First Aid Sprays
AI Partner:
_ Either rifle besides S75 (don't give the partner another weapon; stock the
partner full of plenty of ammo)
===============================
Oil Field - Drilling Facilities
===============================
--> FIRST GATE SWITCH
- Immediately when this chapter begins, shoot a flash round into the water
directly behind the boat. Equip, aim, and fire right when the chapter begins.
This will blind both Majini in the boat on the right side and cause the one
with the cocktail to drop his cocktail and burn both himself and the Majini
with the crossbow that is with him.
Directly after shooting the flash round, sidestep while on the boat and allow
your AI partner to shoot the Majini in the other boat. They are aiming for
your main character with some mighty good aim, so you better dodge and let your
partner do the shooting. Be ready to resuscitate at a moments notice here.
It's hard to avoid getting hit at this part.
- Shoot flash rounds into the water to quickly defeat the Kipepeos once the
boat docks; wait for them to get near the boat. Stay on the boat and shoot the
Majini to the until they stop appearing. Two Majini with cocktails are on the
back right and left top portion of the walkway, so shoot the explosive barrels
next to them in order to defeat them quickly.
- Right after pulling the switch to open the gate, move into the nearby alcove.
Shoot the Majini that runs toward the characters then step out and fire a flash
round into the water to quickly defeat the Kipepeos. Aim up toward the
explosive barrels on the high walkway to the east and fire at them with a rifle
to take down the Majini with dynamite up above.
- Before getting back on the boat, stand near it and face to the west with the
rifle equipped. Shoot any Majini that can be seen up ahead. Basically shoot
all explosive barrels and you'll get the majority of them.
- Focus on dodging the first two pipes while the AI partner shoots the Majini
up ahead while moving along the river.
- Toward the end of the boat ride, as the boat drives toward the second dock,
aim far ahead with the PSG-1 rifle and take down crossbow Majini as they appear
in view on the scope. If you don't take them down quickly then they will most
likely shoot a character. One of the Majini off to the right is near an
explosive canister so simply aim at the canister.
If they hit a character, a quick Resuscitation will provide enough
invincibility to keep both characters safe through the majority of the rest of
the way to the dock until the boat stops. A slight bit of luck comes into play
here along with quick aiming. Both the dynamite carriers and the bow gun
Majini are just as deadly, but the crossbow Majini will hit your characters
from a greater distance.
--> SECOND GATE SWITCH
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying along the left corner of the dock as the character get
off the boat.
-------------------------------------------------------------------------------
- When the boat stops at the dock get out and get behind the wooden wall off to
the left. Try shoot a few of the crossbow Majini as they move out onto the top
walkway. Take cover as the Majini behind the gatling gun turrets begin to
fire. Step out and aim quickly then shoot them in the head. Only step out and
shoot ONE time. Do not shoot anymore than one time before taking cover again,
or your character will most likely get hit. Make sure the AI partner is behind
the wooden wall with your character.
The crossbow Majini will shoot two times during the entire barrage of bullets
from a gatling gun, so after each crossbow Majini has shot twice then the
barrage of bullets from the gatling guns are about to stop. Take that slight
break in gunfire to aim for a Majini and kill it. It's not really that hard
once your characters get into position and you realize when to shoot.
Watch for the Majini with melee weapons that will eventually drop off the side
walkway in the back and move toward the characters from the sides. The Majini
that come from the left side are the most dangerous since the characters will
still be behind the wall and won't see them until the Majini are right next to
them most likely. Give them a face full of Hydra when they step into view.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - Inside the building in the far east. Drop off the metal
walkway directly across the wooden wall then follow it until the characters
come to a building. This item is on the table inside the building.
[ ] Red Herb - On the other side of the dock. After hopping across the gap in
the bridge, this will be to the left in a corner beside a wooden barrel.
[ ] Green Herb - On the high walkway along the south side of the middle office
building.
-------------------------------------------------------------------------------
- Once the gate is opened, move back up either one of the ladders and run
toward a gatling gun turret then use it to defeat all the Kipepeos that fly
toward the characters. A single Majini with a crossbow will fire from below
while your character is behind the gatling gun turret, so aim down and shoot
him when he appears.
===========
Patrol Boat
===========
--> IRVING BOSS
Recommended Weapons
Main Character:
_ Hydra shotgun (for hitting his tentacles)
_ S&W M29 magnum (for damaging Irving's true body)
_ H&K PSG-1 rifle (for hitting the creature's head weak point)
_ First Aid Sprays
AI Partner:
_ Some sort of rifle other than the S75 with plenty of ammo, possibly the PSG-1
_ Longbow (this can be substituted for the rifle)
** ANTI-ROCKET LAUNCHER METHOD
I'll provide you with two methods for phase 1 of the battle (hitting his top
head portion) since this boss can be quite hard on Professional mode. Try to
mix and match various portions of each method if needed.
This battle right here can get frustrating very quickly. If Irving manages to
hit a character then that character will get knocked back and the other will
have a hard time trying to resuscitate the one that got hit.
- Method 1 (Phase 1) [slower method; requires less movement]
Take control of the gatling gun turret yourself and give the AI partner the
PSG-1 rifle with tons of ammo then place it in attack mode ("Go" command).
With an AI Sheva, you could give her the Longbow.
Focus on Irving's head weak spot with the gatling gun turret then quickly shoot
the closest tentacles to your position whenever they emerge from the water.
Whenever the tentacles move back underneath the water, continue to damage his
weak spot.
Once he opens his mouth after enough damage has been made, quickly run away
from the current side of the boat. Stop whatever your character is doing and
run to the opposite side. The dodge command is not worth the trouble and a
failed attempt will most likely result in death. The positioning of the
character during the attack will sometimes throw off the timing of the dodge
command to where the button will only appear a second before the actual attack,
so it is best to just move away from the attack altogether! You can actually
rush in and get in some hits on his head weak spot after his mouth closes. The
weak spot will be on the left side.
When he moves behind the boat, fire at him until he opens his mouth then move
away from the back of the boat (toward the front) when he submerges to avoid
his attack. When his tentacles emerge all around the boat, take out the Hydra
shotgun and shoot at them while they are in view and stay away from the sides
as the tentacles reach out to grab. If one of the tentacles grabs a character,
quickly shoot the tentacle with the Hydra shotgun. If your character gets
grabbed, the AI partner will save your character. When the tentacles start to
slam the surface of the boat, quickly move to the sides or use the dodge
command to move out of the way. If a tentacle slams down on your character,
that character will enter dying status and the AI partner will most likely not
resuscitate the character because the recovery animation is too long.
- Method 2 (Phase 1) [faster method; requires more movement and partner
commands]
When Irving first appears, command your AI partner to control the gatling gun
turret. Take out the PSG-1 rifle and aim for the weak point on the creature's
head then blast it. Don't zoom in if you scope is upgraded since the zoom will
be too great.
As Irving submerges to attack with his tentacles, run over to the rocket
launcher turret and use it to blast the center portion of the tentacles while
your AI partner blasts them with the gatling gun turret. When Irving appears
again, blast the creature's head with the PSG-1 rifle again.
When he opens his mouth and prepares to move toward the boat, issue the "Come
on" command to get your AI partner to follow your main character then run to
the opposite side of the boat so both characters can get away from the attack.
The AI partner will sometimes dodge while stationed at the turret, but don't
count on this. Move along the creature's left side after its mouth closes and
quickly shoot it in the weak portion of its head with the PSG-1 rifle to damage
it a bit.
When Irving moves to the back of the boat, make the AI partner control a
machine gun turret and blast Irving with the PSG-1 rifle in his weak point
while the AI partner blast him with the gatling gun. When Irving opens his
mouth and is about to race toward the boat, issue the "Come on" command to call
your AI partner away from the turret then run to the opposite side of the boat
to dodge the attack.
When creature moves beside the boat again, go through the steps of making your
AI partner use the gatling gun turret once again while your character shoots at
him with the PSG-1.
- When Irving latches onto the back of the boat:
When Irving latches onto the back of the boat, have your AI partner use either
gatling gun turret and take out the S&W M29 magnum and fire at Irving's body
inside the open mouth. When he moves under the water, issue the "Come on"
command to have your partner follow your character and run to the opposite
side. Run back to the south side after avoiding the attack then have your AI
partner use the gatling gun turret once again.
The tentacles will emerge this time, but focus all gunfire on Irving. Shoot
him with the S&W M29 magnum right as the creature begins to emerge from the
water and the AI partner will join in with gatling gun fire aimed directly at
Irving's body. Literally keep firing and spamming him with magnum shots and,
if he is hit enough, he will move back up under the water before the tentacles
have a chance to attack. Issue the "Come on" command then run away from the
south side of the boat once again. Run back after avoiding the attack and
repeat the same steps by commanding the AI partner to use the turret then take
out the S&W M29 magnum and fire at Irving's body while it is exposed.
You really have to spam shots with the magnum while using this method. He must
be hit a bunch and you might have to waste bullets, so bring plenty of magnum
ammo with your character.
** ROCKET LAUNCHER METHOD:
Do all the steps listed above but when the creature latches onto the back of
the boat and exposes Irving's body, shoot Irving's body with the rocket
launcher. The hit has to be precise or else it will only explode nearby him.
*******************************************************************************
Pro Mode - Chapter 4-1
*******************************************************************************
Main Character:
_ Hydra shotgun (for close Wetland Majini)
_ H&K MP5 machine gun (for Wetland Majini with shields)
_ H&K PSG-1 rifle (for distant Wetland Majini)
_ Grenade Launcher w/Flash Rounds (for stunning Wetland Majini and killing
Bui kichwa)
_ First Aid Sprays
AI Partner:
_ H&K P8 handgun (for Wetland Majini with shields and basic Wetland Majini)
_ Either rifle besides S75
=====
Caves
=====
- The Kipepeos are not any more dangerous than they were in other modes, but
your characters are going to use quite a bit of machine gun and handgun ammo to
take each group of them down, so it's really best to use a flash round to get
rid of groups of four or more. Be sure to use a flash round on the first
Kipepeo group on the other side of the rock bridge since they are the most
numerous.
===============
Ancient Village
===============
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Once the bridge breaks, the character that falls below will
find this on a fallen pillar in the area where the Wetland Majini attack.
-------------------------------------------------------------------------------
- Activate the Wetland Majini wave by stepping to the north after the bridge
breaks. Quickly move back to the south after the Majini attack then use the
machine gun from a distance to finish them off quickly. Arm the PSG-1 rifle
then look toward the bottom of the bridge to the east and find the Majini with
the shield and the Majini with explosive arrows. Shoot them both then move
under the bridge.
- When your character moves up under the bridge, Majini will step down the
stairs ahead. Be aware that one Majini will move up from the opening in the
wall behind your character, so quickly turn to deal with the single Majini then
turn back around shoot the Majini that are on top of the stairs. Arm the MP5
to easily deal with the Majini with shields that are in the top room before
joining up with the AI partner.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Break the vase at the top of the stairs after moving up under
the bridge and this will be inside.
[ ] Green Herb - Inside the small coffin in the room with the mummified corpse
beside the room where the Majini with shields lie in ambush.
-------------------------------------------------------------------------------
- After dropping into the pit below the trapdoor, pick one hall, except for the
north hall, and run to the very end of it then turn around and face the middle
area. Arm the MP5 and blast any Majini that move toward your character. Keep
in mind that all halls have a hole in the ceiling at the end that Wetland
Majini will drop out of, so be ready to deal with one that will fall right next
to your character. Use flash rounds on Bui kichwa anytime that they appear in
groups. Take out the Hydra shotgun when the Torch Majini moves through the
north doorway then lay down fire upon him when he moves close to the
characters. The MP5 does not work that well on the Torch Majini.
- Once the characters move through the north door of the trapdoor room, arm the
rifle and shoot both of the Majini with explosive arrows below. Use the Hydra
shotgun or MP5 to deal with the rest. Use the MP5 to deal with the Wetland
Majini with shields.
- Rotate the crank then quickly move past the giant flaming fireballs and get
to the pressure pad. It's best to start out running as early as possible so
the fireballs are not as spread out while attempting to get to the pressure
pad.
=========
Labyrinth
=========
- Consider picking up the grenade launcher weapon in the metal case near the
blue statue since it will make a good weapon for the AI partner in this area.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - Break the vase in the tall grass off to the left when
entering the area with the blue statue in the northwest portion of the
labyrinth. This is in the area where the characters have to move around
the north side to get to the right side of the blue statue.
-------------------------------------------------------------------------------
- Once the characters pull the chains on the green statue head to the east, the
cutscene for the first Wetland Majini encounter in the Labyrinth will play.
Quickly get behind the nearby wall and look through the window portion of the
wall. Take out the PSG-1 rifle then shoot the two Majini with explosive
arrows; one is on the stairs and one is on the high walkway. The Torch Majini
will step around the right corner soon, so prepare to shoot him with the Hydra
shotgun from up close.
Soon a group of Wetland Majini will step around the corner to the right, so use
a flash round to blind them when they first appear then shoot them with the
Hydra shotgun. Shooting them with the Hydra shotgun without a flash round
works just as well most of the time. The Torch Majini might arrive with this
group instead of by himself. It might pay you to issue the "Go" command and
have your AI partner shoot at them with the grenade launcher if the character
has one.
A Majini with a shield will step into view once the characters move around the
corner so take out the MP5 and blast him and other Majini that run toward the
characters. Arm the rifle and look off to the left while approaching the area
around the corner then shoot the Majini with explosive arrows that will move
along the back walkway.
- Make the AI partner waits beside the top floor purple statue then take the
stairs down to the bottom floor purple statue. Right when your characters
enters the area below, and the Majini appear from up above, issue the "Come on"
command so that the AI partner will join up with your character. Rush back to
the staircase and meet up with the partner.
Move to the top walkway and defeat any Majini up above. Some Majini will move
up the stairs and a few Bui kichwa will show up from time to time. Take out
the rifle and blast the Majini from a distance as they appear. Move back down
the stairs and blast the Majini as they appear in the corridor below. Some of
them will jump off the ledge to the right at the beginning of the corridor.
This method will keep your characters from getting surrounded by the Majini and
Bui kichwa.
--> POPOKARIMU BOSS
** ANTI-ROCKET LAUNCHE METHOD
Either fight the Popokarimu boss or run from it. If the characters run then
just simply run by it when it first appears then move up the stairs until the
characters reach the top. Don't forget about the rapid button tap dodge
command during the cutscene once the characters reach the top. A flash round
can stun Popokarimu at the beginning of the battle so that your characters can
easily move by him.
If you choose to fight, then blast him with any type of grenade round except
for electric rounds three times and he will fall over. Each grenade round will
stagger him so that he won't have a chance to attack. Step around to the back
of his tail while he is stunned then arm the Hydra shotgun and blast him in the
back of his tail. If both characters have a grenade launcher at the beginning
of this battle then issue the "Go" command and spam Popokarimu with grenade
rounds to make him fall very quickly. Proximity bombs can still be used to
stun him but they're really too much trouble to fool with in the closed in area
he is fought in.
** ROCKET LAUNCHER METHOD:
Stun him by shooting three grenade rounds (other than electric rounds) then
move to the back of his tail and fire a rocket at the weak portion of his tail
to kill him.
*******************************************************************************
Pro Mode - Chapter 4-2
*******************************************************************************
Main Character:
_ Hydra shotgun (for close Wetland Majini)
_ H&K MP5 machine gun (for Wetland Majini with shields)
_ H&K PSG-1 rifle (for distant Wetland Majini)
_ S&W M500 magnum (for Giant Majini)
_ Grenade Launcher w/Flash Rounds (for stunning Wetland Majini and killing
Bui kichwa)
_ First Aid Sprays
AI Partner:
_ H&K P8 handgun (for Wetland Majini with shields and basic Wetland Majini)
_ Jail Breaker shotgun (for close Wetland Majini)
_ Proximity bombs (request them from partner later)
============
Worship Area
============
--> OBTAINING THE SEA EMBLEM (west)
- Activate the cutscene to make the lasers fire. Step over to the small
opening in the wall to the left of the door where the emblem slots can be
placed. Look through the small opening with the PSG-1 rifle then find the
small opening in the wall near the west laser. There is a big torch behind the
opening. Keep watching the small opening and you'll see a Majini's head move
by the left side as it bobs back and forth. Time a precise shot and shoot the
Majini in the head to deactivate the northwest sun laser. This can be rather
hard to do but it's worth it!
- If the sun laser on the northwest side was deactivated by shooting the Majini
behind it, stand right outside of the left doorway that leads to the area with
the bridge in the west and take out the PSG-1 rifle then look up on the high
walkway in the back of the area to spot three Wetland Majini with explosive
arrows. Shoot all three of them and then prepare to shoot the Majini that move
down the stairs and try to cross the bridge. Shoot them all from the safety of
the doorway and use the rifle to kill them quickly. Move inside and take down
any stragglers that run down the stairs.
- Place a proximity bomb below the north side of the walkway past the bridge.
Look up and find the ledge with the torch on the back wall and place the
proximity bomb a little bit away from the wall. This will kill the Torch
Majini that drops from this ledge when the Majini wave appears. Another
proximity bomb can be placed below the stairs to kill off a few more Majini
that will appear later.
- Once the Majini appear when the characters step on top of the platform to
collect the sea emblem, move over to the stairs of the platform and arm the
Hydra shotgun then fire at them as they move toward the stairs. Take out the
magnum and shoot the Giant Majini in any skinned area. As long as he is shot
with the magnum in any skinned portion, it will cancel his attacks.
--> OBTAINING THE SKY EMBLEM (northwest)
- Near the north path, take cover behind the left corner of the wall at the top
of the stairs. Allow the laser to kill the Majini that move down the northwest
walkway.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - At the top of the stairs in the northwest, this is right
beside the left cover point before stepping out onto the north walkway.
[ ] Green Herb - On the middle of the set of stairs that Sheva is tossed to.
The AI will usually not pick this up.
-------------------------------------------------------------------------------
- Before tossing Sheva over with the Assist Jump action command, give AI Sheva
a Hydra shotgun or a magnum. Stand on the other side of the ledge and fire
flash rounds toward her side in order to stun the Majini and keep them off of
her. Shoot the flash rounds toward the wall above her to blind the Majini near
her. A Giant Majini will drop along with Sheva once she grabs the sky emblem
so take out the magnum and shoot him.
--> OBTAINING THE EARTH EMBLEM (east)
- Time some runs all the way to the east, stepping in and out of openings to
avoid the laser, then step around the wooden walkway on the far east portion
and shoot the Majini that is behind the sun laser in the northeast. This
walkway has a torch on it that has an Emerald (Pear) inside.
- Run along the second floor of the east walkway then move toward the stairs
that lead to the earth emblem from the second floor. Arm the MP5 machine gun
or the PSG-1 rifle and shoot at the Majini that move up the stairs. One of
them has explosive arrows but he will move around the left corner of the stairs
below, so the characters will be slightly concealed from his explosive arrows
while standing at the top of the stairs. Shoot him quickly when he steps into
view however. You'll likely hear a Majini yell while moving down the stairs,
so quickly move back up the stairs and fight off the remainder of the Majini.
- Move down the stairs until yet another yell can be heard then move right back
up the stairs as the Majini drop from the south wall. Many of them carry
shields so shoot them with the MP5. You need to be looking out for the Majini
with explosive arrows that will stand on the south wall (to the right of the
top of the stairs). The characters can step around the outside wall of the
second floor to the left in order to take cover from his explosive arrows.
Lead the Majini out to the second floor walkway and blast them from there if
the explosive arrow Majini is not taken down shortly after he appears on the
ledge above.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - To the left of the earth emblem.
-------------------------------------------------------------------------------
=======
Pyramid
=======
Since this area is basically made up of puzzles, rather than refer you back to
the walkthrough portion, I have posted the solutions here for my readers. All
of these diagrams are from the viewpoint of standing across from the platform
that the AI partner will get on in each room.
--> MIRROR PUZZLE 1
.-----------------------.
| * = light pillar |
| 1-5 = stone mirrors |
| o = elevator mirror |
'-----------------------'
o
4 ------------------------------------------------------------ 3
| |
| * |
| | |
| 1 ---------------------------- 2
|
|
- Rotate Mirror 4 to the left one time.
o
|
4 ------------------------------------------------------------ 3
|
* |
| |
1 ---------------------------- 2
- SUMMARY FOR THE FIRST PUZZLE ROOM:
.------------------------------------------.
| 1) Rotate Mirror 4 to the left one time. |
'------------------------------------------'
--> MIRROR PUZZLE 2
.-----------------------.
| * = light pillar |
| 1-5 = stone mirrors |
| o = elevator mirror |
'-----------------------'
5 4
||
3 2
* --------------|| 1 o
- Knock down the pillar in between the light pillar and Mirror 1. Stand on the
east side while knocking it down to continue to the next step faster.
Obviously, you don't want to stand on the end where the beam will hit your
character so stand to the side of the pillar away from the beam.
5 4
||
3 2 ----------------------------------
|
* ----------------------------- 1 o
- Turn Mirror 2 to the right one time.
--5 4
|
|
| ||
|
|
3 ----------------------------- 2
|
* ----------------------------- 1 o
- Turn Mirror 5 to the left one time.
5 ------------------------------------------------------------ 4
| |
| |
| ||
|
|
3 ----------------------------- 2
|
* ----------------------------- 1 o
- Knock down the pillar in between Mirror 4 and the elevator mirror.
5 ------------------------------------------------------------ 4
| |
| |
| |
| |
| |
3 ----------------------------- 2 |
| |
* ----------------------------- 1 o
- SUMMARY FOR THE SECOND PUZZLE ROOM:
.-----------------------------------------------------------------------.
| 1) Knock down the pillar in between the light pillar and Mirror 1. |
| 2) Turn Mirror 2 to the right one time. |
| 3) Turn Mirror 5 to the left one time. |
| 4) Knock down the pillar in between Mirror 4 and the elevator mirror. |
'-----------------------------------------------------------------------'
--> MIRROR PUZZLE 3
- If the chest in the middle of the room is opened, shoot a flash round at the
ground as the Bui kichwa surround the character.
- Two Bui kichwa will attack in the room with the impaled corpse inside the
north room, but there is really no reason to go in there other than to shoot
the BSAA emblem. Use a flash round or simply shoot them with a handgun or
machine gun.
.-----------------------.
| * = light pillar |
| 1-5 = stone mirrors |
| o = elevator mirror |
'-----------------------'
|
|
5 ------------------------------------------------------------ 4
|
|
Skull Chest 3 | o
|
|
2 1 *
To avoid having to travel a great distance around the room, turn the following:
- Turn Mirror 1 to the right one time.
- Turn Mirror 2 to the right one time.
- Turn Mirror 5 to the right one time.
5 ------------------------------------------------------------ 4
| |
| |
Skull ---------------- Chest ------------------- 3 | o
| | |
| | |
2 ---------------------------------------------- 1 *
- Since snakes are so damaging, here is a vase/pot list along with the list of
snakes to look out for in the south room with the Idol (Gold) treasure. Below
is a diagram and list of the left side and right side of breakable objects:
(* take special note of pot 4 which container multiple snakes)
Idol (Gold)
V4 P3 _______ V5 V6
V2 V3 |_______| P4 V7
P2 V1 |_______| V8 V9
P1 |_______| P5
-------------------------------------------------------------------- SNAKE LIST
Vase (V1) - Inside the east room after the beam is reflected onto the skull.
--> Enemy: Snake
Pot (P2) - Inside the east room after the beam is reflected onto the skull.
--> Enemy: Snake
Pot (P4) - Inside the east room after the beam is reflected onto the skull.
--> Enemy: 3 Snakes
-------------------------------------------------------------------------------
Walk back out into the middle room with mirrors. Now, the mirrors must be
rotated so that the light beam hits the stone mirror on elevator down the north
hallway. Here is the setup the way it stands now. Remember that this is from
the viewpoint of the west side while facing the east platform with stairs.
5 ------------------------------------------------------------ 4
| |
| |
Skull ---------------- Chest ------------------- 3 | o
| | |
| | |
2 ---------------------------------------------- 1 *
- Turn Mirror 1 to the left one time.
5 ------------------------------------------------------------ 4
| |
| |
Skull Chest 3 | o
| |
| |
2 ---------------------------------------------- 1 *
|
|
- Turn Mirror 3 to the left one time.
- Turn Mirror 1 to the right one time.
5 ------------------------------------------------------------ 4
| |
| |
Skull Chest 3 ----------- | -------- o
| | |
| | |
2 ---------------------------------------------- 1 *
Turning Mirror 1 away and then turning it back will make it so that your
character is outside the beam while Mirror 3 shines toward the elevator mirror
once the beam is reflected.
- SUMMARY FOR THIRD PUZZLE ROOM:
.----------------------------------------------------------------.
| 1) Turn Mirror 1 to the right one time. |
| 2) Turn Mirror 2 to the right one time. |
| 3) Turn Mirror 5 to the right one time. (opens treasure rooms) |
| 4) Turn Mirror 1 to the left one time. |
| 5) Turn Mirror 3 to the left one time. |
| 6) Turn Mirror 1 to the right one time. |
'----------------------------------------------------------------'
==================
Underground Garden
==================
- No items. Nothing. Walk ahead for a cutscene.
*******************************************************************************
Pro Mode - Chapter 5-1
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close, single Licker Betas)
_ H&K MP5 machine gun (for quickly shattering frozen Licker Betas)
_ Grenade Launcher w/Nitrogen Rounds (for freezing Licker Beta groups)
_ 5 Proximity Bombs (for setting traps for Licker Betas)
_ 5 Hand Grenades (for tossing at groups of Licker Betas)
_ First Aid Sprays
AI Partner:
_ M93R handgun
_ Jail Breaker shotgun
==================
Underground Garden
==================
- Perform the usual item collecting then open the door on the other side of the
bridge.
======================
Progenitor Virus House
======================
The majority of this chapter segment merely serves as build-up for the
introduction of the Licker Betas, so players can easily zoom through the
beginning portion of this area.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On a crate covered with white cloth off to the right before
reaching the door at the end of the first corridor.
[ ] Green Herb - In the far northwest corner of the room with caged animals.
-------------------------------------------------------------------------------
--> FIRST FEW LICKER BETAS
- When the two Lickers attack on the southwest side of the room with caged
animals, blast each of them with a nitrogen round then use a shot from the MP5
to finish them off if the AI partner doesn't do it for your character. Don't
wait for them to group, shoot them individually. Lickers are extremely
aggressive on Pro and can take down a character very quickly.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Under the long counter in the control room that is down the
corridor and through the first door to the right shortly after the first
Licker Beta encounter.
-------------------------------------------------------------------------------
--> GROUPED LICKER BETAS
- Quietly move through the corridor with the glass panels and gently open the
door at the end of the hall. Place a proximity bomb in the middle portion of
the corridor with the locked door at the end. Kick down the door then run
ahead and place another proximity bomb in the middle of the corner up ahead
(near the right side of the corner, since they'll move around the right edge).
Move on down the corridor then press the button for the elevator.
Arm a hand grenade and stand back then watch from the end of the corridor.
When the explosion from the proximity bomb kills off a few, wait for them to
bunch up then toss a hand grenade. A direct hit will still kill off a group of
Licker Betas. Once the hand grenades are gone, shoot a nitrogen round at the
remainder then shatter them with the MP5 machine gun. Remember that the
characters can instantly use the elevator to leave the area once it opens.
There is no need to stay and fight.
=====================
Experimental Facility
=====================
Now, where the hell did all my ammo on the ammo rack go? Curse you, Takeuchi!
--> U-8 BOSS
Main Character:
_ PSG-1 rifle (for hitting U-8 in his leg weak spots)
_ VZ61 machine gun (for quickly defeating the insects U-8 releases)
_ 5 Hand Grenades (for the highly damaging "Toss in" command on U-8 when he is
stunned)
_ First Aid Sprays
AI Partner:
_ Any rifle except for S75 (for precise shots on leg weak spots)
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Along the center portion of the northwest side of the
platform.
[ ] Green Herb - Along the center portion of the east side of the platform.
-------------------------------------------------------------------------------
WARNING: Be sure to press the button command to dodge U-8's pincher attack
toward the end of the cutscene that introduces him.
** ANTI-ROCKET LAUNCHER METHOD:
When the battle begins, be sure to move away from the area directly in front of
U-8. Staying away from his center portion is the main key to avoiding the
majority of his attacks.
ALWAYS run toward the opposite side that U-8 is moving to. If he is moving
toward the right side then run to the left. Dash right in front of him while
he moves along the platform while heading the opposite direction and he is
usually not going to take a swing at the characters since he will be too busy
moving in the current direction.
When he stops on the platform, stand at a distance and equip the PSG-1 then
blast at the center red portion of either of his side legs that hang along the
wall. When he falls onto the platform, rush over to his mouth and use the
"Toss in" command to toss a hand grenade into his mouth. Remember that your
character has to have a hand grenade in the current inventory to do this.
Keep up the same pattern of running, blasting with the PSG-1 and tossing
grenades into his mouth and he will fall shortly. When he releases insects
into the area, fire the VZ61 at the insects whenever they group around your
characters. The insects still drop plenty of ammo like in other modes. Their
hits take about as much off as a Majini attack in normal mode, so their attacks
will not put a character in instant dying status.
NOTE: If you're not good with precise aiming with a rifle, then try equipping
the AK-74 during the battle and blasting his leg weak spots with its damaging
rapid fire. It can be just as deadly.
** ROCKET LAUNCHER METHOD:
Make U-8 fall and expose his mouth by shooting at the middle red portion of one
of his legs with any weapon then fire two rockets directly at his open mouth to
kill him.
*******************************************************************************
Pro Mode - Chapter 5-2
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close Base Majini)
_ H&K MP5 machine gun (for quick fire on Base Majini)
_ PSG-1 rifle (for distant Base Majini)
_ Grenade Launcher w/flash rounds (for blinding Base Majini and stunning the
Reaper)
_ Nitrogen rounds for the grenade launcher (for freezing Licker Betas)
_ S&W M500 magnum (for the Reaper's chest weak point)
_ First Aid Sprays
AI Partner:
_ Any rifle
_ Jail Breaker shotgun
NOTE: No matter which rifle is chosen, the AI partner can help out quite a bit
with a rifle in this chapter. The Base Majini with machine guns will mainly be
aiming for the player, so the AI can get in some hits while the player
unknowingly draws their attention at times. The S75 really isn't a bad choice
because its shell ejection will keep the AI from spamming shots and the rifle
is the most powerful of the rifles when fully upgraded.
=====================
Experimental Facility
=====================
Simply exit the area by opening the door down the catwalk to the north.
=============
Power Station
=============
Base Majini machine gun fire takes down a character's health at an EXTREMELY
quick rate, which will result in dying status with a few bullets, so you need
to ALWAYS take cover when possible and move out to shoot them only when they
stop firing. Flash rounds from the grenade launcher work extremely well in
blinding them for a few seconds so your character can get a precise shot. A
rifle and a grenade launcher equipped with flash rounds is a really good weapon
combination to have for the next few chapters where Base Majini with machine
guns are present.
--> FIRST BASE MAJINI ROOM
- For the first few Base Majini, shoot a flash round toward the wall to the
side of the doorway up ahead then quickly get a headshot on one of them and
then take cover and defeat the rest. Take cover to the side of the door ahead
after the first wave is defeated then quickly shoot the Majini with the stun
rod as he exits through the back door and approaches the doorway in the center
of the area. Take cover then carefully shoot the other Base Majini in between
his machine gun fire.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On a covered crate through the doorway in the room with the
first group of Base Majini.
-------------------------------------------------------------------------------
--> SECOND BASE MAJINI ROOM
- If needed, use a flash round in the next area to stun the close Base Majini
then get a headshot on him with the rifle. The other Base Majini in the back
isn't as aggressive as the one in front, so carefully get a headshot on him
before moving further into the room. One more Base Majini with a machine gun
is behind a crate on the left side up ahead.
- As the Base Majini wave moves out of the back left doorway, quickly run back
to the entrance of the room then get behind the metal wall. Stand right beside
the corner across from the door so that the metal wall is to the left of the
characters then simply aim the Hydra shotgun and shoot any Base Majini that
move around the corner. They will ALL move around the corner eventually, even
the Base Majini with the machine guns.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Lying next to some tall crates in the corridor behind the
doorway in the back left portion of the room with the second Base Majini
group.
-------------------------------------------------------------------------------
- When collecting the red herb, look out for the Majini with the stun rod that
will hop down the broken set of stairs in the corridor.
--> THIRD BASE MAJINI ROOM
- Lure the Base Majini with the stun rod into the beginning corridor then shoot
him in the leg with a handgun or machine gun and run behind him then perform an
instant kill melee to keep him from becoming a Cephalo.
- Take cover near the doorway then wait for a break in the Base Majini's
gunfire then quickly go for a headshot. The Base Majini on the top level will
usually reload often, so simply shoot them in the head while they reload.
- The Majini near the metal crates at the top are so aggressive on Pro mode
that they will start to fire before your characters can even move up the
stairs. Move up either staircase very slowly then aim at a Base Majini on each
side near the crate and shoot them with the rifle. You'll have to move up both
stairs to do this. Don't move to the top!
- Move up either set of stairs then arm the machine gun and move behind (don't
use the cover command) one of the side walls at the top to avoid any machine
gun fire from the Base Majini with machine guns in the very back of the room.
Look toward the opposite side (left or right, not directly ahead) and fire at
the red explosive canister as the Majini with stun rods race around the walkway
on the other side. Run over to the opposite side wall then look toward the
opposite side and shoot the red canister as the Majini with stun rods try to
move out from that side as well. Wait for a break in gunfire from the Base
Majini on the west side of the room then run toward the set of crates and take
cover then shoot the explosive canisters behind them to finish all of them off
with a few shots.
=============================
Experimental Facility Passage
=============================
--> LICKER ROOM
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Directly across from the starting door in the area with the
Licker Betas.
-------------------------------------------------------------------------------
- A player can run by all the Licker Betas in the corridors up ahead but this
can be just as hard as fighting them. If you run by them run to the side of
each Licker when approaching one to avoid its attack. A Licker Beta will
almost always be preparing some sort of attack while a character steps by it.
- To kill the Licker Betas, move down the corridor and shoot each of them with
a nitrogen round then fire at them with the MP5 while they are frozen if they
don't break into pieces before then. Some of them will group up to where a
nitrogen round will freeze the entire group. Don't ever try to lure them
together since their attacks are too fast to allow them to linger in front of
your characters for too long. If they are in a group then take advantage of
that and aim in between them to freeze multiple Licker Betas. Very distant
Licker Betas can be easily shot and killed with the rifle; make sure that the
tongue impale will not hit your character though.
======================
Missile Area 1st Floor
======================
Look off the walkway and keep in mind the high walkway with the red canister in
the south.
--> CONVEYOR BELT AREA 1
- Before falling off the dropoff in the west, look to the east near the dropoff
and get a headshot on the Majini in the very back of the floor below. When the
characters drop, immediately get behind the closest wall below then blast the
Majini with the stun rod on the current side.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On a metal crate to the right after falling off the dropoff.
-------------------------------------------------------------------------------
- Look up on the high walkway to the west and shoot the red explosive canister
next to the Majini that tosses flash grenades.
- Hide behind the walls and take shots with the rifle whenever there is a break
in gunfire. If the Majini become too aggressive with their machine gun fire,
take out the grenade launcher with flash rounds and fire a flash round toward
the other side to stun them then shoot them with the rifle. Two can play at
this stunning game.
- Look to the east after moving ahead and find the Majini with grenades
strapped to his chest on the high walkway on the other side then shoot his
grenade strap with the rifle before he tosses pipe bombs toward your current
side.
- Move over toward the stack of tall crates along the east portion of the
opposite side then look up on the stairway to the north and shoot the Majini
that tosses pipe bombs from the front of the exit door up above to keep from
having to face off with him later.
--> CONVEYOR BELT AREA 2
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - After kicking down the door, step through the doorway and this
will be on a crate around the left corner.
-------------------------------------------------------------------------------
The most effective way to get through the second conveyor belt area with ease
is to arm a rifle and shoot the Majini up ahead the moment that they step into
view. Move SLOWLY along the conveyor belt and this part will be easy.
MAJOR TIP: Stand in the middle of the conveyor belt so that the characters are
standing on the metal ends of the two conveyor belts. This way, the characters
will not constantly move backwards while attempting to make precise shots.
This can make a BIG difference in the difficulty of this portion.
- Before getting off the walkway, arm the rifle and shoot the Majini on the
first overhead walkway and the Majini on the second overhead walkway in the
back.
- Before moving too far down the conveyor belt, look toward the furthest
walkway on the opposite end and shoot the explosive canister next to the Majini
with pipe bombs to kill him off quick. Move toward the middle portion, then,
when you see the slightest movement of enemies up ahead (Majini with metal
shields), aim toward them and shoot the explosive canisters along the sides of
them to kill off the Majini with metal shields.
- Look on the high walkway in the back before too long while moving ahead and
shoot the next Majini with pipe bombs then prepare to shoot the explosive
canisters on the conveyor belt ahead to defeat two more Majini with metal
shields that step onto the conveyor belt.
- Toward the end, watch as the two Majini with pipe bombs race out onto the
high walkway at the other end. QUICKLY shoot both of them with the rifle twice
to kill each of them off. Try to shoot them before they can toss a pipe bomb.
More Majini with metal shields will arrive shortly after the Majini with pipe
bombs, so prepare to shoot an explosive canister near them.
- The two final Majini with pipe bombs on the high walkway are the only real
hard part about this conveyor belt portion since their pipe bombs can travel
very far along the conveyor belt. When the battle music stops that doesn't
mean that everything is over with yet. Two more Majini with metal shields will
move up the stairs of the platform near the lever at the end, so stay on the
conveyor belt and allow them to step on then shoot an explosive canister near
them. Up close Hydra shots will stop them from attacking if you happen to get
off early, but you better keep shooting and find an opening somewhere.
--> AREA NEAR REAPER EGGS
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On the long table with crates behind the area with the two
levers that the characters pull to activate the power to the lever back at
the conveyor belt with the test subjects on it.
-------------------------------------------------------------------------------
- Arm the grenade launcher and shoot the Reaper with two flash rounds when it
falls then shoot its chest weak point with one shot from a fully-powered S&W
M500 magnum. Come on, Come on!
==========================
Uroboros Research Facility
==========================
--> UROBOROS MKONO BOSS
Recommended Weapons
Main Character:
_ Grenade Launcher with flame rounds (for stunning Uroboros and damaging its
tentacle weak points)
_ First Aid Sprays
AI Partner:
_ S75 rifle (this mainly keeps the AI from spamming ammo and it will help out a
bunch in damaging Uroboros as well)
** ANTI-ROCKET LAUNCHER METHOD:
Bring three sets of flame rounds with your main character. On Pro mode, this
battle is all about spamming Uroboros with flame rounds. A character does not
even need to worry about using the flamethrower and going through the usual
method of taking off his arms to limit his attacks if flame rounds are used.
Simply stun him with a flame round then get right up on him while he is stunned
and shoot his tentacle weak points with flame rounds. One flame round will
damage his weak points extremely bad and about three shots can destroy each
one. The only bad part about using flame rounds is that a flame round will not
stun him long, so you're going to have to hit him with a flame round to stun
him, shoot a tentacle weak point about two times with precise aiming, hit him
with a flame round again, shoot him in a tentacle weak point and so on. When
you go to stun him, wait until he is about to attack to make sure that he is
fully recovered before shooting another flame round.
The aiming is sometimes hard to manage with a grenade launcher when trying to
hit a tentacle weak point with a flame round, but it is very much worth the
effort since a flame round will destroy each weak point very quickly. What can
be a difficult boss fight is nothing but a mere pebble in your path when flame
rounds are used on Uroboros Mkono.
Uroboros's physical attacks will all send a character into dying status. If he
sends his arm along the ground toward your character then be sure to use the
button prompt dodge command to avoid it or that attack will instantly kill the
targeted character. It will send that character into dying status and that
character will die before even recovering from the fall.
** ROCKET LAUNCHER METHOD:
Shoot Uroboros with the rocket launcher when he first appears on the screen.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - On the floor to the right of the chair in the west
portion of the room.
[ ] First Aid Spay - Inside a glass case on the middle shelf on the northeast
side of the room. The glass MUST be broken first in order to collect this
item.
[ ] Green Herb - Inside an open glass case on the bottom portion of the
northeast side of the room.
-------------------------------------------------------------------------------
*******************************************************************************
Pro Mode - Chapter 5-3
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close Base Majini)
_ H&K MP5 machine gun (for quick fire on Base Majini)
_ PSG-1 rifle (for distant Base Majini)
_ Grenade Launcher w/flash rounds (for blinding Base Majini and stunning
Reapers)
_ Nitrogen rounds for the grenade launcher (for freezing Licker Betas)
_ S&W M500 magnum (for the Reaper's chest weak point)
_ First Aid Sprays
AI Partner:
_ Any rifle
_ Jail Breaker shotgun
_ Proximity Bombs (request from partner later)
==========================
Uroboros Research Facility
==========================
No enemies or threats here, so collect the items in the control room, shoot the
BSAA emblem for kicks and exit out to the Missile Area.
======================
Missile Area 2nd Floor
======================
- Shoot the Majini with machine guns as they first appear while your characters
are on the north side of the catwalk. Your characters won't even need to take
cover if you aim toward them the moment they appear then shoot them. Shoot
them before breaking the tall crates off to the right when first stepping onto
the catwalk to kill them early.
- Try to shoot many of the Majini that race out of the room on the south
catwalk quickly. Get behind the wall and shoot the stun rod Majini as they
appear on the side of the west gap. Don't even let them hop over to your side
before killing them with the rifle.
- For the Reapers, shoot them with two flash rounds to make them expose their
chest weak points then simply aim and shoot the weak point with the S&W M500
magnum to finish them off with one shot if it is fully powered. Even on
Professional mode, the Reapers appearances in this area are based on chance.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On the shelf in the room with the PSG-1 rifle in the metal case.
-------------------------------------------------------------------------------
- Use the rifle to shoot the Big Man Majini and the Majini with pipe bombs on
the lift as it approaches. Make sure that your main character moves across the
lift instead of the AI partner.
- While moving across the lift, immediately take out the rifle and shoot the
Majini with the machine gun that appears on the west walkway. There is no
cover here, so shoot him fast! Instead of aiming for the legs of the Majini
with metal shields on the other side, shoot them both with nitrogen rounds then
finish them off with a melee. They will both turn into Cephalos if they are
finished off normally.
- Hide behind the cover wall on the other side of the lift and shoot the rocket
launcher Majini like normal. This part really isn't that much harder than any
other mode considering a rocket launcher hit has always caused an instant dying
status anyway. Use flash rounds to defeat the rocket launcher Majini that turn
into Cephalos.
- Stand near the lift then look through the windows of the office with the
rifle and shoot the Majini with the rocket launcher inside to keep from having
to shoot him later; aim for his shoulders since he will have metal mask on.
Both Majini with shields in the office will change into Cephalos so shoot a
flash round at them both after killing them. A single nitrogen round can also
be shot at the Majini with metal shields allowing your characters to finish
them off with a melee or gunfire.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Inside the office room, on the left side of the controls while
facing them.
-------------------------------------------------------------------------------
===============
Moving Platform
===============
Be sure to stay moving the entire while the platform rises for this segment.
There is little cover and the character cannot afford to get hit by the machine
gun fire that much at all. When aiming at a Majini with the rifle, go for a
quick shot then move again. Don't stand still for long.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the corner directly ahead while starting in the corridor
that leads to the moving platform.
-------------------------------------------------------------------------------
- Right after pulling the lever to start the platform's ascent, rush behind the
center portion of the platform to take cover from the gunfire of the Majini
that rush out from the west catwalk that the characters just got off of.
- Quickly shoot the Majini on the east walkway when he rushes out to grab the
lever. The lift is constantly rotating but the characters can still get hit
with machine gun fire rather easily, so shoot him quickly then step behind the
middle portion of the platform or run to the side.
- A Majini on a north platform will begin to fire down at the characters
shortly, so move behind the south end of the platform to avoid his gunfire.
- When the lift stops for the second time, quickly run to the southwest side
and shoot the Majini that holds the lever.
- Stand on the north side of the center portion of the platform as it ascends
to the very top so that your characters are on the opposite side of the stairs
as the platform moves up to them. Allow the Majini with machine guns to move
along the stairs then take out the rifle and step out to the side then blast
them one by one. Shoot them all quickly since the middle portion of the
platform does not provide full cover and they are slightly more persistent in
trying to shoot your characters this time.
If this part gives you problems then try finding the stairway up above as the
lift rises and you'll see the Majini through the catwalk as they rush toward
the stairs. They are all grouped. Fire a nitrogen round at them to hit the
whole crowd. It's possible to freeze them then shoot them with an explosive
round very quickly to shatter them. If you don't have an explosive round then
shooting them with a nitrogen round will halt their progress until the lift
rises then your characters can quickly take out the rifle and shoot them while
they are still froze or while they attempt to move down the stairs shortly
after being unthawed.
=====================
Monarch Room Entrance
=====================
Recommended Weapons
Main Character:
_ Grenade Launcher with nitrogen rounds (for freezing Licker Betas)
_ H&K MP5 machine gun (for shattering frozen Licker Betas)
_ Proximity Bombs (for placing along catwalk bridge)
_ 5 Hand Grenades (for big groups of Licker Betas)
_ First Aid Sprays
AI Partner:
_ S75 rifle (this mainly keeps the AI from spamming ammo and it will help out a
bunch in damaging the Lickers as well)
- Shoot the first two Licker Betas along the catwalk with a nitrogen round then
shatter each of their frozen bodies with the MP5 machine gun. Along the way to
the other side of the high walkway, you'll need to shoot another Licker Beta
with a nitrogen round as it climbs up the right side of the walkway.
- Place a proximity bomb directly after shooting the Licker that is on the
walkway near the bridge (back up a bit and place it). Place another proximity
bomb a little ways past the center of the north walkway and place another along
the catwalk bridge with the crate at the end. Place another on the catwalk
bridge right before pushing the crate. Run to the end and begin to push the
crate. Count the proximity bombs as they go off then turn and face the Licker
Beta group behind your character and fire a nitrogen round at them then finish
off the frozen Lickers with the MP5. A player could also toss a few hand
grenades at them from time to time instead of using up the nitrogen rounds.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the rooftop of the building. This is to the right when
dropping from the catwalk bridge after pushing the crate.
[ ] First Aid Spray - Inside the middle locker after dropping into the
building.
-------------------------------------------------------------------------------
--> JILL AND WESKER BOSS
Recommended Weapons
Main Character:
_ Grenade Launcher with flash rounds (for stopping Wesker's attacks)
_ Flash Grenades (for possibly stopping Jill's attacks)
_ S&W M500 or S&W M29 magnum (for shooting Wesker)
_ First Aid Sprays
AI Partner:
_ Nothing
This battle requires a lot of strategizing and thought while being played on
Pro mode. Jill is the main problem with this portion of the battle. Her
machine guns will instantly kill a character most of the time if she aims and
fires at the character. Don't equip the AI partner with any sort of weapon or
else that character will be more inclined to go after Jill during this battle.
You do NOT want that to happen.
This battle also requires luck to some degree because Jill can sometimes
interrupt your plans. Be ready to pause the game hit and select restart if the
AI partner or your character is ever knocked into dying status.
Once again, this description is ALL based on single player. The fight would be
much easier with a human partner, but single player is the core concept of this
Pro mode walkthrough. If you want to get through the battle easily then scroll
on down to the rocket launcher method.
- Getting past the door
Have a grenade launcher with flash rounds equipped as you current weapon or
equip it very quickly at the beginning of this battle; it's really good to have
the grenade launcher with flash rounds equipped after the cutscene where Wesker
kicks your character through the door. Naturally, you'll want to run toward
the door to the right and examine it so that the cutscene where Wesker will
kick your main character through the door will play to end the middle room
battle, but on Pro mode, Jill can end your little cutscene exploit while you
attempt it.
Right when the battle begins, run toward Jill's left side then circle to her
backside and allow her to turn. When she turns (or begins to turn), run toward
the door. You're basically running around her clockwise. This will make it to
where she will not fire her machine gun while your character heads toward the
door.
The door cannot be examined while Wesker talks, so you'll always have those few
seconds open to attack. There is no way to cancel his words. He will even
talk while dodging an attack. Check the door when you can to cancel the battle
in the middle room. Try to make sure that your AI partner is not directly
behind your main character.
- On the other side of the door
Wesker will be in the doorway and your main character will be in the corner on
the other side of the door as the battle resumes. If you're AI partner was not
directly behind your main character when the cutscene was triggered then you AI
partner should be far enough away from Wesker to avoid his attack if he attacks
the partner. If your AI partner was right behind your character when the
cutscen was triggered then that character will be right next to the open door
while standing near Wesker. Wesker will perform one of the following actions
while standing next to the partner:
a) Walk away from the partner and head toward your main character
b) Fire his handgun at your main character
c) Dash toward your character
d) Jump and kick your AI partner immediately
Wesker's attacks are nearly immediate after the cutscene, so, if your partner
was right next to him when the last cutscene ended then you'll have to have a
grenade launcher with flash rounds equipped DIRECTLY AFTER THE CUTSCENE and
fire a flash round as soon as the battle resumes. Your character will aim at
the wall and fire. A flash round is fast enough to keep him from hitting the
AI partner. If this technique is not used, then Wesker might hit your AI
partner and send that character into dying status. Wesker will block the door
and your character won't be able to reach the AI partner if Wesker kicks the
partner.
Using the fast equip to equip the grenade launcher as the battle resumes will
make the flash round shot too slow to interrupt Wesker and a flash grenade
takes too long as well. Once the flash round is shot, Wesker will instantly
stop whatever he is doing then immediately dash toward your character, so
quickly run up the stairs and the AI partner will your main character. If the
AI partner was far enough way and a flash round was not fired then that
character will follow the main character up the stairs then also. The battle
will go on as normal now
** ANTI-ROCKET LAUNCHER METHOD
- Stay out of Jill's way
The absolute most important part of the rest of this battle is to stay away
from Jill. If she is even on the screen and your character is not taking cover
then you run a high risk of getting hit with her machine guns. In single
player, restraining her yourself will do nothing since the AI partner will not
join in and throw her.
One thing you DO NOT want the AI partner to do is to go after Jill. Having the
AI partner run about its usual course of trying to restrain and knock out Jill
is extremely risky and basically a death sentence for that character since Jill
will almost always eventually fire her machine guns at that character. Make
sure that the partner is right behind your character or on the other side away
from Jill!
- Hitting Wesker the first time
NOTE: Remember that if your character misses any of the shots below then, if
you're quick enough, your character can wait until Wesker moves right toward
the character (directly in front of him an starting up the animation for an
attack) then quickly shoot Wesker right as he performs an attack (his kick) and
stun him with that shot. Shoot him again to set him up for a melee combo.
Run up the stairs and stop at the top of the second staircase. Take out the
magnum and aim down toward the corner.
________
| |
|___||___|
|___||___|
|___||___|
|___|
| <-- stand here
| |
Wait for Wesker to move by the corner and blast him twice. He should have lost
sight of your character and should be open to attack. After firing at Wesker,
run up to him and perform a melee combo.
CHRIS MELEE COMBO
Commands = Left Hook - Right Hook - Body Blow - Heavy Blow - Finishing Combo
.-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Left Hook" command starts the combination and the rest of the commands
are timed presses.
SHEVA MELEE COMBO
Commands = Reverse - High Kick - Front - Knee - Double Heel
Kick Kick Strike Hop
.-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Reverse Kick" command starts the combination and the rest of the
commands are timed presses.
Directly after the melee combo, turn and run down the hall to the north. Run
behind the first turn to the left then stand near the wall and wait for Wesker
to move around the corner.
| |
| |________
| |
|________<-- stand here
| |
| |
| |
| |
Shoot Wesker as he rounds the corner then run up and perform a melee attack to
him. He might stay in the hall for a bit while attempting to find your
character. DO NOT enter the east hall again though because Jill should be in
that hall right about now. The melee combo that your character performs to
Wesker will keep that character invincible from Jill's machine gun fire. If
Jill tries to round the corner then keep aiming and she will back flip every
time since your character will be aiming at her.
Wesker might fall and retreat right here, but if he does not run off then run
further down the hall to the west. You're going to have run toward the next
turn to the left outside of the northwest room and wait for Wesker there.
_____________________________
| |
___________ |________
| | stand | |
| _______<-- here |__________ |
| | | |_______
| | |
| | |___________
This is really one of your final chances to take down Wesker because Jill will
have more open area to move around and the AI partner will choose to go after
Jill shortly after the AI partner enters the northwest room. Wesker will move
by the corner marked above rather quickly since he will not have a corner to
turn, so don't aim the magnum directly toward the corner area. Aim it a little
to the left since Wesker will move rather fast. He should fall within the
first shot from either the M500 or M29 magnum if your character has already
shot him four times and performed a melee twice on him.
** ROCKET LAUNCHER METHOD
In order to use the rocket launcher on Wesker, you'll have to perform all the
steps listed above in relation to getting through the door. After you're
through the door, run north along the east hall until your characters reaches
the first turn to the left. Move down that hall then equip the rocket launcher
and stand then aim at the corner that Wesker will move around while following
your character.
Wesker will lose sight of your character halfway down the east hall, so blast
him with the rocket launcher when he moves around the corner then shoot the
rocket with a gun while he holds it. Once again, you'll have to shoot the
rocket with a weapon just like in the chapter 6-3 boss fight with Wesker. It's
possible to shoot him from the top of the staircase as labeled in the Anti-
rocket launcher method, but that shot can be risky, since he sometimes doesn't
lose sight of your character while moving up the stairs.
--------------------------------------------------------------------- ITEM LIST
- MIDDLE ROOM
[ ] Green Herb - To the right of the west staircase.
[ ] Green Herb - To the left of the west staircase.
- SECOND FLOOR
[ ] Red Herb - West side of hall, near middle, in a corner.
[ ] Red Herb - On west balcony, southwest end.
-------------------------------------------------------------------------------
--> JILL BOSS
Recommended Weapons
Main Character:
_ Grenade Launcher with flash rounds (for a quick stun on Jill)
_ Flash Grenades (for a quick stun on Jill [flash rounds are more instant])
_ Any handgun (for shooting the device on Jill's chest)
_ First Aid Sprays
AI Partner:
_ Any handgun (for shooting the device on Jill's chest)
** ANTI-ROCKET LAUNCHER METHOD:
So long as your main character brings along a grenade launcher with flash
rounds or some flash grenades (flash rounds are better), the battle with Jill
alone is a piece of cake. The Entreat command with Chris is basically useless
at this point.
At the beginning of the battle, immediately move down either set of stairs.
Wait for Jill to flip to the middle of the room then aim down toward the floor
in front of her then fire a flash round. The flash round will stun her and
allow the AI partner to grab her from behind.
Approach the restrained Jill and fire at her chest device with a handgun. Any
single fire handgun will do. All weapons take the same amount of damage from
the device. Either perform 7 shots with handgun or 7 shots with magnum then
tear off her device from a ground tear action command. Which will you choose?
Right after shooting the device each time, approach Jill from the front to get
the "Throw" command while in front of her. Toss her to the ground. She won't
allow a player to do it the first few times, but every other time except for
the first few times that she is tossed the floor, a player can get a "Tear Off"
command while standing over her, so a player can activate that command while
standing next to her grounded body after a few knockdowns to the floor.
After performing a ground "Tear Off" command, keep in mind that Jill will
escape the hold and counter with a punch to which your character will have to
dodge with a button prompt command. The command will cycle randomly between
the action and run button so be prepared to press either. Because of the
random button command cycling, you might want to skip the "Tear Off" command
altogether and just go for gun shots while she is retrained instead. It's not
like your chances for device shots are that limited anyway since she can be
easily restunned with flash rounds.
The battle is really simple if flash rounds or flash grenades are used. Simply
shoot or toss a flash explosive near her then allow the AI partner to grab her.
If the AI partner does not restrain her, then try to get behind Jill yourself
and restrain her so that the AI partner will shoot Jill's device. Restun her
with a flash round after she gets up from being stunned then repeat the process
of retraining her then shooting her device. While standing in front of Jill as
she gets up, you can sometimes make it to where Jill stands up with the AI
partner behind her and the AI partner will automatically restrain her, saving
you the trouble of using a flash round!
Always shoot the device when you're able to since that will take more damage
from it. The only time a player will want to perform a "Tear Off" command is
when Jill is grounded after a throw since her device can't be hit with gunfire
at that time.
If Jill ever manages to run to the second floor, simply step under the floor
and wait for her to move back down. Cancel all of her machine gun attacks with
a flash round or flash grenade. Without the use of flash explosives, the AI
partner will continue to follow Jill and Jill will eventually hit the AI
partner. This battle is extremely hard while only using the Entreat command
and attempting to grab Jill randomly.
** ROCKET LAUNCHER METHOD:
The rocket launcher seems to take off just as much damage as any other weapon
when shot at the device. You'll need to use the anti-rocket launcher method
this time or bring about 7 rocket launchers with your character. Perhaps I
would recommend the infinite rocket launcher in this case. Go ahead, you may
use it. Now hold Jill carefully Sheva and let Chris blast that mean ole'
device with a rocket. Those target practice sessions with Forrest Speyer will
finally pay off!
*******************************************************************************
Pro Mode - Chapter 6-1
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close Base Majini)
_ H&K MP5 machine gun (for quick fire on Base Majini)
_ PSG-1 rifle (for distant Base Majini)
_ Grenade Launcher w/flash rounds (for blinding Base Majini and killing plagas
Adjules)
_ S&W M500 magnum (for Gatling Gun Majini [Hydra can suffice])
_ First Aid Sprays
AI Partner:
_ Any rifle
_ Jail Breaker shotgun
_ Proximity Bombs (request from partner later)
=========
Ship Deck
=========
- Take out the PSG-1 rifle then look up on the tower to the northeast and shoot
the Majini armed with pipe bombs on the second platform from the top. One of
the stun rod Majini can be seen on the top platform as well, so shoot him too.
Stand at the south end of the walkway below the ladder that the characters drop
from and use the rifle to shoot the Majini with stun rods before they get close
to your characters.
- Climb the ladders to reach the very top of the tower then take out the PSG-1
rifle and look on top of the crane tower to the southwest then shoot the Majini
across from the lever to cancel the cage drop later in the level, which will
make this level so much easier!
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Use the ladder behind the tower to climb up to the north
walkway on the ship then collect this from near the side railing to the
left.
-------------------------------------------------------------------------------
- Move up the staircase on the north side with your character's back turned
(walk backwards up the stairs) then quickly blast the Adjules with the Hydra
shotgun whenever they jump out of the metal container. Return to the bottom of
the stairs then turn and shoot the other Majini that move down the stairs. Be
sure to use the Hydra shotgun to shoot the Majini that move down the stairs
since they will be rather close. One of them will change into a Cephalo, so
take out the grenade launcher with flash rounds and shoot it.
- Don't move down the second set of stairs but instead take out the rifle and
look to the left below the stairs to spot the Big Man Majini lying in wait.
Shoot him from the top of the stairs and kill him before moving down the
stairs.
- One of the Adjules up ahead will arrive with his plagas exposed so shoot a
flash round toward both of them then take out the Hydra shotgun and finish off
the other Adjule and the Majini. When the single Majini appears further ahead,
shoot him in the leg with a handgun or machine gun then rush behind and perform
an instant kill melee attack to keep him from changing into a Duvalia. A
character could simply shoot a flash round toward him if he changes.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Lying in a space below a crate shortly after turning to the left
after the Big Man Majini encounter.
[ ] First Aid Spray - Lying near two breakable tall crates in the area where
the cage trap would normally drop.
[ ] Green Herb - Lying near some sandbags off to the left after climbing the
ladder near the first aid spray pickup.
-------------------------------------------------------------------------------
- Use the Hydra shotgun to easily deal with the two Big Man Majini near the
lifts. Be sure to rush toward the area where your AI partner gets off of the
lift. It doesn't really matter which route your character takes, but quickly
meet up with the AI partner in case the Adjules hit that character.
- If you want to grab the gold in the safe to the north, have the grenade
launcher with flash rounds ready before pressing the button to the lift in the
north then shoot the plagas Adjule from the other side after the lift moves up
to easily defeat him.
=========
Ship Hold
=========
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the first room, this is on a shelf to the left before
moving down the stairs.
[ ] Green Herb - On a shelf on the west side of the room where the characters
meet Excella. This is off to the left near the exit door.
-------------------------------------------------------------------------------
--> ROOM WITH MAJINI LOOKOUTS
Be sure to request all weapons from the AI partner before entering this room.
Stand on the walkway and shoot the following Majini lookouts in the order
displayed below so your characters can avoid all the Majini that would normally
attack in the room below:
a) The Majini on the walkway directly across from the door.
b) The Majini on the high walkway across from the walkway (look up and to the
south).
c) The Majini behind the crates below (left).
d) The Majini behind the crates below (right).
e) The Majini around the side of the walkway to the east. He's behind the
cover wall. MAKE SURE to take cover behind the wall near him and then pop
out and shoot him in the head. Otherwise, he might notice your characters
if a character simply steps out from behind the wall.
f) The Majini that climbs up the ladder from below while the characters are on
the east walkway.
Shoot all of the above Majini and the alarm will not go off and your characters
can easily make it through the room below.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Next to a crate on the first floor on the south side. It's
near some oil canisters.
-------------------------------------------------------------------------------
- Arm the Hydra shotgun and shoot all the Majini with machine guns in the
tunnel that leads to the other side of the ship hold. Shoot them quickly when
they first notice your characters to avoid having them fire their machine guns
if they carry one. Perform an instant kill melee on the Majini that drops from
the ladder at the end of the tunnel to keep him from becoming a Duvalia or
simply kill him normally and shoot a flash round.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - In between the crates off to the right after climbing the ladder
that leads out of the tunnel.
[ ] Green Herb - On the second floor walkway to the north in the area where the
characters battle the Gatling Gun Majini.
[ ] Green Herb - On the bottom floor in the area where the characters fight the
Gatling Gun Majini. This is on a crate along the north side of the room.
-------------------------------------------------------------------------------
--> GATLING GUN MAJINI BOSS
** ANTI ROCKET LAUNCHER METHOD:
Hide behind a cover point on the center set of crates and wait for the Gatling
Gun Majini to move down the stairs. If he shoots toward the AI partner, rush
at him with your character. Hit him with a Hydra shotgun blast from up close
then run up and melee him as he slides back. Shoot him again with the Hydra
from close range then run up a melee. Keep pushing him back with constant
shotgun blasts and melees and he will fall very quickly.
The characters can also drop back into the tunnel and plant proximity bombs
along the tunnel then shoot him with the magnum whenever he is stunned from an
explosion. With how narrow the tunnel is, he has to walk over each proximity
bomb, so simply lay them out and hide behind a wall then jump out and fire the
magnum at him while he is stunned.
** ROCKET LAUNCHER METHOD:
Point the rocket launcher at him when the battle begins and fire. Yawn.
--> ROCKET LAUNCHER MAJINI AREA
This area is not any different than playing it on any other mode since the
rocket hits are always instant dying status anyway. Hide behind the crates and
shoot the Majini with rocket launchers when there is a break in their rocket
launcher fire. Two of them are on the walkway across from the characters (left
and right sides) and one of them is on the floor in between the two walkways.
Try to shoot one of the rocket launcher Majini on the walkway from the
beginning in order to stagger him and this will keep two rockets from
destroying the first two crates. Kill the wounded rocket launcher Majini off
after taking cover from the first rocket. Shoot the one below with a headshot
and then finally shoot the other one on the walkway.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On a covered crate off to the right at the starting of the
room with the rocket launcher Majini.
-------------------------------------------------------------------------------
*******************************************************************************
Pro Mode - Chapter 6-2
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close Base Majini)
_ H&K MP5 machine gun (for quick fire on Base Majini)
_ First Aid Sprays
AI Partner:
_ Any rifle
_ Jail Breaker shotgun
=========
Main Deck
=========
The button taps during the cutscene are the only threats to survival here.
======
Bridge
======
Be sure to watch for all the overhead tentacles along the way:
- Before reaching the first green herb
- While approaching the dead Majini body in the hall outside the room with the
Chalice (Gold) treasure
- Right before reaching the stairs outside the room with the dead Majini body
inside
They all still require an action button press in order to dodge them, even on
Pro mode. They won't send a character into dying status with the first hit but
they take quite a bit of damage.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the corner of the first hall before turning left to enter
the room down the hall. A tentacle will try to grab the characters before
reaching this.
[ ] Green Herb - On a table in the room with the second Chalice (Gold)
treasure. This is in the room to the left after moving up the stairs.
-------------------------------------------------------------------------------
- Once the characters move up the stairs, arm a machine gun then aim down and
shoot the first Majini that lies in the hall ahead to make him get up. Kill
him off then shoot at the Majini to the right down the hall to the left and he
will get up along with a few others. Blast them all with your weapon of choice
then get ready to kill off a fully armored Majini.
Use a flash round to stun him if he dashes or blast the armored Majini with
Hydra shotgun to push him back. He will change into a Duvalia if he isn't
killed with an instant kill melee from behind. You'll have to aim down at his
feet in order to get a leg stun on him. Shoot a flash round at the Duvalia if
the Majini changes into one.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Behind the top floor control panel in the control room where the
Uroboros can viewed through the window. Move up either set of stairs to
reach it.
-------------------------------------------------------------------------------
--> UROBOROS AHERI BOSS
Recommended Weapons
Main Character:
_ Grenade Launcher with flame rounds (for killing Uroboros blobs and damaging
the core of the Uroboros)
_ Flame Rounds (load your inventory with tons of flame round ammo)
AI Partner:
_ S75 rifle (for shooting the tentacles to weaken them)
_ First Aid Sprays
** ANTI ROCKET LAUNCHER METHOD:
- Making the most of the inventory
Have the AI partner's inventory filled with nothing but the S75 rifle, rifle
ammo and have all the rest as healing items. Your character should have the
grenade launcher and tons of flame rounds. The AI partner should do the
healing this time since you're main character is going to be very busy!
Throughout this battle, pick a back corner on the bottom floor and DO NOT move
from that corner. You want both characters to stay together. The AI partner
will heal your character very well since the AI character will stay in the
corner with your character providing an almost instant Resuscitation or heal
when needed.
Flame Rounds are absolutely essential to have in this battle because of the
Uroboros blobs. The Uroboros blobs and the command dodging are some of the
hardest factors to overcome in this battle on Pro mode but if you have the
right equipment setup a shown above then the battle isn't that bad at all, but
you still have to be very careful.
With the S75 rifle, the AI partner will help out greatly for this battle since
that character will be firing with a very damaging weapon if fully powered at
that character won't be able to waste too much ammo because of the constant
bullet ejection. Thanks to the S75's high capacity, only one extra slot of
rifle ammo is really needed to help out for this battle. The AI partner has
some real good pinpoint aiming for hitting the tentacles also!
- Revealing the core for the fist time
At the start of the battle, equip the grenade launcher. You can actually point
toward the left side and shoot one of the glowing tentacles rather easily with
a flame round to damage it badly. Run over to the LTD laser portion in the
middle of the area and pick up the LTD with your main character. Run over to a
corner and put your back to it. Find a darkened tentacle among the two
tentacles then aim at it and fire.
Directly after firing, drop the LTD and allow it to recharge then fire flame
rounds at the Uroboros blobs that will land on the platform. One flame round
can finish off a whole group. These enemies will appear after each tentacle is
damaged badly or destroyed. They're attacks will not send a character into
dying status right off, but each attack will take around 25% of a characters
life and the Uroboros substance that covers a character will drain that
characters health down to near dying status.
Pick up the LTD after the majority of the Uroboros blobs have been finished and
the LTD should be nearing full recharge. The AI partner should take care of
any single blobs that are left most of the time. Quickly aim up at the other
tentacle and lock onto it then fire.
Immediately after shooting the final tentacle, while the core of the Uroboros
is preparing to reveal itself, lay down the LTD laser and fire flame rounds at
the surrounding Uroboros blobs. Once the majority of them have been killed
off, aim toward the core of the Uroboros and fire two flame rounds at it to
damage it badly then pick up the LTD and lock onto the core then fire the laser
at it. This will severely damage the Uroboros core. Lay down the LTD once
again and fire flame rounds at the Uroboros blobs that land on the platform.
- Revealing the core for the second time
While firing at the Uroboros blobs, after the core has been damage, the four
tentacles of the Uroboros will rise into the air and prepare to smash the
platform, so quickly fire a flame round up at one of the tentacles to cancel
the attack. This shot will not produce any Uroboros blobs on the platform.
When the four tentacles are on the screen, pick up the LTD laser while the AI
partner shoots the with the S75 rifle then try to find a darkened tentacle and
then lock onto it and fire. Try to always find the tentacle that the AI
partner has been firing at and this will help out a bunch in aiming at it since
it will be slower.
You'll need to go through a pattern of firing the LTD laser, laying it down,
firing flame rounds at the Uroboros blobs, picking up the LTD laser, firing
again until all tentacles are gone. Remember that destroying or highly
damaging a tentacle will always make Uroboros blobs rain down on the platform,
so always be prepared to handle them with flame rounds.
The portion of the battle where all four tentacles are on the screen at the
same time is the most dangerous part of the battle since the tentacles will ram
toward your character and try to smash the character. The Uroboros tentacles
will glow brightly shortly before they ram. You'll get a button prompt dodge
command to dodge the attack shortly before the ram. It is possible to quickly
arm the grenade launcher and shoot a flame round at the glowing tentacle to
cancel it's attack and it is also possible to quickly pick up an item before
the attack so that the attack passes right through your character during the
item pickup invincibility animation.
By standing in a corner, your characters will be so close together that the AI
partner will instantly heal your character out of dying status even with a
healing item, so mistakes can be made here and you'll still be able to
continue.
When the core reveals itself again, sweep the platform of Urboros blobs by
firing flame rounds at them then fire two flame rounds at the core. Pick up
the LTD laser and fire. The second laser shot should finish off the Uroboros.
** ROCKET LAUNCHER METHOD:
The Uroboros must be shot in its core for a one hit kill with the rocket
launcher so use the method described above until the core is revealed then
shoot the core with the rocket launcher to finish off the Uroboros.
*******************************************************************************
Pro Mode - Chapter 6-3
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close Base Majini)
_ H&K MP5 machine gun (for quick fire on Base Majini)
_ PSG-1 rifle (for distant Base Majini and distant Gatling Gun Majini)
_ Grenade Launcher w/flash rounds (for blinding Base Majini and stunning
Reapers)
_ S&W M29 magnum (for the Reaper's chest weak point and distant heavy fire for
Gatling Gun Majini)
_ First Aid Sprays
AI Partner:
_ S75 rifle
_ Jail Breaker shotgun
_ Proximity Bombs (request from partner later; see tip for Gatling Gun Majini)
===========
Bridge Deck
===========
Nothing really special here, so get to the Bridge
======
Bridge
======
Get to the Engine Room and let's stop this impending Biohazard! *snicker*
===========
Engine Room
===========
- Stand at the starting position and begin shooting the Majini around the area
with the rifle. Shoot the Majini near the lever to the right up ahead and the
Majini on the high walkway to the left up ahead. Shoot the two Majini around
the missiles below (right and left side). The Majini down the walkway to the
left will get killed by an explosion as the characters approach him
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - At the end of the walkway to the left as it stretches to the
east. This is in a left corner at the end.
-------------------------------------------------------------------------------
- Look down into the shallow water and shoot the Majini before hopping down
into the water.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Around the side of the metal pillar near the lever that opens
the first bulkhead door.
-------------------------------------------------------------------------------
--> OPENING THE FIRST BULKHEAD DOOR
- Immediately after using the lever to open the first bulkhead door, turn to
the west and move in between the metal pillar and the wall so that the Majini
on the high south walkway cannot hit your characters with pipe bombs. Arm the
Hydra shotgun then immediately start to blast the Majini that move around the
side of the metal pillar (they drop from a high ledge up above). Carefully
move around the side of the pillar then take out the Hydra shotgun and blast
any Majini that move up the stairs toward your characters. The Majini with
stun rods can move pretty quickly, so remain aiming. Watch out for any Majini
that might drop from the overhead ledge near the pillar also. Take out the
rifle to shoot any distant Majini but remain primarily focused on the Majini
that will move up the stairs.
- Rush behind the first north pillar in the middle of the room as the bulkhead
doors begin to open since Majini with machine guns will soon start to fire from
the other bulkhead room to the south. Take out the rifle and shoot them when
there is a break in their gunfire. Shoot them as they try to jump over the gap
and shoot the machine gun Majini in the very back of the next room; the Majini
in the very back have less accurate aim, but don't always count on that. Make
sure to survey the area before and while moving on. Straggler Majini with
machine guns can catch a player off guard so very easily in this area.
- Hop over the gap then look toward the staircase off to the left (in the back
of the area) with your rifle then quickly shoot the Majini with the rocket
launcher as he steps into his usual position. Scan the high walkway to the
south then shoot the second rocket launcher Majini on that walkway.
- Stand behind a cover point and shoot at any Majini that try to move over the
railings in the center of the area. Finish them off before they can get to
your characters. Majini with machine guns will begin to enter the area from
the west walkway, so look on that walkway and shoot them as they try to jump
toward the middle area. Two waves of them will appear. Be very cautious while
moving to the south since there are sometimes straggler machine gun Majini that
can easily finish off your fine run on Pro mode.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In front of the second left pillar in the second bulkhead
room.
[ ] Green Herb - On the north end of the right walkway. Use the ladder to get
up on this walkway.
[ ] Green Herb - In a corner along the south side of the left area with
standing water below the side of the middle walkway.
[ ] Green Herb - At the north end of the right area with standing water below
the side of the middle walkway.
[ ] First Aid Spray - Step onto the high walkway in the south and this will be
on a table inside the left (east) room.
[ ] Red Herb - Step onto the high walkway in the south and this will be on a
metal crate inside the right (west) room.
-------------------------------------------------------------------------------
--> THE REAPERS
- Wait for both Reapers to gather on the middle walkway after pulling the
levers - run around the walkway and dodge their attacks until they step
together. While they are grouped, fire a flash round twice at both of them to
make them expose their chest weak points. Shoot each of them in the their
chest weak point with a shot from the S&W M29 magnum to finish both of them off
with one shot each.
--> THE GATLING GUN MAJINI
- Don't even think about heading for the stationary gatling gun to take on the
Gatling Gun Majini or they will easily kill both characters along the way. Oh,
surely you kid, Berserker, we can just use flash rounds to blind them and then
get to the gatling gun, right? No, the yellow one wears sunglasses and is
immune to flash explosives.
Run all the way back to the far north and stand in the middle of the walkway
against the north wall. Arm the PSG-1 rifle and have the AI arm the S75 rifle;
take the shotgun or any other weapon away from the AI partner if needed.
Right when the Gatling Gun Majini show themselves, start firing at them with
the PSG-1 rifle and the AI partner will fire at them with the S75. Don't take
cover at the moment, just stand out in the open and shoot. Try to shoot them
in the head, but don't constantly go for headshots. You mainly want to spam
them with gunfire. Headshots will instantly stun them and a few shots anywhere
on there body will stun them eventually. Blast any Majini that try to move
toward your characters while doing this. Switch to the S&W M29 magnum when the
Gatling Gun Majini get close and shoot them with it. A few shots from the
magnum will knock them out of their attacks and stun them.
The Gatling Gun Majini in the yellow outfit is the weaker of the two, so
concentrate the most on him to bring him down so you'll only have to deal with
one, but spread fire between both of them to stun them as they move toward your
characters. Eventually, your characters will most likely have to take cover
behind a nearby pillar to avoid gunfire but there should only be one left by
then and he shouldn't have much health left.
TIP: To make the above battle ever easier, place a few proximity bombs along
the path of the red Gatling Gun Majini. Place one right beside the first metal
pillar to the west and one beside the second metal pillar to the west while
moving back toward the north bulkhead door. This will stun him while he walks
toward the characters and help out a lot in damaging him. For precise
placement of the bombs, look at the floor next to the west pillars; the yellow
line signifies the red Gatling Gun Majini's path to the north usually. Make
sure to place them far enough apart to where one explosion doesn't set off the
other proximity bomb.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - At the top of the right (west) high platform in the third
bulkhead room.
[ ] Green Herb - Move down the stairs on the right (west) side of the third
bulkhead room and this will be in the back corner behind the stairs.
-------------------------------------------------------------------------------
TIP: Before exiting the area, equip the grenade launcher with flash rounds to
get a helpful edge on the next boss battle.
--> WESKER BOSS
Recommended Weapons
Main Character:
_ H&K MP5 machine gun (for hitting the rocket that Wesker grabs)
_ S&W M29 magnum (for weakening Wesker once the rocket launcher is out of ammo)
_ Grenade Launcher w/flash rounds (for canceling Wesker's attacks while he
chases the AI partner; this basically draws his attention toward the main
player)
_ First Aid Sprays
AI Partner:
_ Any magnum
** ANTI-ROCKET LAUNCHER METHOD (well sorta'):
Right when this battle begins, Wesker might try to shoot at your characters, so
be ready to dodge his handgun fire. If your main character has the grenade
launcher with flash rounds equipped right from the beginning of the battle,
then quickly point at the floor and fire a flash round to cancel any attacks
that Wesker might perform.
Shut off all the lights in the area like normal; as usual, this will reduce
Wesker's visibility while he attempts to find the characters. If Wesker is
dashing toward your character while that character is near a lever, DO NOT
issue a command to turn off the light since Wesker is likely to hit your
character before or after the lever pull.
Stand near a lever and get the AI partner to shut it off and that character
will shut off the rest of the lights in the area. The AI partner needs to be
kept busy so that the AI character will not try to engage in combat with Wesker
at the moment. If Wesker follows your character then that is excellent since
you can easily dodge his attacks by stepping away from him. If Wesker tries to
go after the AI partner then shoot a flash round at him to make him run toward
your main character. Run to the northwest and break the glass on the case then
take the RPG-7 NVS.
This battle hasn't really changed all that much except for one little tiny
thing. One rocket. Whenever a character takes the RPG-7 NVS from the glass
case along the northwest side of the area, the rocket that comes loaded in the
RPG is the ONLY rocket that can be found in the area. The tall crate to the
northeast and tall crate on the high northeast walkway that usually contained
RPG rounds only have a random item and the glass case on the second floor does
not have any rockets inside.
Make that one rocket count! Shoot him with the rocket when he has lost sight
of your characters then shoot the rocket with a weak weapon and rush in for the
restrain. It will fail, but it's always fun to try in vain for the first time,
right? This first restrain does not have to be activated in order to finally
restrain and inject him the second time.
Once the rocket has been used, the remainder of the battle must be spent
weakening Wesker with a magnum and melee combos. Wait for him to lose sight of
your characters then fire at him twice with any magnum to make him stagger.
Run up and perform a melee combo on him while he staggers.
CHRIS MELEE COMBO
Commands = Left Hook - Right Hook - Body Blow - Heavy Blow - Finishing Combo
.-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Left Hook" command starts the combination and the rest of the commands
are timed presses.
SHEVA MELEE COMBO
Commands = Reverse - High Kick - Front - Knee - Double Heel
Kick Kick Strike Hop
.-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Reverse Kick" command starts the combination and the rest of the
commands are timed presses.
Constantly stun Wesker with two magnum shots then run up and perform a melee
combo to him. Wesker is much more inclined to kick the levers in order to turn
the lights back on Pro mode, so a character can easily fire at him while he
tries. Try not to let him turn them back on or your characters will have to go
through the trouble of turning it back off to darken the area.
The main problem with taking on Wesker with a magnum is that the AI partner
tends to stick around and attempt to take him on solo. This can be bad, but it
can be used to your advantage if your character runs away from Wesker. While
the AI partner is near him, shoot at Wesker to damage him then run up and
perform a melee combo again.
Eventually, he will fall and your character will be able to get a "Restrain"
command from behind him once again. When the restrain command is activated for
the second time, the AI partner will inject Wesker with the suppressant and the
battle will end.
** ROCKET LAUNCHER METHOD:
To save on purchasing two rocket launchers, use the RPG-7 NVS for the first
rocket launcher hit then bring your own rocket launcher into the battle and
fire the rocket while Wesker is unaware of your presence then shoot it when he
grabs it once again. This method assumes that you're not using the rocket
launcher with infinite ammo.
--> MUTATED WESKER BOSS
Recommended Weapons
Main Character:
_ Hydra shotgun (for easily hitting Wesker's back weak point during the final
portion of the battle)
_ PSG-1 rifle (for hitting Wesker while he chases after the AI partner in the
first few portions of the battle)
_ S&W M29 magnum w/plenty of ammo (for hitting Wesker's frontal weak point)
_ First Aid Sprays
AI Partner:
_ Any rifle (for hitting Wesker while he chases your main character)
_ Any magnum (for hitting Wesker's frontal weak point)*
* The AI partner sometimes spams gunfire with this weapon a bit too much, so
giving it to that character is up to the player.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - In between the two tall crates to the right after turning to
toward the plane.
-------------------------------------------------------------------------------
Nothing has really changed for the beginning portions of this battle. Run from
him like normal until the characters are forced to split up. The main obstacle
that either character really needs to focus on is dodging Wesker's Uroboros
projectiles since they will send a character into immediate dying status on Pro
mode. Make sure to hit the dodge button commands as they appear to dodge
these. Remember that during the cutscene when Sheva pulls herself up, a Chris
player will have to continue to dodge the Uroboros projectiles as Wesker fires
them toward Chris.
Each character should shoot Wesker like normal from a distance while he chases
after the partner. Use a rifle and fire at him. Sheva players will need to
focus on hitting his back weak point while he walks toward Chris. Chris
players won't have to worry about hitting any particular area while Wesker
chases after Sheva.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - To the left while moving up the path that leads to the center
rock platform.
[ ] Green Herb - At the very end of the path before Sheva jumps across the
boulder that Chris pushes into the lava. Only Sheva players can obtain
this.
-------------------------------------------------------------------------------
** ANTI-ROCKET LAUNCHER METHOD:
Once both characters meet, constantly try to move behind Wesker. If he grabs
your character, press the assist button to make the AI partner knock him off.
If he grabs the AI partner, free that character yourself with a partner assist
melee command (assist button near the character). Aim at Wesker's back weak
point whenever he performs a right arm attack and blast the back weak point
with the Hydra shotgun to stun him.
Once his weak point is shot, use the "Come on" command to call the AI partner
away from Wesker then allow Wesker to perform his Uroboros spiral attack.
Directly after the attack, one would expect to grab him then simply cut him
with Sheva or continue to maintain their hold with Chris by pressing the run
button, but Pro mode makes the usual way of killing Wesker impossible because
of the damage dealt with each stab. The stabs will kill a Chris player.
In order to take Wesker down, a player must shoot him in his frontal weak point
with a magnum. Use the S&W M29 to aim at the orange weak point in the center
portion of his chest and fire at the weak point to damage him. If Wesker does
not turn toward your characters or if he attacks, simply shoot him anywhere on
his body with the magnum to make him face your character and expose his frontal
weak point. He will eventually hide the weak point again and you'll need to
get behind him and shoot his back weak point with the Hydra shotgun.
Always use the Hydra shotgun or a Jail Breaker shotgun to hit his back weak
point since you really won't have time to aim and its close spread will surely
hit the weak point if the shot is fired at his back while the weak point is
exposed. There are times where the weak point will not be exposed. It is only
exposed when Wesker performs a right arm attack, but it's best to constantly
try to move to the back of Wesker and see if his back weak point is exposed
since getting behind him will usually allow the character to avoid his attacks
in the process.
It is not hard to take down Wesker without the hold and cut commands but it
will take a bit more work than usual. He can be killed when he is stunned for
the second time if your characters spam his frontal weak point with magnum fire
both times.
** ROCKET LAUNCHER METHOD:
Bring a Hydra shotgun with your character and then get behind Wesker and fire
at his back weak point with a shotgun blast. Remember that he will only
showcase the back weak point during a right arm attack. When he exposes his
frontal weak point, aim at it then fire a rocket directly at it. If he tries
to attack or turn to the side, quickly take out a powerful weapon then shoot
him to make him face forward then shoot him with the rocket launcher.
[VS00]
===============================================================================
__ __
\ \ / /___ _ __ ___ _ _ ___
\ \ / // _ \| '__|/ __|| | | |/ __|
\ V /| __/| | \__ \| |_| |\__ \
\_/ \___||_| |___/ \__,_||___/
V E R S U S M O D E G U I D E
===============================================================================
===================
ONLINE DESCRIPTIONS
===================
For no real reason, the following is an online description of each mode based
on the description that is present before starting each game.
-- Slayers
Who's the best soldier of them all? Compete to defeat the most enemies and
pull off the most combos to get the highest score.
-- Survivors
It's a battle royal as you fight to be the last person standing! The more
damage you deal to other players, the higher your score becomes.
-- Team Slayers
Compete in teams of two to defeat the most enemies and pull off the most combos
to get the highest score.
-- Team Survivors
A two-on-two survival match! The team that deals out the most damage to the
other team gets the higher score.
==============================
UNLOCKING ADDITONAL CHARACTERS
==============================
Extra character for Versus modes may be unlocked through the "Bonus Features"
menu - Characters A - G. These extra options will only appear once a player
has bought Versus mode from either the PlayStation Store or Xbox LIVE
marketplace.
===============================================================================
SLAYERS/TEAM SLAYERS
===============================================================================
Slayers is a lot like The Mercenaries challenge mode, except this time, four
players (Slayers) or two teams of players (Team Slayers) compete to see which
player or team can get the most points total from enemy kills.
-----------
Enemy Kills
-----------
All kill amounts still remain the same per enemy as they did in The
Mercenaries.
-- Normal Enemy Points List -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town) = 300 | | Executioner Majini = 5,000 |
| Majini (Wetland) = 400 | | Giant Majini = 5,000 |
| Majini (Base) = 400 | | Reaper = 6,000 |
| Bui Kichwa = 400 | | Chainsaw Majini = 7,000 |
| Kipepeo = 700 | | Gatling Gun Majini = 10,000 |
| Cephalo = 800 | | Executioner Majini (Red) = 15,000 |
| Licker Beta = 900 | '-----------------------------------------'
| Duvalia = 900 |
| Big Man Majini = 1,000 |
| Chicken = 2,000 |
'---------------------------------'
Basically, from the beginning of the battle, search for the chicken and kill
off as many enemies as possible. When a boss enemy is on the screen, quickly
run toward the boss enemy and spam that enemy with gunfire. The player that
delivers the finishing blow on the boss enemy will receive the full point
amount for that boss kill. All kills are added to a kill chain just like in
The Mercenaries.
------------
Player Kills
------------
Players can now shoot and kill other players (Slayers) or players on opposing
teams (Team Slayers) to add to the attacking player's (Slayers) or team's (Team
Slayers) kill chain. Each player kill is worth the following point amount.
-- Player Points List
.---------------------------------.
| CONDITION | POINT AMOUNT |
|=================================|
| Defeat a player = 1,000 |
| Lose a life = -1,000 |
'---------------------------------'
Dying from any type of attack will cause a player to lose 1,000 points from the
player's current score and killing off another player will give the player an
additional 1,000 points.
Killing other players right from the start of the battle is basically useless.
Kill boss enemies and normal enemies instead then save the player killing for
later in the battle once all boss enemies have spawned.
--------------
Chaining Kills
--------------
Just like in The Mercenaries, players can chain kills on enemies but this time
a player kill can be included in the chain. Player kills are worth the same
amount as boss enemies as displayed below.
.--------------------------------------------------------------------.
| CURRENT COMBO | NORMAL ENEMY BONUS | BOSS ENEMY/PLAYER ENEMY BONUS |
|====================================================================|
| 2 | + 20 per kill | + 500 per kill |
| 3 | + 50 per kill | + 1,000 per kill |
| 4 | + 100 per kill | + 1,500 per kill |
| 5 | + 200 per kill | + 2,000 per kill |
| 6 | + 250 per kill | + 2,500 per kill |
| 7 | + 300 per kill | + 3,000 per kill |
| 8 | + 350 per kill | + 3,500 per kill |
| 9 | + 400 per kill | + 4,000 per kill |
| 10-19 | + 500 per kill | + 4,500 per kill |
| 20-29 | + 600 per kill | + 5,000 per kill |
| 30-39 | + 700 per kill | + 5,500 per kill |
| 40-49 | + 850 per kill | + 6,000 per kill |
| 50+ | + 1,000 per kill | + 7,000 per kill |
'--------------------------------------------------------------------'
So, if a player was killed as the 8th enemy then the player that shot and
killed the other player would receive 1,000 points for the usual player kill
and an extra 3,500 bonus points as demonstrated on the chart above. Basically,
players are worth as many points as boss enemies.
----------
Time Bonus
----------
Time Bonuses are still scattered throughout each stage and worth the same
amount of time as they were in The Mercenaries. There is little reason to run
and break all of these from the beginning however since the player that has the
most points once time is up will be the winning player. Only run up and hit
these when an opposing player or team is winning. Why in the world would you
want to extend time when your character is in the lead?
There is also no reason to attempt melee kills for +5 second bonus kills. Your
character will still receive +5 second bonus kills and those seconds will be
added to the clock, but there is no reason to extend the time for a Slayers
match. Sadly, Wesker Midnight's usefulness is truly degraded because of this.
-----------
Combo Bonus
-----------
Combo Bonuses are still in the exact same place that they were in The
Mercenaries. They still add 1,000 points per enemy kill to the collector's
total score. Even a player kill will yield an extra 1,000 points to a player
that kills another. Obviously, seeking out the nearest Majini would be more
beneficial rather than taking on another player though.
Combo Bonuses are a very effective way of raising your score in either Slayers
mode, so always be sure to head for the nearest combo bonus when one is in the
area. Don't wait behind and let some other player score 1,000 points extra for
a few seconds.
------------
Player Death
------------
Thanks to the lack of healing items, especially when four opposing players play
against each other in Slayers, normal enemies will only take away 70% of their
normal attack damage per hit. Let me tell you though, any player that gets hit
with the Executioner Majini's axe swing will still feel the full love that was
delivered with that fatal swing and will still be taken right into dying status
immediately.
As already mentioned, players lose 1,000 points from their total score when a
player is killed. A player's score cannot be reduced below 0. The death can
be a kill from an opposing player or a kill from an enemy in the area. A
player will automatically respawn randomly on the map in a random location.
A player might even respawn near a boss enemy or, better yet, right behind the
player that killed the respawned player. Revenge is a dish best served cold as
Mr. Freeze might say and Wesker S.T.A.R.S. players will have nothing but plenty
of tightly placed Hydra buckshot waiting for that player that killed them in
that instance I might imagine. Needless to say, always be ready for a quick
reaction when respawning.
---------------------------------
Dying Status and Special Finishes
---------------------------------
Players that continue to damage other players will notice that the damaged
player will eventually stagger and go into dying status then limp because of
the damage that was delivered. At that time, a player can either kill off the
other player with another shot from a weapon (so long as it fully kills the
player) or the attacking player can walk up to the player in dying status and
get a special melee finish command that will finish off that player.
In Slayers, the attacking player receives no extra point amount for finishing
off another player with a melee kill, but it does have use in Slayers. Let's
take Chris' Haymaker finish for example. When a player performs Chris'
Haymaker to a player that is in dying status, Chris will gain the same
invincibility from all enemy attacks already associated with that melee and the
player will deliver the same amount of damage as normal to whatever the melee
attack hits.
So, basically, a player could perform a Haymaker on a dying status player then
get another player, a boss enemy and a normal Majini all lined up with that one
powerful punch. Now that, my friends, is a Haymaker! This is more about
chance than anything, but it is fun to try for.
One bad thing about melee finishes is that it gives a player in normal Slayers
time to resuscitate, so a player could suddenly hit a dying status player that
has immediately resuscitated all the way and knock that player back into dying
status instead of killing the player. Players can easily turn their back after
the punch is delivered only to be met with a revenge blast to the back moments
later because the opposing player was not finished off properly. A lesson to
be learned here is to make sure that the player does not get back up once
knocked down!
----------
Difficulty
----------
The overall difficulty of Slayers is based on how well each player is doing. A
lead player will face Professional difficulty enemies while every other player
will face Normal difficulty enemies. This rise in difficulty does not affect
the overall score at all. It simply puts a bit more pressure on the lead
player. Majini grabs will take even more left thumbstick knocking to escape
when the difficulty rises.
===============================================================================
SURVIVORS/TEAM SURVIVORS
===============================================================================
Survivors is a mode where four players or a team of two players face off
against each other to gain points through damaging and killing enemy players.
-------
Weapons
-------
Each player starts with a basic default weapon along with some ammo. These
starting weapons are mainly good for stopping any enemies in a player's path so
that a player can find a more powerful weapon hidden in the current stage.
Extra weapons are hidden randomly throughout each stage. Their placement
follows a setup that will change each time a stage is started. Once obtained,
these high-powered weapons can be used to damage other players and they can be
swapped over to a partner in Team Slayers.
The extra weapons that can be found in each stage are:
M3 shotgun
H&K PSG-1 rifle
S&W M500 magnum
Rocket Launcher
Grenade Launcher
Extra weapons are also dropped by boss enemies once defeated and by enemy
players that carried an extra weapon once the boss enemy is defeated. The
weapon that is dropped by a player will depend upon that player's current
inventory of weapons. Player cannot lose their default weapon. The dropped
weapon will be replenished with full ammo when dropped by the dying player.
---------------------------
Item/Ammo/Explosive Pickups
---------------------------
All chests that were previously combo bonus chests in The Mercenaries and
Slayers now contain random item pickups such a collection of First Aid Sprays,
Proximity Bombs, Incendiary Grenade, Hand Grenades, Flash Grenades, and Grenade
Launcher ammo. Each chest comes with a vast amount of these collectables, so
it is important to find them before another player seeks them out.
There are also clusters of items lying in surrounding areas as well. Check the
environment over thoroughly for these item collections.
------------
Score Tables
------------
-- Score based on attacks
Whenever a player damages another player, the attacker will receive points
based on the type of attack that was delivered. Attacks include normal gun
blasts, knifing, melee attacks, explosives, environmental hazards, and even
tossing an egg at another player. Just because an attack doesn't deal damage
doesn't mean that a player can't get a point amount by hitting another player
with it.
--> ATTACK SCORING TABLE <--
.-------------------------------------------------------------------.
| ATTACK | DAMAGE INFLICTED | POINTS PER HIT |
|===================================================================|
| Knife | 150 | 100 |
| Handgun | 100 | 100 |
| Machine Gun | 35 | 50 |
| Shotgun (range 0 - 1.5m) | 700 | 1,000 |
| Shotgun (range 1.5 - 6m) | 300 | 500 |
| Shotgun (range 6 - 9m) | 100 | 200 |
| Shotgun (range 9m+) | 70 | 100 |
| Rifle | 300 | 500 |
| Magnum | 450 | 1,500 |
| Hand Grenade | 500 | 1,000 |
| Incendiary Grenade | 200 | 300 |
| Flash Grenade | 0 | 300 |
| Proximity Bomb | 700 | 1,500 |
| Rocket Launcher | 30,000 | 3,000 |
| Acid Round | 200 | 500 |
| Electric Round | 150 | 500 |
| Explosive Round | 250 | 500 |
| Flame Round | 200 | 500 |
| Flash Round | 100 | 500 |
| Nitrogen Round | 100 | 500 |
| Egg (Rotten) | 931 | 2,980 |
| Egg (White/Brown/Gold) | 0 | 300 |
| Melee Attack | 300 | 1,000 |
| Wesker's Dash | 50 | 100 |
| Finishing Melee | 1,000 | 1,500 |
| Explosive Barrel | 500 | 2,000 |
| Oil Canister | 500 | 1,000 |
| Spike Trap | 30,000 | 3,000 |
| Transformer | 200 | 500 |
'-------------------------------------------------------------------'
Attacks that are delivered to a player when that player is in a blocking
animation, such as when characters hold up their arms after a hand grenade goes
off near them, will only damage for 50% of their normal damage amounts.
-- Score based on player kills and player taking damage
Killing other players will yield the most score value. Remember that a player
is not considered "killed" until that player falls after entering dying status
and does not get up. When a melee kill is activated, sometimes, a player can
quickly resuscitate in Survivors and the finishing melee will hit the player as
that player revives. That means that the character will enter dying status
once again if the melee attack connects, so you'll have to activate the finish
again or shoot the player to gain the credit for a kill.
--> DAMAGE/KILLS SCORING TABLE <--
.---------------------------------------------.
| ACTION | POINTS |
|=============================================|
| Defeat a Player | 3000 |
| Defeat Playee with Melee Finish | 4500 |
| Take Damage | -50 |
| Lose a Life | -1000 |
'---------------------------------------------'
Melee kills award an additional 1,500 points for the kill, so finishing off a
player with a finishing melee will net your character a total of 4,500 points
(3,000 [kill] + 1,500 [melee finish]. Always watch for the player to suddenly
stagger while your character attacks to reveal that the player has entered
dying status. This will let the attacker know when the other player is open to
a finishing melee. The finishing melee itself is worth 1,500 points and it can
hit a player that is not in dying status and give the attacking player that
same point amount from the additional hit. Basically that means, you activated
the kill on a player in dying status and it hit another player that was in the
way.
Killing a player without a melee will only net your character the basic point
amount for the attack. So, if you finished off a player with a handgun, you
would receive 3,100 for that kill (3,000 [kill] + 100 [handgun score per hit]).
Taking damage from an attack will subtract 50 points from your score per hit.
If your character is killed in any type of way, you will lose 1000 points from
your current point total. Point totals cannot go lower than 0.
---------------------------------
Dying Status and Special Finishes
---------------------------------
As mentioned above, players that continue to damage other players will notice
that the damaged player will eventually stagger and go into dying status then
limp because of the damage that was delivered. At that time, a player can
either kill off the other player with another shot from a weapon (so long as it
fully kills the player) or the attacking player can walk up to the player in
dying status and get a special melee finish command that will finish off that
player.
In Survivors, the attacking player will receive an extra point amount for
finishing off another player with a melee kill. The player will receive an
extra 1,500 points plus the normal 3,000 for the kill. This brutal melee
finish can also hit another player that manages to get in the way. It counts
as 1,000 damage per hit and 1,500 points per hit, so if this is activated near
a dying status player and manages to hit another player then the player that
started the melee will get 3,000 points for that hit.
One bad thing about melee finishes is that it gives a player in normal
Survivors time to resuscitate, so a player could suddenly hit a dying status
player that has immediately resuscitated all the way and knock that player back
into dying status instead of killing the player. Players can easily turn their
back after the melee is delivered only to be met with a revenge blast to the
back moments later because the opposing player was not finished off properly.
A lesson to be learned here is to make sure that the player does not get back
up once knocked down!
On the flip side of this is the fact that this attack will give the player
1,500 points per hit, so if a player resuscitates only to be knocked back into
dying status by a melee hit that the previously dying character cannot avoid
then the attacking player can once again begin the melee sequence when the
player is knocked back into dying status, giving the player a total of 6,000
points (1,500 [melee finish] + 1,500 [melee finish] + 3,000 [player kill]).
Basically, reviving your character in Survivors can actually give the attacking
player a free 1,500 points off of your character if they watch your character
careful.
------------
Player Death
------------
When a player dies, if that player had any extra weapons then one will be
chosen at random and dropped on the floor where that player fell after the
character disappears. A player will respawn in a random location along the
map. Just like Slayers, another player or an enemy might be in the immediate
area where the player appears.
The player will loose one extra weapon, which is chosen at random. If your
character picked up a shotgun and rifle, then your character will have lost one
of those weapons upon restarting after death and the lost weapon will now be
lying on the ground in the area where your character died.
Players that die will lose 1,000 points from their total score. That point
amount cannot go below 0.
---------
Headshots
---------
A player's score per hit and damage per hit total will be multiplied by 1.5 for
each successful headshot. Precise aiming for the head will help out a bit
during the middle of a gunfight.
-------------
2x Multiplier
-------------
The player in last place will receive a 2x score multiplier. Basically instead
of scoring 100 points per handgun shot, that player will now receive 200 points
per handgun shot. Killing a player is now worth 6,000 instead of 3,000 and
finishing a player off with a melee finish is now worth 9,000 points instead of
the usual 4,500. I'm sure you get the idea here. Find the rocket launcher
quick, my boy!
--------------
Normal Enemies
--------------
Normal enemies such as Majini and stage bosses are still present in this mode
but killing them off will not net your character any type of points. They have
a 100% item drop rate, so they will always drop some type of random item per
kill. Each player in Survivors only takes 50% damage from each enemy attack
and each player will take off 150% damage while attacking an enemy.
Is there any use in attacking an enemy though? Normal enemies should be shot
if they bar the way to your path. They might drop a useful item such as an
incendiary grenade or a green herb. They may also drop ammo for the extra
weapons that are available in Survivors.
Boss enemies will always drop some type of weapon for players once defeated.
Boss enemies are not near as tough as they are in The Mercenaries. The normal
Executioner in the Public Assembly can be taken down with Handgun bullets from
Chris BSAA rather easily. It's really worth the time and effort to take down a
boss enemy if your character only has a default weapon. The default weapon
should be enough to finish off a boss if a player is aggressive enough.
Enemies will pick out and pursue a player throughout a stage, but their
attention can be driven away by another player's presence. A player can lead a
boss enemy toward another player and that boss enemy might pursue the other
player.
--------------------
Invincibility Frames
--------------------
Actions such as climbing ladders and performing a melee along with the rest of
the invincibility frames listed in the basics section of this guide will make
your character invincible to normal enemy hits, but they will not save a
character from enemy player hits. Enemy players can still hit a character
while a character performs any type of action that would have usually made the
player invincible to all harm.
There is one exception though. The animation for an item pickup still makes a
player invincible to any type of attack, even a player attack. A player can
stand and face an oncoming rocket from a rocket launcher and then suddenly pick
up an item and the rocket will pass right through the player that is picking up
the item. This invincibility frame is best used when trying to dodge
explosives such as hand grenade or grenade launcher fire. Keep this in mind
while moving through a long tunnel or wide open area.
----------
Time Bonus
----------
Time Bonuses are still present in Survivors just as they are in Slayers and the
time bonuses are still in the same areas as they were in The Mercenaries. Like
in Slayers, there is little reason to extend the time unless your character or
team is losing.
===============================================================================
CHARACTERS
===============================================================================
The following section gives a full analysis of each character for both Slayers
and Survivors. Most characters can be played about the same for both the Team
and normal Slayers and Survivors but some characters such as Jill BSAA stand
out better in a Team game.
For Slayers, all characters have a description of fighting normal enemies, boss
enemies and player enemies and each character also has a mention of how to
steal kills from other characters. It's much easier to steal boss kills, so
that is the main focus for stealing kills.
Survivors has a very basic description for each player since the weapons that
are found in a stage are the main concern for Survivors. See the
Survivors/Team Survivors Weapon Descriptions and Uses for more info on the
various weapons that can be found in Survivors mode.
----------
Chris BSAA
----------
.---------------------.
| How to unlock: |
|=====================|
| Unlocked by default |
'---------------------'
-- SLAYERS/TEAM SLAYERS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| Handgun | Hand | Shotgun |
| Ammo (50) |Grenade (5)|Shells (30)|
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| M29F | |Ithaca M37 |
| (HG) | | (SG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.-------------------------------. .-----------------------------.
| M92F (HG) | | Ithaca M37 (SG) |
|===============================| |=============================|
| Firepower: 250 | | Firepower: 400 |
| Capacity: 50 | | Capacity: 20 |
| Reload Speed: 1.70 sec. | | Reload Speed: 2.40 sec. |
| Special: Critical 37.5% | | Special: Critical 25% |
'-------------------------------' '-----------------------------'
.---------------------.
| Hand Grenade |
|=====================|
| Direct Hit: 1,500 |
| Area Effect: 1,000 |
'---------------------'
- Normal Enemy Kills
A player will mainly want to use Chris' Ithaca shotgun for the majority of
normal enemy kills. Usually a shotgun blast from close range will finish off
just about any normal Majini, but always look for the kill to display on the
kill counter. If the kill doesn't display then quickly take out the M92F
handgun and finish off the grounded opponent. With Chris BSAA's high capacity
and starting shotgun ammo, he won't have to worry that much about finding
shotgun shells for quite a while.
Try to avoid melee kills since they will only slow down your killing and add
time to the clock. Chris' handgun has a pretty good critical rate, so aiming
for a Majini's head and shooting might score an instant kill. His handgun can
be used effectively for long range kills, but remember, with such a low damage
rate, it's going to take about 4 body shots to take down any normal Majini.
- Boss Enemy Kills
Chris BSAA is pretty average when it comes to wearing down a boss. The best
way to stun any boss is to toss a hand grenade at the boss. If the boss is
caught in any portion of the blast then the boss will be stunned. Other than
hand grenades, Chris can use an up-close shotgun blast to stun a boss.
For the Executioner, you'll need to aim for his head and fire the shotgun to
stun him. Once stunned, stand over the boss and shoot it with the shotgun. If
the boss gets pushed away with the blast then continue to fire and perform a
melee while the boss starts to recover. If the shotgun blast pushes the boss
away then run up and perform a melee to the boss then stun it with the another
shotgun blast and perform another melee.
- Player Kills
Chris' shotgun from up close is going to play a major role while fighting other
players. Try to make sure that you've got a good aim before firing, because
the recovery animation for the Ithaca shotgun is rather lengthy. From long
range, Chris can toss a hand grenade at another player or shoot the player with
his handgun. His handgun isn't all that useful for player kills but it's
better than nothing from a very long distance.
- Stealing Kills
Chris can toss hand grenades toward other players that are attempting to make
kills and steal the kills for himself with the blast radius of the hand
grenade. This can also be an effective technique to use when trying to steal a
kill from a player that is fighting a boss enemy. His shotgun can also be
effective for scoring the final hit on a boss enemy in order to claim the boss
points for himself.
-- SURVIVORS/TEAM SURVIVORS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| | Hand | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| M29F | Handgun | |
| (HG) | Ammo (50) | |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.-------------------------------.
| M92F (HG) |
|===============================|
| Firepower: 250 (Majini) |
| 100 (Player) |
| Capacity: 30 |
| Reload Speed: 1.70 sec. |
| Special: Critical 37.5% |
'-------------------------------'
Chris starts with 3 hand grenades which can help out for a few sneaky hits to
an unsuspecting player or to simply toss all three at a player to get 1,000
points per outside radius hit (doesn't actually hit them, but they get caught
in the radius, so it give you points). His handgun takes off the same amount
as all other survivors, so it's weak firepower that is displayed above doesn't
work against him for player kills. His capacity can really help out for
spamming handgun fire from long range however.
Because of Chris' low handgun fire for normal enemies, a normal enemy is
usually going to take three handgun shots to finish off if one of them bars
your path when compared to the two handgun shots of most other characters.
This also goes against him when fighting a boss enemy, but really all normal
enemies are weak in survivors, so there isn't too much to worry about.
------------
Chris Safari
------------
.------------------------------------------------------------------------.
| How to unlock: |
|========================================================================|
| Purchase Versus Mode Character A for 8,000 Exchange Points through the |
| Bonus Features menu under Special Settings |
'------------------------------------------------------------------------'
-- SLAYERS/TEAM SLAYERS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| Handgun | Rocket | Shotgun |
| Ammo (30) | Launcher |Shells (10)|
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| SIG P226 | | M3 |
| (HG) | | (SG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | Rocket | |
| | Launcher | |
| | | |
'-----------------------------------'
.-------------------------------. .-----------------------------.
| SIG P226 (HG) | | M3 (SG) |
|===============================| |=============================|
| Firepower: 350 | | Firepower: 500 |
| Capacity: 16 | | Capacity: 10 |
| Reload Speed: 1.70 sec. | | Reload Speed: 3.00 sec. |
| Special: -------------- | | Special: ------------ |
'-------------------------------' '-----------------------------'
.-----------------------------.
| Rocket Launcher |
|=============================|
| Firepower: 30,000 |
| Capacity: 1 |
| Reload Speed: ------------ |
| Special: ------------ |
'-----------------------------'
- Normal Enemy Kills
Besides the rocket launcher, either of Chris' normal weapons will work well for
normal Majini kills. The M3 shotgun is almost always a kill from close range
thanks to its high firepower. Be sure to watch for each kill to register on
the kill counter then quickly switch to the handgun and finish off the grounded
Majini if the kill isn't awarded right after a shotgun blast.
With his low capacity and starting ammo for the shotgun, a player will have to
find shotgun ammo rather quickly with him, so a player may want to switch over
to his SIG P226 handgun eventually. Chris Safari's handgun dispatches quite a
few enemies in a about 2-3 shots, so it's not that bad for normal Majini.
- Boss Enemy Kills
Do I even need to say anything here? Take out the rocket launcher, aim and
fire. Chris can even take down the Red Executioner with one rocket. When
Chris runs out of rocket launchers, you'll need to resort to the same tactics
as Chris BSAA. Stun the boss enemy with a shotgun blast then spam the boss
with shotgun fire and melees.
- Player Kills
Stick with Chris' shotgun for the majority of player kills. Just like with
Chris BSAA, the shotgun has a long recovery animation per blast, so perform
each shot from close range and make sure that it hits. Toward the end of the
round, if Chris still have a rocket launcher then he can easily fire it at
other player to put them in instant dying status, but this weapon is best saved
for bosses.
- Stealing Kills
Chris' rocket launcher will steal just about any boss kill if the boss happens
to be in the distance. If you see an enemy player trying to kill a boss, then
aim for the boss and fire a rocket. You might just score two kills,
-- SURVIVORS/TEAM SURVIVORS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| | Flash | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| SIG P226 | Handgun | |
| (HG) | Ammo (50) | |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.-------------------------------.
| SIG P226 (HG) |
|===============================|
| Firepower: 350 (Majini) |
| 100 (Player) |
| Capacity: 16 |
| Reload Speed: 1.70 sec. |
| Special: -------------- |
'-------------------------------'
You'll most likely want to ditch Chris Safari's flash grenades rather quickly.
Don't just discard them though. Find a player in the distance and then spam
them with three flash grenades to get some points off the radial hits of the
flash explosions. A player will receive 300 points per flash explosion on a
player so that's 900 points to start you off.
His handgun comes with a decent capacity but it is not any different from other
survivors' handguns when used against an enemy player, so you'll want to find a
high-powered weapon very soon just like with the rest of the survivors. Chris
Safari's handgun is very effective at taking down normal Majini and even boss
enemies rather quickly however with its high damage rate for enemy kills.
----------------
Chris S.T.A.R.S.
----------------
.-------------------------------------------------------------------------.
| How to unlock: |
|=========================================================================|
| Purchase Versus Mode Character A for 13,000 Exchange Points through the |
| Bonus Features menu under Special Settings |
'-------------------------------------------------------------------------'
-- SLAYERS/TEAM SLAYERS OVERVIEW
.-----------------------------------.
| | | |
| | Grenade | |
|Machine Gun| Launcher | Magnum |
| Ammo (150)| (ELC) | Ammo (6) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| SIG 556 | | S&W M29 |
| (MG) | | (MAG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | | |
| | | |
| | | |
'-----------------------------------'
.-------------------------------. .---------------------------------.
| SIG 556 (MG) | | S&W M29 (MAG) |
|===============================| |=================================|
| Firepower: 160 | | Firepower: 2,100 |
| Capacity: 65 | | Capacity: 12 |
| Reload Speed: 2.55 sec. | | Reload Speed: 3.53 sec. |
| Special: -------------- | | Special: Level 3 Piercing |
'-------------------------------' '---------------------------------'
GRENADE LAUNCHER AMMO
.----------------------------------------------------------------.
| Acid Rounds | Electric Rounds |
|================================================================|
| Firepower: 500 | Firepower: 400 |
| Effect: Penetrates armor and | Effect: Instantly stuns |
| stuns with acid damage as | multiple enemies with |
| acid spreads from each shot | electricity. |
'----------------------------------------------------------------'
.----------------------------------------------------------------.
| Explosive Rounds | Flame Rounds |
|================================================================|
| Firepower: 1,000 | Firepower: 500 |
| Effect: Explosive damage on | Effect: Instant burning |
| target creating an area | damage on target creating |
| affect on surrounding targets | area affect around target |
'----------------------------------------------------------------'
.----------------------------------------------------------------.
| Flash Rounds | Nitrogen Rounds |
|================================================================|
| Firepower: 100 | Firepower: 100 |
| Effect: Instant blinding stun | Effect: Instant freeze on |
| on multiple enemies. Instant | normal enemies. Staggers |
| kill on parasitic enemies. | other enemies with damage. |
'----------------------------------------------------------------'
- Normal Enemy Kills
Stick with Chris' SIG 556 for most normal Majini kills. Simply aim straight
ahead (toward the body) and fire a few shots to score a kill then move onto the
next Majini. You've got to a get a feel as to how long to hold down the trigger
button rather than count the bullets like with a handgun user. If a Majini
falls early and the kill doesn't register then run up to it and aim down then
fire some more.
With Chris STARS' high amount of magnum bullets, he could take a few potshots
at some Majini every now and then with the magnum, but the magnum is really
best saved for boss enemies. His grenade launcher with electric rounds is
really good for groups of Majini. Simply aim toward the ground in between them
then fire and in about two to three shots, all of the Majini will be defeated.
Explosive rounds and nitrogen rounds are Chris' most effective grenade launcher
ammo for killing off normal Majini. The explosive round will kill off just
about any group of normal Majini with one hit - aim at the ground in between
the group. Nitrogen rounds are good at freezing an entire crowd at one, but
DON'T try for melees here since that will only slow down the killing and add
seconds to the clock. Quickly switch to his machine gun and blast the frozen
enemies. Nitrogen rounds can be a bit risky since they don't instantly kill
like explosive rounds; a player can accidentally set up kills for another
player while using these.
Both flash rounds and electric rounds can be useful against plagas enemies.
Flash rounds are always an instant kill but electric rounds usually only take
about 2-3 shots to kill a plagas enemy. The only bad part about equipping
flash rounds is that they are basically useless for just about any other enemy
type besides plagas enemies. For Chris' other obtainable grenade rounds, it's
best to spam them against a group of enemies. Usually two shots will kill off
a group.
- Boss Enemy Kills
Use Chris' magnum to stun a boss then fire at it's weak spot with the magnum.
For the Executioner, aim straight as his head then fire off magnum shots while
he is stunned from a magnum. Do the same for the Gatling Gun Majini.
Don't even try to use another weapon for a boss enemy unless Chris doesn't have
anymore ammo for the magnum. His machine gun and grenade launcher with
explosive rounds can be effective boss killers when the magnum is out of
question. Electric rounds are good at staggering a boss if it is about to
perform an attack.
- Player Kills
Chris STARS has the ultimate deathtrap for an enemy player plain and simple.
If a player suddenly starts to fire at Chris, then stop whatever you are doing
and take out the grenade launcher. Quick turn toward the player and fire an
electric round at the ground below that player to stun the player.
While the player is being electrified quickly switch to the magnum and perform
three magnum shots to make the enemy player enter dying status toward the end
of the stun. Finish off the player with whichever method of disposal you deem
fit for the moment (taunt them then finish them off) then simply quick turn and
start killing Majini once again.
I can tell you right now, using this method is going to piss players off, so
you can expect some revenge for doing this... that's why you need to be sure to
collect rotten eggs that can be tossed at the player after an electric stun to
piss them off even further.
This method is not without its flaws though. A Chris player needs the enemy
player to be at some sort of range in order to do this. The enemy player can't
be right up next to Chris or the electric round might hit Chris as well. Also,
you'll likely suffer a few shots of damage before the first electric stun so be
sure to keep a healing item handy.
Another good deathtrap for Chris is to find some flame rounds then fire one at
the feet of a player to stun the player then switch to the magnum and fire.
The electric rounds seem to catch an enemy player in their stunning range much
easier however and also Chris starts with the electric rounds, so only resort
to flame rounds if all electric rounds are used up.
- Stealing Kills
Chris can use his electric rounds to steal normal enemy kills from other
players but just remember that you'll need to fire more than one most of the
time. It's really best to find explosive rounds for one-hit multiple enemy
kills.
For boss enemies, the magnum can be used at any range to quickly get the final
hit in a boss kill. A player can also stun another player with an electric
round then quickly finish off a boss; this is so very dirty yet effective!
-- SURVIVORS/TEAM SURVIVORS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| |Incendiary | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| SIG 556 |Machine Gun| |
| (MG) | Ammo (100)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.-------------------------------.
| SIG 556 (MG) |
|===============================|
| Firepower: 160 (Majini) |
| 35 (Player) |
| Capacity: 45 |
| Reload Speed: 2.55 sec. |
| Special: -------------- |
'-------------------------------'
Chris STARS starts with the best type of grenade to have for any player and
with good purpose considering that his machine gun basically requires him to be
in close range to an enemy player since the gun's accuracy is not the best
thanks to the recoil per shot. Sadly, Chris STARS' bad recoil shows off even
more when trying to focus aim on an enemy player, so tossing an incendiary
grenade to hold a player in place with the burning animation is definitely
needed when using his default weapon.
His SIG 556 capacity has been reduced somewhat from Slayers and Mercenaries but
his firepower against normal enemies is even better in Survivors, so Chris will
have no problem at taking down normal or boss enemies with his machine gun.
Boss enemies can still be a problem from a distance with the recoil on the
machine gun though.
----------
Sheva BSAA
----------
.---------------------.
| How to unlock: |
|=====================|
| Unlocked by default |
'---------------------'
-- SLAYERS/TEAM SLAYERS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| Handgun | Dragunov |Machine Gun|
| Ammo (50) | SVD (RIF) | Ammo (150)|
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| M92F | | VZ61 |
| (HG) | | (MG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.-------------------------------. .-------------------------------.
| M92F (HG) | | VZ61 (MG) |
|===============================| |===============================|
| Firepower: 250 | | Firepower: 100 |
| Capacity: 40 | | Capacity: 260 |
| Reload Speed: 1.36 sec. | | Reload Speed: 2.83 sec. |
| Special: Critical 50% | | Special: Critical 37.5% |
'-------------------------------' '-------------------------------'
.-------------------------------.
| Dragunov SVD (RIF) |
|===============================|
| Firepower: 1,300 |
| Capacity: 13 |
| Reload Speed: 2.41 sec. |
| Special: Semi-auto |
'-------------------------------'
- Normal Enemy Kills
Sheva has one thing going for her that didn't really help her out as much in
The Mercenaries, but it's a useful aspect of Slayers; all of Sheva's weapon can
possibly be one hits kills thanks to the higher than normal critical rate of
the weaker two and the high damage of the rifle.
When using the M92F or VZ61, aim for the head of each Majini then fire to start
off the battle and Sheva might land a critical hit. If the first hit isn't
critical then quickly spam gunfire all over the Majini to finish it off. The
weak damage of each weapon is going to make it to where she will have to hit
each Majini more and use up more ammo, but the critical rate of each of the
weaker weapons can work in her favor. With the VZ61, a player can aim for the
head then hold down the trigger to likely get multiple headshots and possible
shatter the head of the Majini in the process.
When using the Dragunov SVD rifle, try to get in a location where Sheva can
view an entire area, such as a high ledge or the other side of a big open area
then aim forward and start blasting normal Majini with the rifle. This is a
very effective way to keep kills chained since each hit is most likely going to
kill any normal Majini. Don't go for headshot, just shoot any portion of the
body. Sadly, Sheva starts with no rifle ammo, so it's a good idea to wait
until she has a least some in order to to get some good kills with the rifle.
- Boss Enemy Kills
Sheva's rifle plays the ultimate role in taking down a boss while using her.
Get at some sort of distance from the boss enemy then continuously blast it
with the rifle. You'll main want to spam fire on it without the thought of a
melee since a melee will require Sheva to get close and take her out of her
finely nestled sniping position, so continue to blast the boss until it is
defeated.
- Player Kills
Sheva has a rather hard time on her own with taking down other players. Her
rifle can be used at a distance for some good damage, but keep in mind that
it's not good to focus on player kills unless you're defending yourself since
those shots could have easily gone toward several one-hit Majini kills. She
can do some good damage with her VZ61 if some incendiary grenade can be found
however. Just toss the incendiary grenade at a player then shoot the player
while the player staggers.
- Stealing Kills
Sheva's rifle is by far the best weapon to take kills away from other players.
Once again, get at a distance where Sheva can survey the entire area then
simply pick out enemies and shoot at them. If you happen to find a player that
is attempting to take down a boss then simply begin shooting with the auto-fire
of the rifle and you might just score the final hit for yourself.
-- SURVIVORS/TEAM SURVIVORS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| |Incendiary | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| M29F | Handgun | |
| (HG) | Ammo (50) | |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.-------------------------------.
| M92F (HG) |
|===============================|
| Firepower: 250 (Majini) |
| 100 (Player) |
| Capacity: 25 |
| Reload Speed: 1.36 sec. |
| Special: Critical 50% |
'-------------------------------'
The main thing that Sheva has going for her when she starts is that she carries
the best type of grenade to have in Survivors. Really her handgun is not a
good weapon to use after stunning a player with an incendiary grenade, so save
them until you find a better weapon, that way you'll be able to put them toward
a better use instead of only performing about half damage during a stun with
her handgun.
Like Chris BSAA, her handgun is rather weak on normal Majini so it will take
around 3 shots for each normal Majini if a player chooses to fight. Her
handgun has a pretty good capacity to compensate though and it has a higher
critical rate than Chris BSAA's so Sheva could try for one-hit kills through
headshots on normal enemies if they bar her path.
--------------
Sheva Clubbin'
--------------
.------------------------------------------------------------------------.
| How to unlock: |
|========================================================================|
| Purchase Versus Mode Character C for 6,000 Exchange Points through the |
| Bonus Features menu under Special Settings |
'------------------------------------------------------------------------'
-- SLAYERS/TEAM SLAYERS OVERVIEW
.-----------------------------------.
| | | |
| | | |
|Machine Gun| S75 | Shotgun |
| Ammo (100)| (RIF) |Shells (20)|
| | | |
|-----------+-----------+-----------|
| | | |
| | | Jail |
| AK-74 | Rifle | Breaker |
| (MG) | Ammo (10) | (SG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | | |
| | | |
| | | |
'-----------------------------------'
.-------------------------------. .---------------------------------.
| AK-74 (MG) | | Jail Breaker (SG) |
|===============================| |=================================|
| Firepower: 200 | | Firepower: 180 |
| Capacity: 50 | | Capacity: 8 |
| Reload Speed: 2.83 sec. | | Reload Speed: 2.24 sec. |
| Special: -------------- | | Special: Attack Range: 15 |
'-------------------------------' '---------------------------------'
.-------------------------------.
| S75 (RIF) |
|===============================|
| Firepower: 2,000 |
| Capacity: 20 |
| Reload Speed: 2.24 sec. |
| Special: -------------- |
'-------------------------------'
- Normal Enemy Kills
Stick with the AK for the majority of normal enemies. It's very important to
pick up any machine gun ammo that Sheva comes across and keep the gun fully
loaded at all times. Use inventory reloading and don't ever reload manually.
Her machine gun is best used from close range because of the inaccuracy caused
by the recoil. Use the AK until you have to switch over to another weapon
because of low ammo.
Sheva Clubbin's Jail Breaker isn't a bad choice for enemy kills from close or
mid range but, like other shotguns, it's not always going to kill off normal
Majini with the first hit, but even more so with the Jail Breaker. Be ready to
pull out the AK to finish a normal enemy very quickly if the Jail Breaker
doesn't register a kill with the first shot. The unique aspect of the Jail
Breaker is that it can score critical headshot from long range, so you might
actually blast a Majini way up ahead and get a head explosion with the shot.
- Boss Enemy Kills
Sheva has a slight problem with bosses because her Jail Breaker needs to be
aimed well to stun some bosses and it has to be in close range for the hit to
have a good effect. For bosses such as the Giant Majini, just get in close
range and blast them then perform a melee after the pushback. With bosses such
as the Executioner, you're going to have to get close and aim up at his head
for a stun, which can be risky considering how Sheva has to aim far upward with
the way that she holds the Jail Breaker.
The AK is also a good boss killer, though it is not a good boss stunner, so
take out the AK and blast the boss while it is stunned for some good damage.
It's really best to save the AK for normal enemy kills however since a fast
kill rate is needed in Slayers to keep the score up. With its firepower, the
S75 can be effective from a long range, but as usal, you'll have to put up with
the constant bullet ejection per shot fired.
- Player Kills
Sheva Clubbin' is not a real good fighter against other players without some
type of way to stun her opponent. Find incendiary grenade and toss them at
attacking players to stun them then get up close and fill them full of gunshots
from the AK. Otherwise, stick with the Jail Breaker from close range to fight
back on players that attack.
- Stealing Kills
Sheva's S75 is a real good way to get the final hit on a boss enemy that a
player is currently fighting. Stand at a distance then take out the S75 and
shoot at the boss enemy. The S75's high firepower can really pays off for
delivering that final blow and giving Sheva credit for the kill. She'll have
to get up close with every other weapon in her arsenal.
-- SURVIVORS/TEAM SURVIVORS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| | Hand | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| AK-74 |Machine Gun| |
| (MG) | Ammo (100)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.-------------------------------.
| AK-74 (MG) |
|===============================|
| Firepower: 200 (Majini) |
| 35 (Player) |
| Capacity: 50 |
| Reload Speed: 2.83 sec. |
| Special: -------------- |
'-------------------------------'
Sheva Clubbin' is the worst of the characters with a machine gun since her AK
has such bad accuracy because of the recoil, which makes it to where a player
will have to get in close range to shoot another player well. If she can find
incendiary grenade then that can help her out for stunning other players so she
can use her machine gun.
Remember that her machine takes off 35 damage per hit just like Jill Battle
Suit's and other characters. Mix that with the bad recoil and low capacity and
you have yourself a pretty bad machine gun user. Her only good aspect is that
her machine gun capacity is very slightly better than Chris STARS. She comes
with hand grenades which can be used on unsuspecting players or thrown
constantly near a player to spam them for the point amount rather than the
damage.
------------
Sheva Tribal
------------
.-------------------------------------------------------------------------.
| How to unlock: |
|=========================================================================|
| Purchase Versus Mode Character D for 15,000 Exchange Points through the |
| Bonus Features menu under Special Settings |
'-------------------------------------------------------------------------'
-- SLAYERS/TEAM SLAYERS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| |Incendiary | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | Grenade |
| Longbow | First Aid | Launcher |
|(infinity) | Spray | (ICE) |
| | | |
|-----------+-----------+-----------|
| | | |
| | Flash | |
| | Grenade | |
| | (3) | |
| | | |
'-----------------------------------'
.-------------------------------.
| Longbow |
|===============================|
| Firepower: 1,500 |
| Capacity: Infinite |
| Reload Speed: 1.00 sec. |
| Special: -------------- |
'-------------------------------'
GRENADE LAUNCHER AMMO
.----------------------------------------------------------------.
| Acid Rounds | Electric Rounds |
|================================================================|
| Firepower: 500 | Firepower: 400 |
| Effect: Penetrates armor and | Effect: Instantly stuns |
| stuns with acid damage as | multiple enemies with |
| acid spreads from each shot | electricity. |
'----------------------------------------------------------------'
.----------------------------------------------------------------.
| Explosive Rounds | Flame Rounds |
|================================================================|
| Firepower: 1,000 | Firepower: 500 |
| Effect: Explosive damage on | Effect: Instant burning |
| target creating an area | damage on target creating |
| affect on surrounding targets | area affect around target |
'----------------------------------------------------------------'
.----------------------------------------------------------------.
| Flash Rounds | Nitrogen Rounds |
|================================================================|
| Firepower: 100 | Firepower: 100 |
| Effect: Instant blinding stun | Effect: Instant freeze on |
| on multiple enemies. Instant | normal enemies. Staggers |
| kill on parasitic enemies. | other enemies with damage. |
'----------------------------------------------------------------'
.--------------------. .---------------------.
| Incendiary Grenade | | Flash Grenade |
|====================| |=====================|
| Direct Hit: 500 | | Direct Hit: 0 |
| Area Effect: 500 | | Area Effect: 0 |
'--------------------' '---------------------'
- Normal Enemy Kills
Once again, Sheva Tribal can defeat just about any normal enemy per arrow from
her bow, which can really help her out for keeping a kill chain going. Her
grenade launcher with nitrogen rounds doesn't have as good an effect in Slayers
however since she will need to shoot all frozen enemies again with another
nitrogen round to shatter them quickly since I wouldn't recommend shooting them
all with the bow. A player doesn't really want to build up time with melee
kills through frozen enemies, unless the kick will take out a string of enemies
with one melee. It would be best to seek out explosive rounds for their one
shot group kills and save the nitrogen rounds for enemy players.
Her incendiary grenades don't really help out much aside from stunning a group
of enemies or spamming a boss enemy with flame explosions. Her flash grenades
help her to defeat parasitic enemies quickly or stun bosses as usual.
- Boss Enemy Kills
Sheva will basically have to take advantage of her bow for all boss enemies.
If she can find some extra grenade rounds then just about any of them can be
used to stagger a boss enemy and possibly stun it with enough shots. Her flash
grenades can work well for stunning the majority of bosses other than the Giant
Majini or the Yellow Gatling Gun Majini (he wears sunglasses). Overall her bow
is her most damaging weapon for bosses however.
- Player Kills
Sheva starts out with a good ammo type to deal with attacking players. Her
nitrogen rounds can easily freeze other players and allow Sheva to melee the
player or shoot the player with her bow. It would be best to keep the nitrogen
rounds exclusively for players that try to attack her since her bow takes a
while to aim and the shots are not very quick or incredibly damaging.
Precision aiming is even more of problem with human players since the enemy
players are less likely to stand in one place and allow a Sheva Tribal player
to aim at them with the bow.
- Stealing Kills
Sheva will once again have to use her bow to beat other players to the kill.
This can work out well for her however since her arrows are basically one-shot
kills against normal Majini. She could easily kill of a Majini that a player
is about to attack before the player can finish it off. With her starting
nitrogen rounds, a player can actually aim toward an enemy player that is
surrounded by Majini and freeze the player and the surrounding Majini then
shoot all the surrounding Majini while the player is frozen. Prepare for some
vengeance when attempting this though.
While up against boss enemies, she has a problem with dealing heavy damage but
once she is in place while aiming she can continually shoot a boss enemy and
hope that one of her arrows delivers the final blow to a boss.
-- SURVIVORS/TEAM SURVIVORS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| | Flash | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| H&K MP5 |Machine Gun| |
| (MG) | Ammo (100)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.---------------------------------.
| H&K MP5 (MG) |
|=================================|
| Firepower: 120 (Majini) |
| 100 (Player) |
| Capacity: 65 |
| Reload Speed: 2.70 sec. |
| Special: Level 3 Piercing |
'---------------------------------'
Sheva Tribal now has Jill BSAA's H&K MP5 machine gun for Survivors instead of
her bow. The MP5 machine gun is an overall good machine gun for enemy players
thanks to its accuracy that is superior to Chris STARS' and Sheva Clubbin's
machine guns. She carries flash grenades from the beginning which can be
tossed quickly at an enemy player to start her out with 900 points if she can
find an unsuspecting player to toss them at. A player can also save these for
plagas enemy or something to stun a boss with.
---------
Jill BSAA
---------
.------------------------------------------------------------------------.
| How to unlock: |
|========================================================================|
| Purchase Versus Mode Character E for 5,000 Exchange Points through the |
| Bonus Features menu under Special Settings |
'------------------------------------------------------------------------'
-- SLAYERS/TEAM SLAYERS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| Handgun | Flash |Machine Gun|
| Ammo (50) |Grenade (5)| Ammo (150)|
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| PX4 | | H&K MP5 |
| (HG) | | (MG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.-------------------------------. .---------------------------------.
| PX4 (HG) | | H&K MP5 (MG) |
|===============================| |=================================|
| Firepower: 300 | | Firepower: 120 |
| Capacity: 25 | | Capacity: 150 |
| Reload Speed: 1.70 sec. | | Reload Speed: 2.10 sec. |
| Special: Critical 87.5% | | Special: Level 4 Piercing |
'-------------------------------' '---------------------------------'
.---------------------.
| Flash Grenade |
|=====================|
| Direct Hit: 0 |
| Area Effect: 0 |
'---------------------'
-- Normal Enemy Kills
With her high critical rate on her PX4 handgun, Jill players can easily move
around each area and perform constant critical headshots to normal Majini and
land a head pop about 90& of the time. Her handgun is rather powerful also, so
about three hit with the handgun will finish off any normal Majini.
Her MP5 is a decent normal enemy killer as well and its absolutely perfect for
Wetland Majini that carry shields thanks to its level 4 piercing. Her flash
grenades make it to where she can take out multiple parasitic enemies with one
toss right from her default inventory. Overall Jill is a really good character
for normal enemy kills and excels in stages where parasitic enemies are more
common such as the Village and Ancient Ruins. In Team Slayers she stands out
more for this reason rather than being played on her own in Slayers.
-- Boss Enemy Kills
Just like in Mercenaries, Jill has a really hard time with bosses while on her
own, which really goes against her in normal Slayers. The best way to take on
a boss is to toss a flash grenade to stun the boss (if possible) then lay down
tons of MP5 fire upon the boss and follow that up with a melee, or just stand
in place and fire continuously. On the flip side, in Team Slayers, Jill makes
a perfect partner for any boss killing type players such as Wesker STARS or
just about any other character with a magnum or powerful weapon. She can
actually use her flash grenades to stun some bosses for her partner.
-- Player Kills
A player is much like going up against a boss and Jill is a really weak
character for taking on bosses, so you can kind take a guess at how well she is
suited for player kills. If a Jill player can find some incendiary grenades,
then those grenade can help her to stun other players and get in some hits with
her MP5.
-- Stealing Kills
Jill can easily steal plagas kills from another player by tossing a flash
grenade anywhere near the area of a player that is fighting a parasitic enemy.
She can get near a boss and spam the boss with constant MP5 fire while another
player shoots it with another weapon; Jill might just land the finishing blow.
With her rapid fire, she can stand a good chance of receiving credit for the
kill while another character that uses a magnum stun the boss; just be ready to
run after she receives that Red Executioner credit because a Wesker STARS
player that was pulverizing the boss will most likely be coming for Jill next.
Jill makes a good boss stunner in Team Slayers with her flash grenades to help
support a boss kill with a partner, but she can't take kills away very easily
with the lack of a powerful weapon.
-- SURVIVORS/TEAM SURVIVORS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| | Flash | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| PX4 | Handgun | |
| (HG) | Ammo (50) | |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.-------------------------------.
| PX4 (HG) |
|===============================|
| Firepower: 300 (Majini) |
| 100 (Player) |
| Capacity: 25 |
| Reload Speed: 1.70 sec. |
| Special: Critical 87.5% |
'-------------------------------'
Jill BSAA starts with only her handgun and flash grenades as her default
weapons and both of these can work well against normal enemies in Survivors
(critical rate and instant blinding flash for plagas) to net her some extra
ammo while she searches for a more powerful weapon. The flash grenades can be
tossed at another player for some quick points or saved to stun any bosses that
may get in her way.
----------------
Jill Battle Suit
----------------
.------------------------------------------------------------------------.
| How to unlock: |
|========================================================================|
| Purchase Versus Mode Character F for 7,000 Exchange Points through the |
| Bonus Features menu under Special Settings |
'------------------------------------------------------------------------'
-- SLAYERS/TEAM SLAYERS OVERVIEW
.-----------------------------------.
| | | |
| | | |
|Machine Gun| Hand | Rifle |
| Ammo (150)|Grenade (3)| Ammo (30) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| VZ61 | | H&K PSG-1 |
| (HG) | | (RIF) |
| | | |
|-----------+-----------+-----------|
| | | |
| | Mixed | |
| | Green | |
| | Herb | |
| | | |
'-----------------------------------'
.-------------------------------. .-------------------------------.
| VZ61 (MG) | | H&K PSG-1 (RIF) |
|===============================| |===============================|
| Firepower: 100 | | Firepower: 1,200 |
| Capacity: 300 | | Capacity: 9 |
| Reload Speed: 2.83 sec. | | Reload Speed: 1.70 sec. |
| Special: Critical 37.5% | | Special: Level 8 Scope |
'-------------------------------' '-------------------------------'
.---------------------.
| Hand Grenade |
|=====================|
| Direct Hit: 1,500 |
| Area Effect: 1,000 |
'---------------------'
- Normal Enemy Kills
A player doesn't want to run around an arena spamming Jill's ground melees
after a leg trip with the VZ61 the entire time in Slayers like a player can in
The Mercenaries since a player doesn't want to add to the clock. Use Jill's
high VZ61 capacity to your advantage and spam the weapon's low firepower on
normal Majini while in close range to one. If it falls then aim down toward it
and continue blasting. Try not to perform her ground melee unless it is for
the sake of invincibility against an enemy.
Jill Battle Suit's PSG-1 rifle can easily net her some quick kills on any
normal Majini since the rifle's firepower will make just about any hit an
instant kill much like with Sheva BSAA. Jill can easily nest on a high walkway
with an entire area in view or in some big open area with a large view up ahead
and shoot Majini until she runs out of ammo. Thankfully, Jill Battle Suit has
some rifle ammo in her inventory from the beginning, so she won't really have
to worry about finding ammo as much as Sheva BSAA players.
- Boss Enemy Kills
Jill Battle Suit is well suited for a boss enemy kill even at a distance. She
can easily find a boss and then stand back and spam the boss with PSG-1 rifle
shots until the boss is defeated. It may take quite a few shots, but the quick
rate of fire makes up for the low damage. She may not be able to take down the
Red Executioner that fast, but the Red Executioner can't hit from long range,
so he will lose that battle if Jill is far away and has plenty of ammo. Jill's
hand grenades make the perfect boss stunner; from mid distance, she can stun a
boss and then spam rifle shots.
- Player Kills
If Jill can find some incendiary grenades then her VZ61 can make a good enemy
player killer from close range after stunning a player with the wall of flames.
Her rifle makes a good weapon to shoot from long range, but you don't really
want to fire that much on unsuspecting players since that will only cause a
player to waste ammo when there are enemies worth more points lurking in the
area. Her hand grenades can help to make a player move from a certain area if
a player insist on standing and shooting at Jill.
- Stealing Kills
Much like Sheva BSAA with her Dragunov rifle, Jill Battle Suit can use her PSG-
1 rifle to easily take away a boss enemy or normal enemy kill from long range.
Jill can also toss her hand grenades from distance and possibly knock away the
player while hitting the boss enemy.
-- SURVIVORS/TEAM SURVIVORS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| |Incendiary | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| VZ61 |Machine Gun| |
| (MG) | Ammo (100)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.-------------------------------.
| VZ61 (MG) |
|===============================|
| Firepower: 100 (Majini) |
| 35 (Player) |
| Capacity: 80 |
| Reload Speed: 2.83 sec. |
| Special: Critical 25% |
'-------------------------------'
You're going to see a lot of players picking Jill Battle Suit online. She
starts with incendiary grenades and her machine gun is one of the better
machine guns with good accuracy and a high capacity. This makes her perfect
for up close combat with other players that have just begun. From an enemy
player perspective, Jill Battle suit is the best player to pick if a player
wants to choose a character with a machine gun since all machine guns take off
35 damage on enemy players no matter the type of machine gun.
---------------
Wesker Midnight
---------------
.-------------------------------------------------------------------------.
| How to unlock: |
|=========================================================================|
| Purchase Versus Mode Character G for 30,000 Exchange Points through the |
| Bonus Features menu under Special Settings |
'-------------------------------------------------------------------------'
-- SLAYERS/TEAM SLAYERS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| Handgun | Hand | Magnum |
| Ammo (50) |Grenade (5)| Ammo (6) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| H&K P8 | | S&W M500 |
| (HG) | | (MAG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | Proximity | |
| | Bomb | |
| | (5) | |
| | | |
'-----------------------------------'
.---------------------------------. .---------------------------------.
| H&K P8 (HG) | | S&W M500 (MAG) |
|=================================| |=================================|
| Firepower: 300 | | Firepower: 4,300 |
| Capacity: 21 | | Capacity: 6 |
| Reload Speed: 1.53 sec. | | Reload Speed: 3.53 sec. |
| Special: Level 3 Piercing | | Special: Level 2 Piercing |
'---------------------------------' '---------------------------------'
.---------------------. .---------------------.
| Hand Grenade | | Proximity Bomb |
|=====================| |=====================|
| Direct Hit: 1,500 | | Direct Hit: 1,500 |
| Area Effect: 1,000 | | Area Effect: 1,000 |
'---------------------' '---------------------'
.---------------------------------------------------.
| Command | PlayStation 3 | Xbox 360 |
|===================================================|
| DASH | R3 | RS |
|---------------------------------------------------|
| TURN WHILE | Right analog | Right thumbstick |
| DASHING | in a direction | in a direction |
| (CHANGE | + X* | + A* |
| DIRECTION) | (during dash) | (during dash) |
|---------------------------------------------------|
| RISING KNEE | R1** | RT** |
| | (during dash) | (during dash) |
'---------------------------------------------------'
* Can turn (change direction) up to the three times while dashing. A
direction change must be done during the first few steps of each dash.
* Use "Left analog/thumbstick in a direction + X (or A)" with control types A
or C.
** [] (or X) with control types A or C.
- Normal Enemy Kills
Let's see... headshot with H&K P8 handgun, Cobra Strike, headshot, Cobra
Strike, headshot, Cobra Strike and so on, right?
No, that doesn't work well anymore. It will give Wesker Midnight players an
instant kill thanks to his powerful head stun melee, but it will also keep
adding bonus seconds to the clock and that is something that a Wesker player
doesn't want. Wesker players should resort to simply shooting enemies with his
handgun instead performing a melee this time. Three hits will usually finish
off any normal Majini.
A player might even want to resort to Wesker's M500 Magnum for some normal
enemy kills to help speed up the pace a bit. His M500 magnum is still the
perfect answer to any Cephalo enemies with its one shot kill to any portion of
a Cephalo's body. One problem that Wesker still has in Slayers, like the
Mercenaries, is dealing with crowds of enemies. He starts with three hand
grenades, which can help out, but afterwards, he doesn't have much else at his
disposal for dealing with multiple enemies besides each gun's piercing
abilities.
His piercing can help out quite a bit for stages where Wetland Majini carry
shields since both of his weapons will shoot right through any shield. His
handgun can shoot through multiple enemies that are standing in a line as well.
- Boss Enemy Kills
Wesker Midnight is still an extremely efficient boss killer with his M500
magnum. Two to three shots will instantly defeat almost any boss enemy. The
only drawback with the M500 is its poor rate of fire thanks to the recoil, so
Wesker could easily highly damage a boss and some other player could claim the
kill during one of his recoils. This applies just as well to any shotgun user
though, so it's not like Wesker is the only one with this problem, but at the
rate of damage that each shot will deliver, it is something to think about.
- Player Kills
Wesker's M500 magnum is going to be your best bet at taking down a player that
attacks. If Wesker can find some incendiary grenades, he can make a highly
efficient deathtrap with such a damaging weapon at his disposal, but again, the
gun's recoil can have a major kickback to the thought of trapping and shooting
a player with it. Each shot needs to be precise since a player can't afford to
miss with the recovery time associated with each shot. Precision is a word
that Wesker Midnight players should be all too familiar with if they have
played with Wesker Midnight in The Mercenaries however.
Wesker's Dash move can come into play for escaping a battle. It can also be
used aggressively if Wesker performs the Rising Knee melee at the end of the
dash against another player. It takes some good timing, but it will sure as
hell surprise the player!
- Stealing Kills
With his highly damaging M500 magnum, Wesker Midnight can easily steal a boss
kill by running up to a boss that a player has been damaging then take the boss
down with a few shots. Really, if you're intentionally trying to steal a boss
kill, watch as a player begins to damage a boss. Stand and watch the player
weaken the boss then, once you think the player has taken enough damage, take
out the M500 and shoot the boss and you'll most likely kill the boss. It's so
dirty, but effective for a Wesker Midnight player.
A Wesker Midnight player could actually use this M500 technique from a great
distance. Simply stand and observe a battle then line up the boss with your
M500's laser and shoot. If the player realizes what you've done, then make use
of Wesker's dash move very quickly. Kill and run, yo!
-- SURVIVORS/TEAM SURVIVORS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| | Hand | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| H&K P8 | Handgun | |
| (HG) | Ammo (50) | |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | Proximity | |
| | Bomb (3) | |
| | | |
'-----------------------------------'
.---------------------------------.
| H&K P8 (HG) |
|=================================|
| Firepower: 300 (Majini) |
| 100 (Player) |
| Capacity: 25 |
| Reload Speed: 1.53 sec. |
| Special: Level 3 Piercing |
'---------------------------------'
Wesker Midnight is the only character in Survivors to start the battle without
a first aid spray. This can be bad for early on in the battle, but he does
bring along some proximity bombs in place of a healing item. The proximity
bombs are mainly useful in certain stages but all stages have certain areas
where one can be placed so it is out of sight. Always remember that they can
be shot by any player, even the character that places them.
Proximity bombs are best placed in some of the following areas:
- Behind a door
- At the top or bottom of a ladder
- Right near the side of the wall along a sharp turn (corner)
- At the other end of a zipline
- On the other side of a window
Normal Majini will be the biggest threat to Wesker's proximity bomb traps
however since some will usually follow the Wesker player and set off the
proximity bomb before another player will stumble into it. Wesker can take
advantage of these while a player chases him however. Say, if Wesker drops
from a ladder while a distant player chases him, then he can quickly place a
proximity bomb at the bottom of the ladder then run off. If the pursuing
player continues the chase then that player might have to fall down the ladder
and will get hit when the character drops.
Other than proximity bombs, Wesker is basically like any other character with a
handgun. He can use his hand grenade to get hits on distant players or simply
toss them at player's for points if the player is caught in the the radius of
the explosion.
-----------------
Wesker S.T.A.R.S.
-----------------
.-------------------------------------------------------------------------.
| How to unlock: |
|=========================================================================|
| Purchase Versus Mode Character H for 50,000 Exchange Points through the |
| Bonus Features menu under Special Settings |
'-------------------------------------------------------------------------'
-- SLAYERS/TEAM SLAYERS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| Handgun | L. Hawk | Shotgun |
| Ammo (30) | (MAG) |Shells (10)|
| | | |
|-----------+-----------+-----------|
| | | |
| Samurai | | |
| Edge | | Hydra |
| (HG) | | (SG) |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | | |
| | | |
| | | |
'-----------------------------------'
.---------------------------------. .---------------------------------.
| Samurai Edge (HG) | | Hydra (SG) |
|=================================| |=================================|
| Firepower: 400 (Majini) | | Firepower: 500 |
| Capacity: 15 | | Capacity: 6 |
| Reload Speed: 1.70 sec. | | Reload Speed: 3.67 sec. |
| Special: ---------------- | | Special: Attack Range: 15 |
'---------------------------------' '---------------------------------'
.---------------------------------.
| L. Hawk (MAG) |
|=================================|
| Firepower: 2,300 |
| Capacity: 8 |
| Reload Speed: 1.53 sec. |
| Special: Level 5 Piercing |
'---------------------------------'
.---------------------------------------------------.
| Command | PlayStation 3 | Xbox 360 |
|===================================================|
| DASH | R3 | RS |
|---------------------------------------------------|
| TURN WHILE | Right analog | Right thumbstick |
| DASHING | in a direction | in a direction |
| (CHANGE | + X* | + A* |
| DIRECTION) | (during dash) | (during dash) |
|---------------------------------------------------|
| RISING KNEE | R1** | RT** |
| | (during dash) | (during dash) |
'---------------------------------------------------'
* Can turn (change direction) up to the three times while dashing. A
direction change must be done during the first few steps of each dash.
* Use "Left analog/thumbstick in a direction + X (or A)" with control types A
or C.
** [] (or X) with control types A or C.
- Normal Enemy Kills
Wesker STARS has a good advantage over just about any character when it comes
to normal enemies. All of his weapons take major damage off of normal enemies,
though he starts with limited ammo for each. His Hydra can take out just about
any normal enemy, plagas or Majini in one hit. He can shoot right through a
shield carrier and kill it with a Hydra shot and each Cephalo can be defeated
with one up close shot.
His magnum is an instant kill as always though he doesn't start with any ammo
for it. In a way it doesn't matter though since his Hydra is more powerful
from close range. The magnum can be used as a normal enemy killer really with
the supreme power of the Hydra for bosses. His handgun takes off 400 damage
per shot, which is higher than any other handgun, yet he still needs to hit
most Majini three times in order to kill them like most other characters.
- Boss Enemy Kills
Hydra shots from close range can make mincemeat out of any boss. Some bosses
like the Executioner in Public Assembly can be defeated with two close range
Hydra shots. His magnum can be used from a distance to stun a boss as well,
but his Hydra from close range is his ultimate boss killer. Next to Chris
Safari's rocket launcher, Wesker STARS is the next in line as the great boss
killer of the characters.
- Player Kills
Wesker STARS can once again use his Hydra to defeat other players with little
effort. The gun shoots rather fast, so Wesker can kill off a player rather
quickly. The only times that he really has problems is when a characters runs
and whenever a Wesker player doesn't use inventory reloading.
The only real flaw that a person can take advantage of when fighting against a
Wesker player is his reload time for the Hydra. If you are ever up against a
Wesker STARS player and he begins to reload his Hydra after attacking your
character, be sure to lay down supreme firepower upon him during that long
reload animation
- Stealing Kills
Wesker STARS can easily rush toward a player that is killing a boss enemy and
snatch the kill for himself with a close range Hydra shot. His magnum serves
as a good weapon from long range for taking away for taking a boss kill from
another.
-- SURVIVORS/TEAM SURVIVORS OVERVIEW
.-----------------------------------.
| | | |
| | | |
| | Hand | |
| |Grenade (3)| |
| | | |
|-----------+-----------+-----------|
| | | |
| Samurai | | |
| Edge | Handgun | |
| (HG) | Ammo (50) | |
| | | |
|-----------+-----------+-----------|
| | | |
| | | |
| | First Aid | |
| | Spray | |
| | | |
'-----------------------------------'
.---------------------------------.
| Samurai Edge (HG) |
|=================================|
| Firepower: 400 (Majini) |
| 100 (Player) |
| Capacity: 15 |
| Reload Speed: 1.70 sec. |
| Special: ---------------- |
'---------------------------------'
You'll see many people online pick Wesker STARS just as much as Jill Battle
Suit, but Wesker STARS really has no advantage over other characters that carry
a handgun. If you're going by the fact that his gun takes off more damage then
remember that all player default handguns take off the same amount of damage
per hit against enemy players. Wesker STARS will have to hit a character ten
times to place that enemy player into dying status just like the rest of the
characters.
As usual, his hand grenades can be used on unsuspecting players or to spam
another player with explosions for points just by tossing one toward the
player. The only advantage that Wesker really has with his handgun is that he
will take off more damage from normal Majini and bosses. The fact that he will
take more damage off of a boss can indeed play a big roll in using him since
you'll be able to defeat them and gain the weapon that they drop faster.
===============================================================================
SURVIVORS/TEAM SURVIVORS WEAPON DESCRIPTIONS AND USES
===============================================================================
-------------
Player Health
-------------
A player starts each match with a total of 1,000 health.
This is determined from a handgun shot, which takes 100 health per shot to any
place other than the head (damage is multiplied times by 1.5 for the head). 10
handgun shots will send another player into dying status.
---------------------------
Notes About Default Weapons
---------------------------
All character's default weapons hit for the same amount of damage when shot at
other players. Handguns take off 100 damage per hit on a player and machine
guns take off 35 damage per hit on a player.
The only time that a handgun takes off more is when a character uses a default
weapon against a Majini. This will make it to where the weapon will take off
full damage like in a game of The Mercenaries or Slayers.
----------------------
Notes About Explosions
----------------------
All explosions will damage and give points to the attacking player when another
player is within the direct hit radius of the explosion. Explosions will also
yield points if the enemy player's character shields themselves while outside
the immediate radius of the explosion. All explosions will also take away 50
points from the affected player in each of these instances.
So if Chris tosses a hand grenade at Jill and the hand grenade does not damage,
but instead makes her throw up her arms to shield herself from the blast, then
Chris will receive the full point amount (1,000 points) because Jill was in the
explosion's outside radius. Jill will receive a decrease of 50 points to her
score because she was caught in the outside blast radius and that registers as
a hit.
This can lead to some rather interesting cases where a player can literally
spam another player with explosives not necessarily to hit the other player,
but for a score amount. For instance, if a player tosses hand grenades at
another player, the thrower will receive 1,000 points for each grenade if the
other player is caught in the range of the explosive. The other player will
lose 50 points per explosion. It doesn't have to hit.
With explosive rounds, a player could knock another player down with the
explosive round for 500 points then constantly fire explosive rounds at the
grounded player while the player is down and keep receiving 500 points per
explosive blast while the other player keeps losing 50 points per explosive
blast.
Flash Grenades can be spammed against enemy players as well. Even though they
do not take off any damage, they will still give the attacker the point amount
and decrease the other player's score by 50 points per hit.
The following explosive ammo/weapons can be exploited as such:
Hand Grenades
Flash Grenades
Explosive Rounds
Acid Rounds
Nitrogen Rounds
Flash Rounds
Flame Rounds
Rocket Launchers
Explosive Barrels
-----------------------------
Notes about Hazardous Objects
-----------------------------
When a transformer or oil canister is shot, the player that shot that hazardous
object will receive a point increase if any player gets damaged by it. So if
Chris shoots a transformer and Jill accidentally bumps against the electrified
transformer later while it is still active then Chris will receive points
because Jill got damaged by the transformer that Chris shot.
-------
Weapons
-------
The following is a list of all available weapons in Survivors and Team
Survivors. All weapons that can be picked up can be swapped between partners
in Team Survivors only.
Extra Notes:
* All damage amounts listed are based on enemy player damage, not normal
enemies such as Majini.
* All point totals are on a per hit basis.
-- Knife
Damage per hit: 150
Points per hit: 100
A knife is sort of a last resort type weapon, but it can be used just as
effectively as any other default weapon from close range. While using this
against new players, it can easily confuse/shock them. Run up to a character
that is blasting your character with a handgun then run to the characters side
or run behind the character while the player attempts to turn their aim and
slash them a few times.
The main flaw with using a knife is the animation for pulling the knife out and
putting the knife back up. This animation can leave your character vulnerable
while a player escapes or attempts to run. The animation for putting the knife
back up is the absolute worst part of attempting to slash another player since
it allows the player to escape and retaliate with an attack sometimes before
your character can recover.
The knife really isn't too bad of a weapon to use from close range when the
other player is low in health and only has a handgun and its better than
nothing when a character is completely out of ammo. Try to run at a player
that is standing near a wall and trap them against that wall then slash them a
few times.
Jill BSAA and Jill Battle Suit's knives are easily the best knives out of all
knife attacks since they can hit multiple times rather quickly. Jill performs
a thrusting animation instead of a slash and each thrust damages for the same
amount that a slash from another player would have and also each hit will give
the player that same point amount.
Obviously, you don't want to use this against a player with a high-powered
weapon such as a shotgun. It is kind of amusing to run up and slash a player
that is attempting to hit your character with a rocket launcher from close
range though. The player with the rocket launcher can't exactly fire at your
character from such a close range or the player with the rocket launcher will
risk getting hit in the blast. You'll likely get a few surprise comments
online while attempting to slash another character to death. "Player 1 keeps
trying to slash me!"
-- Handgun
Damage per hit: 100
Points per hit: 100
Quite a few of the characters start with this weapon as their default weapon.
All character handguns take off 100 damage regardless of the type. A handgun
will take off its normal damage from a Majini enemy only. A handgun is best
used from long or medium range. A player can literally stand at a distance and
fire bullets at another character and deliver some plausible damage.
A player doesn't want to use this weapon from close range that often since just
about any other weapon in the various modes are more powerful than this gun.
Don't ever get in a handgun fight with another player. With the low damage and
the time that the players will spend in hoping that their handgun shots will
win, both players could have easily spent that time finding a better weapon in
an area. Other players that have found a rocket launcher are probably watching
the battle through a scope while snickering at the battle they are bout to
interrupt.
It's accurate single shot from a distance can help to set off environmental
hazards such as explosive barrels rather easily. As usual with a handgun, the
reload animation is very short so there is less reason for inventory reloading
while using this weapon.
-- Machine Gun
Damage per hit: 35
Points per hit: 50
A machine gun is more of a close range weapon. It's best used on an
unsuspecting player or once a player has been stunned in place with an
incendiary grenade. The lengthy reload animation for a gun requires that a
player enters a gun fight with enough bullets to finish off another player,
because you don't want to get stuck in a reload animation while attempting to
pressure a player with constant gunfire. Don't ever use the normal reload
animation with this weapon. Quickly pull up the inventory and combine the ammo
with the gun when in need of a reload to pull off the reload instantly.
A machine gun is basically useless from a distance and some are even useless at
mid range because of the inaccuracy of the gun's rapid fire. Jill Battle
Suit's VZ61 and Sheva Tribal's MP5 have some of the best accuracy from a
distance. Guns such as Chris STARS SIG 556 and Sheva Clubbin's AK-74 are best
used at close range because of the recoil. Keep in mind that all machine guns
take off the same amount of damage regardless of the type. Machine guns will
only take off their full amount while damaging a Majini enemy.
Machine guns can be useful for an accurate single shot from any range if the
fire button is tapped one time. If you happen to spot an environmental hazard
such as an explosive barrel next to a player at a distance, aim toward it with
the machine gun then perform a single tap of the trigger button when the laser
pointer lines up with hit for an accurate single shot that will hit the object.
-- Shotgun
Damage per hit: 700 (range 0 - 1.5m)
300 (range 1.5 - 6m)
100 (range 6 - 9m)
70 (range 9m+)
Points per hit: 1,000 (range 0 - 1.5m)
500 (range 1.5 - 6m)
200 (range 6 - 9m)
100 (range 9m+)
As usual, the M3 shotgun is primarily as a close range weapon. This gun is
what you want to have for a close range shootout. If a character with a
handgun and a shotgun meet on the battlefield then the character with the
handgun better run or toss some type of incendiary grenade then run.
Speaking of an incendiary grenade, a player with a shotgun can set up a nice
little deathtrap by stunning a character with an incendiary grenade then
running up to that character and blasting the character from close range while
the character staggers from the burning animation.
The main flaws with the shotgun is its low rate of fire and inability to take
maximum damage from a distance. From a great range, your character will take
off more damage with a handgun. The shotgun really makes up for its low rate
of fire with its intense damage and overall spread from up close however.
Stopping to fire a shotgun at a running character is not the way to use a
shotgun since, as already mentioned, it will take less damage from a distance.
When a shotgun attacker is following a running character, it would be best to
take out a handgun and shoot at that character while the player escapes.
-- Rifle
Damage per hit: 300
Points per hit: 500
The PSG-1 rifle is best used from a high ledge or on the other side of a long
tunnel or corridor. Seek out a player that is unaware of your character's
presence then suddenly spam that player with rifle fire from a distance.
You'll have to aim and fire quick since the red laser point will give away your
character's position whenever the scope target is aimed directly at a player.
This weapon is extremely useful in stages where a player can see through
multiple levels of floors such as the Experimental Facility and the Prison. A
player can shoot at a character that is climbing the third floor staircase from
the second floor at the Experimental Facility. That's just one of the many
examples that a rifle player can take advantage of though.
-- Magnum
Damage per hit: 450
Points per hit: 1,500
Yeah, it's really powerful, but this gun has a major drawback in terms of its
rate of fire. The recoil makes each shot as slow as a shotgun's rate of fire.
It requires precise aiming also, which is rather noticeable when a gun has a
slow rate of fire and a low capacity. A player can't afford to miss much with
this gun.
On the flip side, the gun will take some major damage from another player if
precise aiming is used. It's really not that good to use this weapon from
close range without tossing an incendiary grenade first. With some good aim,
it can be an extremely good long range weapon. All a player has to work with
is the tiny red dot laser while aiming from a distance, but the sheer amount of
damage per hit while used from long range really pays off.
It's really best to avoid taking this out for close range combat while another
player is attacking your character. If a player sees that your character is
attacking with this slow weapon, then that character could easily run circles
around your character while your character fires in vain with this weapon's
slow rate of fire.
-- Hand Grenade
Damage per hit: 500
Points per hit: 1,000
There's nothing more satisfying than tossing a hand grenade then hearing its
"clang, clang, clang" followed by the sounds of a player getting hit while your
score is boosted. Hand Grenades are best thrown from mid range at an
unsuspecting player. These hand grenades can be tossed at a player that is
attempting to hide in ambush in a lower area or behind a window or door.
Surprise hiding players by tossing a hand grenade into the room with them.
That'll teach'em to hide from your character.
Hand grenades are also a good way to make players move. If an annoying player
is up ahead, trying to shoot at your character with a handgun or magnum then
toss a hand grenade at that player to make him move out of the way or risk
getting hit.
One unique little animation that can be slightly exploited with a hand grenade
is how the characters near its blast radius will hold up their arms to shield
themselves from the blast. An attacker can have a rifle or any other gun ready
when the other player is stuck in this animation and quickly shoot the stunned
player at least one time. On the flip side, the character that tosses the hand
grenade might accidentally get caught in the same animation to which the other
player can take advantage of.
-- Incendiary Grenade
Damage per hit: 200
Points per hit: 300
Of all the weapons that are available to all character types in either versus
mode on any stage, the incendiary grenade is one of the best weapons to
accompany any type of gun. When thrown at another player, this grenade will
burst into flames on the ground and, if the other player is hit, that character
will stagger in a lengthy burning animation and be left wide open to any kind
of attack.
This weapon can be used in combination with any gun type to trap then shoot the
burning player. The best weapon to use in combination with this is the
shotgun. Simply toss an incendiary grenade then run up to the player and blast
that player with a shotgun. Incendiary grenades can be constantly tossed at a
burning player for some very high damage, but they are best saved and used in
combination with a gun. This way, your character can keep at least 4
incendiary grenades after a fight in order to trap other players instead of
wasting all 5 on a burning player and be left with none.
Incendiary grenades are best thrown at an unsuspecting player or a player that
is attempting to run way from your character or toward your character. It's
risky to use incendiary grenades on a close range player that is attacking your
character, because your character might get caught in the flame explosion as
well. Make sure that the character is at some sort of range other than close
range before tossing this weapon at the other player.
Run away from an attacker then perform a quick turn then toss an incendiary
grenade if needed. Of course this depends on the attacker's currently equipped
weapon obviously; you don't really want to run away from another player that is
equipped with a rocket launcher since gaining distance from the player is what
the rocket launcher player wants your character to do since that player can't
very well fire from too close of a range and expect to live through it.
Incendiary grenades can be a good introduction to an impending shootout that is
about to take place in sort of a "Now keep that pose for one second, while I
take out my shotgun and..." type of way.
-- Flash Grenade
Damage per hit: 0
Points per hit: 300
If a player suddenly starts to toss flash grenades at your character and appear
to waste all five at one time, that player is most likely not attempting to
blind your character and that player is not out of his/her mind either. That
player is attempting to get the point total out of the five flash grenades
since a flash grenade has little purpose otherwise.
Flash grenades give a player points if another player gets caught in the area
of the explosive. So say, a player is up ahead of your character, you could
easily toss a flash grenade near that player and gain 300 points just because
the player was in the range of burst of light.
Flash grenades can be used to blind another player for a short while as well.
Whenever a character shields his/her face from the explosive blast that is the
your cue that the player is temporarily blinded. Flash grenades are best used
for defense rather than offense or they can be used to confuse a player. The
stun is so very minor that a player can't exactly stun another then run up and
blast that character. A player that is blinded can get confused as to the
current surroundings however since that player's vision will be momentarily
blurred if the flash grenade hit was direct (right next to the player).
If you don't intend on using flash grenades for defense purposes then find a
high area and find a group that is engaged in a gun fight then suddenly spam
them with flash grenade to build up your score. It's really hilarious that
flash grenades are even worth any type of point total really since their use in
gaining points looks rather odd. Aargggggh, point spam!
-- Proximity Bomb
Damage per hit: 700
Points per hit: 1,500
Proximity bombs require clever placement in order to be effective. A player
can's simply place a proximity bomb along the main path in the Public Assembly
and expect to hit another player with it. Most human players are vastly
superior to Resident Evil Majini AI.
Anyway, proximity bombs are best placed in some of the following areas:
- Behind a door
- At the top or bottom of a ladder
- Right near the side of the wall along a sharp turn (corner)
- At the other end of a zipline
- On the other side of a window
Proximity bombs are best placed where they are out of sight. A player can
simply shoot the proximity bomb to remove it from blocking off a path or an
explosion can set it off. Proximity bombs that have a flashing light that
blinks from the center top portion have been armed by another player, so shoot
or avoid them.
In order for a proximity bomb to be effective, a player does not always have to
stand by the area where it was placed. Simply leaving it in an area then going
off to some area will give your character points if another player is hit. If
player 3 is seen in an area where a proximity bomb has been placed by player 1
and suddenly player 1 hears an explosion and sees 1,500 points added to that
player's score then you can rest assure that player 3 is raising his/her fist
at another player (unknowingly player 1) as the character recovers.
Don't place these explosives in front of a ladder that your player is about to
climb down since your character will only pick the explosive back up. Place
them while leaving an obstacle such as after climbing a ladder or after kicking
open a door or a player could place them next to an obstacle that the player
doesn't intend on using at the moment. Keep in mind that enemies can set off
proximity bombs and ruin your little surprise for another player, so a player
will want to try to place them in areas where enemies are less likely to enter.
Proximity bombs are also useful for traps on the run. Basically, if a player
is hunting down your character while your character runs, vault over a window
or quickly drop from a narrow ledge then place a proximity bomb and continue
running for cover. Don't stop! Continue to act as if your character is
running to give that player the idea that your character is still fleeing from
their almighty grace, then the pursuer might accidentally fall into your quick
little trap. This is best used against players that insist on blindly chasing
your character even when your character is at a big distance from them;
basically the pursuer is watching your character on the mini-map and is still
sore from that rotten egg kill from last time.
-- Rocket Launcher
Damage per hit: 30,000
Points per hit: 3,000
It's as if I hear the announcer from Metal Slug saying "Rawket Lawncher" every
time that I pick up this weapon. The rocket launcher is a one hit death for
any player that your character happens to find and shoot with its explosive
blast. This weapon right here is one of the major reasons why your character
should NEVER EVER stand still in an open area for long at all because that
gives an invitation for other players to simply line up their scope sight and
shoot at your character from a distance.
The rocket launcher is best shot at an unsuspecting player or a player that is
moving along a narrow path. A player should always avoid running throughout an
area with a rocket launcher equipped. A rocket launcher should be used as a
surprise to another player that is approaching your character from a distance.
A character might suddenly see that your character is shooting at them with a
handgun then laugh and run toward your character until your character pulls out
a rocket launcher out of nowhere and begins to aim.
A rocket launcher can be shot from long or mid range rather easily, but long
range requires a bit of luck since the targeted character might unexpectedly
move out of the way as the rocket heads toward them. It's risky to use this
from close range since your character might get caught in the blast radius.
Shooting this weapon towad the group up ahead as a player approaches from a
distance can be a good setup for a hit however. The rocket launcher
explosion's blast radius is just as dangerous as a direct hit.
If you're character ever happens to come across two players that are fighting
at close range in Slayers or Survivors or happen to find two partners in a Team
Slayers match that stick together way too much then get at a distance and aim
between them (or aim at one of them) then fire your rocket and your score might
just rise considerably at that time as both players enter dying status and
curse at your player while they struggle in their near death state. Damn you,
player 1!
-- Acid Round
Damage per hit: 200
Points per hit: 500
Acid rounds will cause a brief stun where the targeted player will flail their
arms when shot. The stun isn't long enough to make real good use of using the
stun to trap the player for any type of high-powered weapon blasts, so it's
really best to shoot another acid round at a stunned player. An acid round
produces an acid area affect that will stagger an enemy player much like a
direct hit as well. There's really not too much to say about the acid rounds
other than to shoot them continuously at a player once that player has been
staggered from the first acid blast if they are the only ammo that you
currently have.
-- Electric Round
Damage per hit: 150
Points per hit: 500
Electric rounds can be by far the most effective round for instantly stunning a
player with little effort. The electrifying stun last for quite a while and an
attacker doesn't really have to worry about getting caught in the blast radius
unless the player is right next to your character. Electric rounds produce an
electric shockwave that stretches up into the air and covers a good chunk of
the area it is shot at. These rounds have a tendency to hit an enemy player if
the player is anywhere near the area of the electric blast and if players get
caught outside of the radius then the outside area effect will make them hold
up their arms and basically hold them in place to allow your character to
quickly aim again and fire.
Electric rounds are highly effective when used with any high powered weapon.
The stun is quite long and can keep players contained for quite some time while
they're character is stuck in the shocking animation. These can be used much
like incendiary grenade and the player doesn't have to be as accurate and has
less of chance of being caught in the electricity from up close when compared
to flame rounds or incendiary grenades.
Unlike incendiary grenades and other stunning rounds, these electric blasts are
not that damaging, so it's not wise to shoot them continuously after the first
initial shock; you're basically wasting the in that case. They are most
effective when used with another weapon after the stunning trap. These rounds
are also good at halting an enemy player's retreat. If a player tries to run
then aim toward that character and try shoot an electric blast directly in
front of that player. Electric rounds be quite fun to experiment with and
their true potential is not often realized.
-- Explosive Round
Damage per hit: 250
Points per hit: 500
An explosive round's blast radius will instantly knock down any player that
gets caught in it's immediate explosion area. It's the most damaging out of
the all the grenade launcher rounds, and it delivers some heavy damage, equal
to that of a shotgun blast from close range at times.
The only problem with explosive rounds is that a player must be more accurate
with this type of ammo when compared to flame rounds or electric rounds. A
direct hit to a player will knock that player down for sure but the area effect
when shot near a player requires the player to be very close to the blast or
else the player will hold up his/her arms.
Explosive rounds are a good type of ammo to shoot from long range. If you
happen to see a gun fight below while on top of a high walkway then shoot an
explosive round in between the two combatants and this might hit both and
damage them both highly.
-- Flame Round
Damage per hit: 200
Points per hit: 500
Flame rounds will hit with a burning effect that stuns a player in a burning
animation much like an incendiary grenade. It sets up enemy players for high-
powered weapon attacks just like an incendiary. Since these are shot from a
gun however, the attacker will not be able to instantly respond as quickly as
when an incendiary grenade is used because the gun will have to be lowered
shortly before equipping another gun to make use of the flame trap. The flame
rounds can't be shot as continuously during the burning animation either unlike
a player can spam incendiary grenade during a flame stun.
Don't always attempt to shoot the player directly with this ammo, try to shoot
at the player's feet or shoot one in front of a player as that player runs
toward your character and let the area effect of flames stun them in place.
The area effect is the most useful aspect of a flame round when attempting to
hit another player.
-- Flash Round
Damage per hit: 100
Points per hit: 500
Flash rounds are much like flash grenades except for the fact that they can
take damage from another player and they give a player more points per hit. A
player must be hit directly with the blast or the player must get caught in an
extremely close portion of the light blast in order for a flash round to
damage. These rounds can build up a player's score by simply aiming and
shooting them at a players feet. Whether they stun the player or not does not
matter when attempting to build up your score.
Flash rounds don't have as big of an area effect as flash grenades however, so
a player has to make sure that the blast hits very close to the enemy player in
order to achieve some points. Flash grenades can simply be tossed directly
toward a player with little aiming effort where as flash rounds require better
aiming and also they can't be spammed as much for a score.
Even though they can't be shot as much, these rounds have a much greater
distance than a flash grenade. A player can find two other players engaged in
a gun fight at a very long range then begin to shoot flash rounds toward them
to building up the player's score.
-- Nitrogen Round
Damage per hit: 100
Points per hit: 500
- Optional Melee Attack (once frozen)
Damage per hit: 300
Points per hit: 1,000
So, you can actually freeze another player? Why, yes. Yes, you can! The
player will get encased in ice for a few seconds then you're character can
shoot the frozen player or run up and get a head stun melee command that
differs depending on the character type. The player will not instantly shatter
after hitting the player's frozen body however. The frozen player will take
damage based on the type of attack that the frozen character is hit with. In
order to escape a freeze, a frozen player must continuously tap the run button
(X/A) as displayed on the screen while frozen to escape the icy trap.
In order to freeze a player, the player must be in the direct hit range of a
nitrogen round. The shot has to land directly below the player or hit the
player in any portion of that player's body. Using this weapon requires good
aim to be effective. Sometimes constant fire in the hope to freeze a player
will work, but either way, the attacker must get the player caught in the
direct hit radius or the targeted player will simply hold up his/her arms to
block the blast. Keep in mind that while in a team match, a player on your
team will not be frozen by your own nitrogen round shots, so if you happen to
see your teammate engaged in a gunfight, run up and freeze the other player
without the need to worry about freezing your partner.
Hitting a frozen player with a head stun melee attack via the button prompt
command that appears while standing near that player will take off 300 damage,
award the attacker 1,000 points and knock that player to the floor, to which
your character can quickly prepare another attack as the player gets up. Any
type of gunshot will instantly unthaw the character but it will take off
however much damage that the gun blast will deliver, so your character could
freeze a player then rush up and hit the player with a shotgun blast or better
yet, take out a rocket launcher and completely finish the job, you evil person,
you!
A high-powered gunshot can be the most effective way to hit a player out of
freeze but the melee attack is rather useful if your character doesn't have a
high-powered weapon; your character receives 1,000 points for that melee
attack! Besides the brief freeze, the awarded point total is a really good
aspect of using nitrogen rounds. A player can freeze a character for 500
points then perform a melee or other highly damaging attack for whatever other
point total the extra attack may be worth!
-- Rotten Egg
Damage per hit: 931
Points per hit: 2,980
Wow, would you look at that damage and score amount, all from being hit with a
rotten egg! A player can equip a rotten egg then hit enemy players with one by
tossing it at them. So long as the rotten egg makes contact with a character's
body, it will highly damage that player and give the attacker a rather large
point amount. The unique thing about using an egg is that there is no laser
pointer to give away that your character is aiming at the player, so your
character could easily hit an unsuspecting player from a distance without the
enemy player being aware that your character is preparing to toss this
"weapon".
The rotten egg can be a very effective weapon during handgun battles. For
players that insist upon shooting your character with a handgun, take out the
rotten egg while the attacker stands in place then carefully toss the rotten
egg at the shooting player. The rotten egg will almost always guarantee a kill
if the player with the handgun has taken any damage whatsoever prior to or
during the battle with your character, so during the first few handgun blast
the player might fall into dying status as the rotten eggs hits that player or
the attacking player will suddenly lose all health but about 10%.
Players can also literally make a mockery out of their opponents by finishing
players off with a rotten egg when their characters enter dying status. The
rotten egg will actually kill a player and award the attacker with 2,980 points
plus the usual 3,000 points for the player kill.
It might be obvious, but don't eat a rotten egg with the "Eat" command while
holding one or your character will lose 50% health. Don't ever try to pick up
an item with a rotten egg equipped because your character can run the chance of
eating it. It can be done very easily and afterwards you'll feel a slight bit
irony from having it equipped to hit another player only to damage yourself
with it.
-- White/Brown/Gold Egg
Damage per hit: 0
Points per hit: 300
Normal eggs that are not rotten cannot damage a player but a player that
manages to hit an enemy player with an egg will gain 300 points per hit. Why
in the world would you want to do this? Other than mocking the player with
your slight point increase there is really no need to.
Equip an egg then toss it like you would a hand grenade. Much like a grenade
aiming is based on your own accuracy rather that a laser pointer. It's best to
eat these type of eggs to regain health by equipping them and choosing the
"Eat" action button command.
White Egg = Low health recovery
Brown Egg = Moderate health recovery
Gold Egg = Full health recovery
Keep in mind that the eating animation will leave your character vulnerable to
attack much like any other healing item.
-- Melee Attack
Damage per hit: 300
Points per hit: 1,000
This melee attack refers to ANY melee. The most notable melee is the melee
that is performed after freezing an enemy player with a nitrogen round.
Approach the frozen enemy player for a melee command. The melee will differ
depending on the currently controlled character but all melee attacks take the
same amount of damage and knock the enemy player down to the ground. See the
nitrogen round description for more info on that melee attack.
A player can also be hit with other activated melees as well if a player stands
in the path of the melee that is being performed. Here's a list of melee's
that can hit a player for 300 damage and 1,000 points:
Majini Head Stun Melee
Majini Arm Stun Melee (front)
Majini Arm Stun Melee (behind)
Majini Leg Stun Melee (front)
Majini Leg Stun Melee (back] [Wesker only]
Majini Ground Melee [victim must be very close to the melee]
Partner Assist Melee Attack [from Majini grab]
Time Bonus Melee Attack (hitting a time bonus)
It's not very likely that you're character is going to hit another player with
any of the Majini melees or the time bonus melee but its still interesting to
try for at times.
-- Wesker's Dash
Damage per hit: 50
Points per hit: 100
.---------------------------------------------------.
| Command | PlayStation 3 | Xbox 360 |
|===================================================|
| DASH | R3 | RS |
|---------------------------------------------------|
| TURN WHILE | Right analog | Right thumbstick |
| DASHING | in a direction | in a direction |
| (CHANGE | + X* | + A* |
| DIRECTION) | (during dash) | (during dash) |
|---------------------------------------------------|
| RISING KNEE | R1** | RT** |
| | (during dash) | (during dash) |
'---------------------------------------------------'
* Can turn (change direction) up to the three times while dashing. A
direction change must be done during the first few steps of each dash.
* Use "Left analog/thumbstick in a direction + X (or A)" with control types A
or C.
** [] (or X) with control types A or C.
Use the above commands to perform Wesker's dash move. Wesker can slightly
damage a player by simply making contact with a player when he dashes by a
character. His Rising Knee that can be performed at the end of a dash can
damage and knock down a player as well. It's very tricky to attack a player
with this move. A player will have to take advantage of Wesker's ability to
turn during a dash as well as his Rising Knee at the end of the dash. Wesker's
recovery after the move will leave him vulnerable if an enemy player happens to
be near him once he stops.
Wesker's Dash move is best used for escaping or quickly getting from one area
to another rather than attacking. As usual, this move drains a bit of Wesker's
health per use. The individual turns during a dash will not drain his health
any more once the dash has already been triggered, but health is drained each
time a dash is started from a charge. If this move is used for a quick escape,
keep in mind that Wesker has to perform a charging animation to begin the dash
and he can be hit throughout the charging animation.
-- Finishing Melee
Damage per hit: 1,000
Points per hit: 1,500
A finishing melee can be performed on any enemy player that enters dying
status. While damaging a player, watch for the player to suddenly stagger
after being hit while the character has extremely low health then the character
will limp while dying status. Approach the player to get a special melee
command while standing near the player. Initiate the command to finish off the
player for a kill. The finishing melee will differ depending on the character
used.
If you're playing normal Slayers and the player manages to resuscitate while
the melee is being performed then the melee will knock the player back into
dying status then the melee can be performed once again in an attempt to finish
the player off. This will give the attacking player 1,500 points per hit on
the resuscitating player, so if a player resuscitates once the finishing melee
is started, it will knock that player back into dying status for 1,500 point
then the attacking player can finish off the dying player with another attempt
at a finishing melee for another 1,500 points and receive the extra 3,000
points for killing that player. Basically, if you wait for a player to
resuscitate, you can get a total of 6,000 points for a kill.
This move will damage any enemy player that is caught in the range of the melee
attack. It can hit multiple players and take quite a bit of damage.
This move can also be performed against the Gatling Gun Majini. If the melee
manages to hit another player then it will take off the same amount of damage
and give the same point total to the attacker.
-- Explosive Barrel/Canister
Damage per hit: 500
Points per hit: 2,000
Explosive barrels and canisters can be lying around some of the stages. These
can shot with any weapon as an enemy player moves by one. The explosion has a
rather big range and can hit multiple enemy players if more than one enemy
player is grouped. The explosion takes off some good damage and it also gives
a very hefty point amount.
It's good to find an unsuspecting player that stands or runs by an explosive
barrel or canister then quickly fire at the canister. Take chances sometimes
and quickly fire at an explosive barrel or canister even when you think the
player might be out of range. The explosion's blast radius can reach a lot
further than you initially think at times.
In some stages, a player can simply hide in areas and wait for an enemy player
to move by an explosive barrel or canister. The Experimental Facility stage
and Missile Area stage two of the best places to get an enemy player caught in
an explosion. Be VERY careful when moving by an explosive barrel or canister.
Sometimes is it best to shoot the explosive barrel or canister before moving by
it just in case an enemy player is watching your character from another area.
-- Oil Canister
Damage per hit: 500
Points per hit: 1,000
Oil Canisters will not hit an enemy player as instantly as an explosive barrel
or canister but their string of flames can catch a player just as easy. Public
Assembly's oil canisters are some of the best oil canisters to catch an enemy
player with. Wait for an enemy player to run by the oil canisters then quickly
shoot the canisters with any weapon to quickly ignite the canisters and oil
trails near them.
A player can actually get trapped between the flames while standing in the
middle of the oil streaks that trail out from the canisters while they are
ignited. There is a slight bit of space in between each oil streak where the
player will not get burned, but if that character attempts to move then the
character will receive flame damage.
When players are caught in the flames, their characters will flail their arms
in the air like when hit with a flame round or incendiary grenade, so some hits
can be gained at that time on the burning player. The player will be in the
middle of several flame trails however, so a long or mid distance weapon must
be used.
-- Spike Trap
Damage per hit: 30,000
Points per hit: 3,000
The spike trap is only found in the Village and the Experimental Facility
stage. The spike traps in the Village are found along the entryways to the
south portion of the north bridge and the area off to the west near the bridge.
A player will need to kick buttons placed on the second floor of the east
building and the area outside the second floor of the north building in order
to set these off. The affected area is really too small to catch any players
in Village spike traps. You'll likely only catch a player in one of these by
chance.
The one in the Experimental Facility is found on the first floor. Any player
that enters the spike trap can be heavily damaged if another player is outside
of the cage and happens to be standing next to the red button along the side
near the corridor. Approach the button for a "Kick" command then quickly kick
the button and the player inside the trap will receive intense damage from the
surfacing spikes that will send that player into immediate dying status.
It's very risky to enter the trap yourself and finish off the dying status
player with a melee kill since players that do so will open their characters up
to being hit by the trap as well. Quickly kick the button again to finish off
the player that is in dying status.
Items are placed inside of the cage in an attempt to lure players inside. Will
you take the risk? As long as an enemy player is not in the immediate area, a
player should not have anything to worry about while venturing inside.
Explosive barrels hidden under the floors of the Experimental Facility are some
of the far more serious traps to worry about.
-- Transformer
Damage per hit [electric shockwave]: 200
Points per hit [electric shockwave]: 500
Damage per hit [electric field]: 10
Points per hit [electric field]: 500
Transformers can only be found in the Public Assembly and in the Experimental
Facility. These electrical metal boxes can be shot as a player runs by them to
electrify that player and stun that player in place for a few seconds. The
staggering animation is the same as being hit with an electric round from the
grenade launcher. A player can quickly run up to the stunned character then
shoot the character while the character is recovering from being electrified.
Transformers have just as big of a hit radius as an explosive barrel or
canister so always try to shoot one of these when an enemy player is seen
moving by one. Transformers cannot be destroyed so the threat of getting
caught by the electric shockwave of one will always be there, so it is best to
try to take an alternate path when your character needs to move past the area
that contains one of these.
A transformer that has already been shot will stay electrified for a few
seconds after the initial electric shockwave. This electric field around the
transformer can still electrify a player that happens to make contact with the
box. The electric field can be lengthened by shooting the electrified
transformer, although doing so is really just a waste of ammo since the
electric field will only hit from close range. The electric field will take
less damage but it will still be worth the same point amount to the character
that shot the transformer if an enemy player bumps it.
===============================================================================
SURVIVORS/TEAM SURVIVORS STAGES
===============================================================================
This section describes each stage based on the Survivor mode of Versus. The
stages are completely the same as The Mercenaries for Slayers, so check The
Mercenary section for Stages to gain an advantage for Slayers. Slayers has the
exact same enemy spawn points, time bonus, combo bonus, and item locations that
were found in The Mercenaries.
The Survivors stages still have the same time bonus locations, but the combo
bonus chests now hold a surplus of random items. These items include first aid
sprays, grenade launcher ammo, hand grenades, incendiary grenades, flash
grenades, and proximity bombs. The item and weapon placement for each stage
randomizes with each playthrough, but there are certain areas where an item
MIGHT be per playthrough.
Until I get the time to go through and label each item chest, please note that
the chests marked "CB" on the maps below denote a chest that contains random
items. Each stage is broken down with a few tips to help out players for
sniping, taking advantage of hazardous objects and hiding. Some stages have a
more favorable design for proximity bomb placement and those stages are labeled
below with their own proximity bomb placement section.
---------------
Public Assembly
---------------
--> Time Bonus and Combo Bonus (Random Item) Locations
http://img35.imageshack.us/img35/939/publicassemblymaptimean.jpg
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img198.imageshack.us/img198/942/publicassemblyblankedit.jpg
--> Overview:
- Sniping Positions
Public Assembly is still the rather simple stage that many players should be
all too familiar with right about now. There is no real safe spot in this
entire stage. A player with a sniper can get up on the second floor or third
floor level of the building in the south to survey a good majority of the area,
but even then, that player will usually be left open to a player that stands on
the hill to the west. A player can take cover behind a wall on the second
floor, but there isn't much in the way of hiding on the floors.
The hill in the west can be used to survey the ground floor below and it can be
used to easily see a player that is in the high floors of the south building.
The executioner platform can be used to survey the area, but it leaves the
player wide open to any attack. The rooftop of the middle building can also be
used to survey a good majority of the area, but like the executioner platform,
it leaves the player wide open to attack.
- Hazardous Objects
A red explosive barrel can be found near the corner of the concrete wall in the
southeast and another can be found near the gate in the north. The barrel in
the north can make for an easy hit for any player that happens to move by it.
You'll likely get the player caught in the blast radius for the point amount if
nothing else while the player moves by it. The oil canisters in the middle of
the Assembly serve as a sneaky way to easily hit a player that passes by the
middle path.
Both transformers (west and middle) are still in place as well. The
transformer in the middle makes a very convenient trap for any player that is
caught moving down the middle path. A player should shoot it down early and
let it lie there to shoot for any player that happen to cross the middle path.
The transformer will shock the player and hold that player in place so another
can easily bombard the shocked player with any type of gunfire.
- Shelter
Really there is no safe place to get in Public Assembly. The concrete wall
that separates the middle portion from the west portion provides some good
cover for either side. A player can actually stand on the west side and toss
hand grenades or flash grenades over the gate to possibly hit other players in
the middle when they appear on the map or at least get them caught the blast
radius of the explosion for the full point amount.
The middle building can be used to take shelter in for while but a player will
have to keep an eye on the door and back window. A hand grenade or grenade
round can easily destroy the breakable walls of the building or the door and
make the house nothing more than just a hole in the wall, open for all to see.
The north and west buildings' bottom floors can be viewed the same way with
their breakable walls.
---------
The Mines
---------
--> Time Bonus and Combo Bonus (Random Item) Locations
http://img527.imageshack.us/img527/1014/theminesmaptimeandcombo.jpg
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img198.imageshack.us/img198/942/publicassemblyblankedit.jpg
--> Overview
- Sniping Positions
The middle platform and the ledges make some good sniping positions. Even
though a player can easily be seen along these high areas, the areas stretch
around a good majority of the entire north portion of the mines, so a player
can easily run along the north ledge and even take cover in the tunnel along
the north side.
The most obvious sniping positions are the two tall platforms that can be
climbed to via a ladder on the east and west side of the north portion of the
area. These high platforms can be both a blessing and a curse. A player can
easily survey the area below from one of these positions but players below that
know of these sniping area will look toward these areas for players. There is
a very little cover to take on these platforms other than backing up to shield
your player by using the floor of the platform itself and also any player that
moves below the platform will have a good view of your character.
The middle tunnel makes an all too convenient wide open trap for players to use
their rifles, rocket launchers or grenade launchers to hit other players that
move through it. Be very careful about moving along this tunnel since there is
basically no cover to take.
- Hazardous Objects
Explosive barrels lie in the west tunnel near the middle of the map, below the
wooden platform in the north and inside the north tunnel on the top floor of
the high north ledge. Each of these can make a convenient quick hit against
players that happen to stand in the vicinity of them while they attack.
The red barrel in the west tunnel can be used to easily gain points on any
player that happens to trap another player inside the tunnel. A player can
back all the way up to the wooden crate in the very back to avoid damage but
the player is still going to get caught in the outside blast radius of the
explosive barrel which will be enough to give the player at the other end, the
point amount for a barrel hit.
- Shelter
The only real shelter that a player can take in the mines is inside the north
tunnel on the top floor of the north set of ledge. Shoot the explosive barrel
before trying to hide out in this area however, just in case a player comes
from one end and tries to chase your character into the barrel. There is also
an alcove along the west portion of the north area, but this is really more of
a deathtrap than an actual shelter; you're really better off circling the
middle wooden platform rather than trying to move inside the alcove.
-------
Village
-------
--> Time Bonus and Combo Bonus (Random Item) Locations
http://img527.imageshack.us/img527/676/villagemaptimeandcombob.jpg
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img441.imageshack.us/img441/7528/villagemapblank.jpg
--> Overview
- Sniping Positions
The entire high area along the north portion makes for some good sniping
positions. Players can get rather far away from the middle portion and survey
a good majority of the area from the north end. The hill in the south is
another good area to survey the middle portion.
- Hazardous Objects
The only hazards in this stage are the spike traps that a player can set off by
kicking the button on the upper portion of the east building and the upper
portion of the north area. These really can't catch a player all that well, so
don't ever rely on these.
- Shelter
The west building's second floor provides some good cover for a player. A
player will need to watch the windows and keep players from getting underneath
the floor however. A player can easily enter the bottom floor from one of the
side windows and toss hand grenades up toward the hiding player however.
Many of the other portions of the area provide some slight shelter from the
center lower portion such as the second floor of the north building (move
toward the north wall) and northeast area. Moving behind or to the side of the
west buildings can help out for any player trying to find cover in the lower
area.
- Proximity Bomb Placement
Although this stage isn't entirely favorable to proximity bombs, the bottom
area in the middle of the map is a good area to place bombs. Place proximity
bombs on the other side of the windows in the west building. The west building
can be completely rigged on the bottom floor, except for the doorway which is
wide open.
A player can also place a proximity bomb at the other end of the zipline.
Place the bomb on the east end so that a player slides into the bomb. The few
ladders in this area make some good placement areas (above or below the ladder)
for proximity bombs as well.
-------------
Ancient Ruins
-------------
--> Time Bonus and Combo Bonus (Random Item) Locations
http://img177.imageshack.us/img177/4320/ancientvillagemaptimean.jpg
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img177.imageshack.us/img177/791/ancientvillagemapblank.jpg
--> Overview
- Sniping Positions
Basically, a player has to get on the high areas such as the second floor
walkway on the east side and the middle area to the north in order to get to
high ground. The middle area in the north will allow a player to see the full
walkway below and scope out areas throughout the ruins.
The northwest area has a rather nice sniping spot on the other end of the gap
in the bridge. A character with a rifle can get on the other side of the this
gap and shoot players that move down the walkway to the east. The high area up
the stairs in the southwest can make another convenient spot, but you'll have
limited view of the southwest area only for the most part unless a character
passes by the doors outside.
- Hazardous Objects
There are no hazardous objects in this stage.
- Shelter
A character could go to the northwest or southwest to get out of sight for a
while. The southwest area only has one way out, so a player can get trapped
there. The northwest area has two routes leading from its high platform so a
player can escape quickly from a pursuer by taking the alternate route if the
player happens to be confronted in that area.
- Proximity Bomb Placement
This stage has many 90 degree turns that can be taken advantage of when placing
proximity bombs. A player can place a proximity bomb right around a corner and
possibly have another player run into the bomb on accident when turning. Be
sure to place the bomb close to a wall so that the bomb cannot be seen while
making the turn however. The few ladders on this map can be rigged with bombs
as well. Place a proximity bombs above or below the ladders. As usual,
enemies can set off the bombs and ruin your little trap however, so it is best
to lead a pursuing enemy away from the bomb (backtrack a bit then start on a
new path) rather than continuing on your way when one is placed.
---------------------
Experimental Facility
---------------------
--> Time Bonus and Combo Bonus (Random Item) Locations
1F-B1F
http://img411.imageshack.us/img411/1909/experimentalfacility1fbu.jpg
3F-2F
http://img411.imageshack.us/img411/8550/experimentalfacility3f2.jpg
--> Blank Map (For the gamer that wants to make his/her own location listings)
1F-B1F
http://img254.imageshack.us/img254/9716/experimentalfacility1fb.jpg
3F-2F
http://img410.imageshack.us/img410/8550/experimentalfacility3f2.jpg
--> Overview
- Sniping Positions
The Experimental Facility can be a sniper's playground. Walkways and stair
floors can be seen through and most of the area is completely open, so a sniper
has a good advantage in this stage. Simply find an area that a long a catwalk
that doesn't have many surrounding walkways then survey the upper or lower
floors.
Standing still can be bad though. The Experimental Facility is not that big,
so a player is likely to move up on your character rather quickly.
- Hazardous Objects
There is a set of oil canisters on the very bottom floor and the second floor.
There is also a spike trap on the first floor that can be used to damage
players that happen to walk inside of the cage. Kick the button along the side
of the cage if a player ever enters the cage. Every now and then some players
will break out into a gunfight while inside the cage, so your character could
easily finish off both of them with one kick. There are always some items
inside to lure players into the cage. Obviously, you'll want to try to stay
out of the cage trap as much as possible.
There are quite a few barrels below the many floors; check below the catwalks
and find the red explosive barrels that hang below and above some of the
floors. These red explosive barrels can be used to easily get hits on players
as the player moves over the floor above where a red barrel is located. If a
player is ahead of your character or racing toward your character, quickly
survey the area for a red explosive barrel. If you happen to see one near the
player then shoot the barrel and you'll likely hit their character with the
explosion.
There are quite a few areas where a player can stand and wait for another
player to race by a red explosive barrel. From the top room, a player can see
a red barrel that hangs on the ceiling above the second floor corridor, but
keep in mind that there is a red explosive barrel below the side near the
ladder of that top room. It's a real good idea to know the locations of all of
these red explosive barrels so that your character can avoid them when a player
is nearby.
- Shelter
The top room can be hidden inside so long as a player moves back toward the
wall in the back of it (away from the ladder). There is only way in and out of
the room via the ladder, so a player that stands below the ladder will have to
move up the ladder to get to your character. Watch for the player to toss hand
grenade if one is below the ladder however.
The elevator shaft cannot be penetrated at all with gunfire. A player is
completely safe while taking the elevator down or up to another floor. A
player could literally stand inside the elevator and ride it up and down to
remain safe. The elevator can be called to a floor if the elevator has stopped
on the opposite floor above or below unlike in The Mercenaries.
------------
Missile Area
------------
--> Time Bonus and Combo Bonus (Random Item) Locations
http://img394.imageshack.us/img394/4571/missileareatimeandcomboo.jpg
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img509.imageshack.us/img509/9372/missileareablank.jpg
--> Overview
- The Weapon Room
The storage room on the second floor walkway in the east contains a random
collection of grenades and other items. Many players will be fighting to get
to this room first, so be ready for some player encounters while attempting to
grab some of these weapons.
There is a red barrel inside of the room, so if you're planning on going inside
then be sure to shoot the red barrel first. If a player is inside of this room
when the barrel explodes then the point amount is almost guaranteed to be given
to the shooter, so if you ever happen to see a player in the room while the
barrel is still there then shoot it to grab the point amount for a red barrel
hit.
- Sniping Positions
The high walkways in the south and the middle portion of the map are your best
bet for shooting from a distance. The middle walkway is good for surveying the
conveyor belt that stretches from the south to the north, but be forewarned
that it is very easy to see a player that stands along the high walkway,
especially when the player stands in the middle of the walkway that overlooks
the conveyor belt. A player that stand in the area kind of screams "Hit me
with a rocket".
The high walkway in the south is probably the best sniping position since it
stretches rather far across the south portion of the area and it's easy to
survey a good bit of the entire area from the walkway. The only way up to this
walkway is by climbing the two ladders found on the west and east side, so
constantly be on the lookout for other players that might try to climb the
ladders and attack or run if needed.
- Hazardous Objects
This stage is full of red canisters and a few barrels that can really be taken
advantage of. You have to be VERY careful when moving by areas with red
barrels or canisters since there are so many of them scattered across the map.
A player can easily nest on the south walkway and shoot red barrels and
canisters from above as another player runs by them below. No rifle is needed.
Simply aim with the handgun and shoot the red barrels below as a player moves
past them. The explosive canisters along the conveyor belts are hard not to
pass by when a character moves down a conveyor belt, so it's really best to try
to avoid these areas altogether.
Always remember that just because an explosion doesn't hit a character doesn't
mean that you haven't earned the points for shooting it. So long as a
character is close enough to shield the explosion with his or her arms then the
full point amount (2,000) will be be given to the player that shoots that
barrel!
- Shelter
The high walkway in the south is the best sheltered area that can be found in
this stage. There are only two ladders that lead up to this walkway and there
is a room in the back of it with two doors. Be sure to watch for grenades or
other firepower if another player happens to break the windows to the room
however. You don't really want to get trapped in this room while a player on
the outside has a grenade launcher, since the enemy player can spam the room
with grenade and make some fine points off of your character since the room is
so small and its hard to leave in a hurry since your character will have to
kick through a door on either side.
---------
Ship Deck
---------
--> Time Bonus and Combo Bonus (Random Item) Locations
http://img504.imageshack.us/img504/8858/shipdecktimeandcombobon.jpg
--> Blank Map (For the gamer that wants to make his/her own location listings)
http://img158.imageshack.us/img158/7598/shipdeckblanko.jpg
--> Overview
- Sniping Positions
The two high towers in the north and in the west can be a good place for
sniping since they are so extremely high and allow a view of the entire area.
The ziplines can be used to escape if necessary but be forewarned that players
with proximity bombs might anticipate your escape (place a proximity bomb at
the other end of the zipline for the north tower). Also, keep in mind that
your character can get shot it while calling the tall ladders that lead to
these towers.
The west tower's zipline will lead to an east high platform which can be good
for sniping as well, but the limited amount of floor space leaves your
character as a standing target on this platform however.
- Hazardous Objects
A few red explosive barrels can be found spread throughout the areas. Some of
them are in inconvenient areas where it is hard to hit another player while the
player runs by them. A few of them are placed near ladders however, such as
the one in the far north and the one along the west path leading to the north.
- Shelter
There is really no place to hide at all on this map. A player can climb one of
the towers and stay at the very top for a breather but no matter where you go
in this level, your character will always be exposed most of the time whether
it be from overhead or below.
- Proximity Bomb Placement
This map is rather favorable for proximity bombs thanks to the vast amount of
ladders. Place a proximity bomb at the top or bottom of a ladder and you might
score a hit on an unsuspecting player. Place the bomb after climbing or after
dropping from a ladder. A lot of times, pursuing enemies will set off your
little explosive trap however, so if an enemy follows your character then try
to shoot it and lead elsewhere away from the trap.
Players can also place proximity bombs at the other end of the north zipline.
Right when an enemy players land from sliding across zipline, that player will
get hit by the proximity bomb if it is in the way. Since this zipline is so
useful to a character in the north, a player is more likely to stumble into
this proximity bomb trap when compared to the one in the Village.
------
Prison
------
--> Time Bonus and Combo Bonus (Random Item) Locations
1F-B1F
http://img259.imageshack.us/img259/6917/prison1fb1ftimeandcombo.jpg
3F-2F
http://img245.imageshack.us/img245/8942/prison3f2ftimeandcombob.jpg
--> Blank Map (For the gamer that wants to make his/her own location listings)
1F-B1F
http://img259.imageshack.us/img259/2807/prison1fb1fblank.jpg
3F-2F
http://img242.imageshack.us/img242/8279/prison3f2fblank.jpg
--> Overview
- Sniping Positions
The very top floor and the first floor in the middle area can all be seen
through because of the grating along the floor, so a sniper could shoot other
players from the floor below or above. A player can stand on the first floor
and be able to shoot enemy players on the third floor and B1 floor, but other
players can do the same from their location on the other floors. The long
stretch of outside walkway in the north and the long corridor in the east on
the first floor provide an excellent view of a long narrow path for any sniper
as well.
- Hazardous Objects
There really aren't too many environmental hazards for this stage. There is a
large red canister in the middle room on the first floor and a set of oil
canisters in the long north room on the second floor. The interesting part
about the oil canisters is that there is a breakable wall right beside them, so
a player could toss a hand grenade at that wall from the room below the north
room and actually set off the canisters with the explosion that breaks the
wall. This could hit another player in the next room if timed well. It's a
long shot, but still interesting to try for.
- Shelter
Any small room in this area can provide a temporary shelter for a player, but
there is no real safe area here thanks to the number of doors and breakable
walls. A player can actually limit hiding spaces by breaking the surrounding
breakable walls to reveal the corridors and rooms behind them.
- Proximity Bomb Placement
The Prison is one of the best stages for placing proximity bombs in hidden
locations. There are so many doors and windows that beg for a proximity bomb
to be placed on the other side of them. Kick through a door or vault through a
window then place a proximity bomb on the other side of the obstacle. There
are a few ladders that can be rigged as well as the zipline; place a proximity
bomb near the doorway on the rail track of the second floor since the player
will land near the doorway when an enemy players uses the zipline.
[EE00]
===============================================================================
_____ _
| ____|| |_ ___
| _| | __|/ __|
| |___ | |_| (__ _
|_____| \__|\___|(_)
E V E R Y T H I N G E L S E
===============================================================================
*******************************************************************************
COPYRIGHT
*******************************************************************************
This document Copyright 2009 Kevin Hall (Berserker)
Resident Evil 5 Copyright 2009 Capcom Ltd.
This document is for private and personal use only. Do not try to sell this
document for profit. This is a free document and should remain free. Do not
try to reproduce this document in any way, shape, or form. Do not alter this
FAQ in any way. Use of this guide on any other web site, besides the sites
that have contacted me, or as a part of any public display is strictly
prohibited, and a violation of copyright.
If you want to use this FAQ on your site, then contact me for permission first.
This FAQ can only be found on a few sites as of now and I am keeping a list of
those sites. Contact me if you want to use it.
*******************************************************************************
SPECIAL THANKS
*******************************************************************************
--> EXTRA SPECIAL THANKS!
A good majority of the info you will find in this guide is based off my own
playthroughs and some of it comes from friends that have helped me out through
PSN and Xbox LIVE. Thanks to my RE5 demo guide and plenty of online games of
the RE5 demo, I have received a bunch of support in bringing this guide to you,
much more than I have ever received on any other writing piece that I have done
before. You could basically call this guide a fan made guide with the thoughts
of many hardcore RE fans rather than just a guide based on my own findings.
I'd like to give an extra special thanks to the gamers that helped make RE5 the
most enjoyable guide that I have ever worked on. Whether it was actual
gameplay or just messaging support these people have been very supportive in
one way or another. So a special thanks, I owe you one's and much appreciation
to these pahrtnas':
BossVirgo (Leon) the_silent_man226 Zane Wolfe
Crimson Kunoichi (Eva) Pyrestrike (Brian) FiOth
Sixth Finger (Luke) Cutthroat (Cole)
Lith Formcaster Mullet Wesker
EsmeO Sephirosuy
UmbrellaCo GodofWar595
RED-RIGHT-HAND (Aaron) drake (Rob)
Evanescence AlphaZulu
And all PSN and Xbox LIVE friends that added me to their friends list based on
my RE5 demo guide.
(All of the usernames are misspelled/modified on purpose - to keep the person's
gamertags private. I'll post up my gamer ID's again with the ok to add me, but
not right now. I want to get this guide more complete first.)
--> RE5 DEMO THANKS
I'm not going to go into detail with many of these special thanks, since I
could easily go into uber detail with a lot of the help I have received for
Resident Evil 5. Many of the people listed below helped out a bunch for the
RE5 Demo guide and since that guide was the starting point for this guide,
well, they're going to be mentioned here as well.
- SDMeatte
- Adoboros
- JillSandwich123
- Slivi0
- Nuss OutLaw
- GoD
--> RE5 GUIDE THANKS
- Jun Takeuchi and his team at Capcom for the fantastic work they did on
Resident Evil 5!
- Capcom for Resident Evil 5 and the entire Resident Evil series!
- my parents.
- the_silent_man226 for helping me out with a bunch of testing and offering
suggestions. He's my own personal labrat for RE5 and a very good friend!
- Erik (EgHeadFool/Hapkido) for his info on the Ndesu and chapter 5-3 battle
and the many good games on PSN.
- Piggyback Official Resident Evil 5 Strategy for hidden weapon stats and
mercenary info that is unattainable otherwise.
- Absolute Steve for being a good online friend and a swell gaming partner as
well as having a great RE5 FAQ!
- Axel7174, ChaosDemon, DomZ Ninja, Marcelo Redfield, omegamustard, Xfactor,
bladeshock, ElectroSpecter and Darkblood999 (Amber) for their great FAQs.
- http://network-science.de/ascii/ for the ASCII art
- All the readers and random gamers that I have played Mercs, Versus or a stage
with while online
(that's a hell of a lot of people mind you)
(some of the credited names in this guide are changed a bit to avoid giving out
that person's gamertag)
*******************************************************************************
VERSION HISTORY
*******************************************************************************
Version 0.80 - (April 10, 2009) - Dear god, after a full month, is it finally
done? No? Damn. It will be soon though. That I guarantee.
For the moment, this FAQ is probably filled to the brim with errors, so I don't
really want any emails about errors. I'll check over everything in due time.
It just takes a while. :)
Version 0.81 - (April 13, 2009) - Proofread up to chapter 4-1; several errors
were corrected and I'm sure several still remain. Added quite a bit to the
chapter 5-3 boss section including the function of Chris' Entreat command and
many other moves and extras for both boss fights. Chris (BSAA) and Wesker
(Midnight) sections were filled out under The Mercenaries.
Version 0.81 - (April 14, 2009) - Proofread some of Chapter 4-1... meh, not
enough to mention. Added Chris (Safari) and Sheva (Clubbin') sections under
The Mercenaries sections. The rest should be done by this week's end.
Version 0.81 - (April 15, 2009) - Proofread some more of Chapter 4-1. Added a
Jill (BSAA) and Jill (Battle Suit) section under The Mercenaries section.
Updated/Corrected Wesker's dash move with some very interesting finds.
Version 0.81 - (April 16, 2009) - Added Sheva (BSAA) and Wesker (S.T.A.R.S.) to
the Mercenaries section. Some tips for Mercs were added and I also started
filling in character partner commands, character assist commands and character
responses for each character as well. Sheva (Tribal) will be up tomorrow and
I'll get to work on other sections.
Version 0.82 - (April 17, 2009) - Sheva (Tribal) is now in the Mercs section,
which brings an end to the Mercs character strategies (though I might go back
and add some enemy strats for each character at a later date and, of course,
I'll add info on new findings). I'm still deciding on the setup for Mercs
stages at the moment, so for the next update I'll probably be working on the
Weapons or Enemies section. Versus information will come in time.
Character responses for each character were also added to the Mercs section,
though I'm still lacking Jill's critical headshot responses at the moment,
which will be added over the weekend. A trick for gaining the magnum in
chapter 3-1 without setting off the trap is now included in that section as
well. Also added a Ruby (Square) location for Chapter 3-2 near the entrance to
the oil field refinery after passing the camp with the Tricell tents.
Version 0.85 - (April 20, 2009) - Added a few notes about the Chainsaw Majini
and his berserk mode in Chapter 3-2. A new Jewel Beetle location was added to
Chapter 3-2 at the Oil Field - Refinery and two new Jewel Bangle locations were
added for Chapter 3-2.
The weapons section is now done for the most part and a good chunk of the
enemies section is now done. The "About Me" section was updated a bit as well.
I'd say about a good 70+KB was added to this guide over the weekend. Yeah,
that feels about right.
Version 0.85 - (April 21, 2009) - Proofread chapter 5-1. Enemies section has
been basically finished. Still needs a bit of work though with a few details
as does the weapons section.
Version 0.86 - (April 22, 2009) - Added the Public Assembly stage to The
Mercenaries section. Updated The Mercenaries section a bit as well. Added a
quote to both the intro and the About Me section. The quote in the About Me
section is actually a quote that I got while playing online with a fellow gamer
in the RE5 demo. It still sticks in my mind.
This FAQ is now labeled as complete on GameFAQs since I would most likely never
label it as such at the rate that I'm going. I've still got the rest of the
Mercs stages and Versus and possibly Professional to cover... and I will
probably think of something else after that.
Nothing is too complete for Resident Evil 5. Nothing.
Version 0.87 - (April 23, 2009) - Added The Mines stage to The Mercenaries
section. Maps for Public Assembly were edited slightly with details on items.
Made a few corrections in the Basics section as well; I'm going to reformat and
edit the Basics section eventually... too many demo remnants.
Version 0.88 - (April 24, 2009) - The Infinite Rocket Launcher and many other
unlockables are now listed under the "Unlockables - Main Game" sections under
Lists. Added "Sway Backward" up under Wetland Majini exclusive actions in the
Enemies section.
The Village stage is now up in the list of Mercenary stages also.
Version 0.89 - (April 27, 2009) - Ancient Ruins is now up in the Mercs section.
Proofread Chapter 5-2 over the weekend and made some pretty big adjustments and
additions based off a Veteran mode playthrough for that chapter.
Experimental Facility and Missile Area should be arriving within the next few
days along with the rest of the Mercs stages.
Version 0.90 - (April 28, 2009) - Experimental Facility is up in the Mercs
section. Missile Area will be up tomorrow and the rest of the stages will come
later in the week. Prison might take a bit longer than the previous.
Version 0.91 - (April 29, 2009) - Missile Area is now up in the Mercs section.
I also completely redid the intro and moved some of the old intro to the
special thanks section.
Version 0.92 - (April 30, 2009) - Ship Deck is now up in the Mercs section.
There are also ranking tables at the beginning of each chapter in the
walkthrough section along with a chapter ranking list in the Lists section.
Version 0.93 - (May 1, 2009) - Oh yeah! I didn't think I could do it all in
one day, but Prison is now up and the Mercs section is now finished. Where
shall we go next? Pro or Versus? I say Pro, myself... and myself agrees with
me, so the majority wins and a Professional mode guide is coming next.
Version 0.94 - (May 4, 2009) - Professional Mode Walkthrough has now been
started. Check below the Mercs section. Chapter 5-3 was proofread and a few
things were added here and there... most notably a mention of using flash
rounds and flash grenades against one of the Chapter 5-3 bosses.
Version 0.94 - (May 5, 2009) - Professional Mode Walkthrough is now up to
Chapter 4-1. The Chapter 3-3 boss caused a slight delay. The little
bastard...
Version 0.95 - (May 6, 2009) - Professional Mode Walkthrough is now up to
Chapter 5-1. Proofread all of Chapter 6-1 in the main walkthrough and added a
Topaz (Oval) location to Chapter 6-1 as well as corrected a treasure mention
for that chapter. I had all of the Topaz's labeled as Topaz (Marquise) when
they are in fact Topaz (Oval) for Chapter 6-1. Also added the Topaz (Oval) to
the treasure list in both treasure sections.
Version 0.95 - (May 7, 2009) - Added a tip about how effective flame rounds are
against Uroboros Mkono in Chapter 5-2. The Professional Mode walkthrough is
now up to the boss fight in Chapter 5-3.
Version 0.96 - (May 8, 2009) - The Professional Mode walkthrough is now up to
the first boss fight in Chapter 6-3.
Version 0.97 - (May 11, 2009) - The Professional Mode walkthrough is now
complete. I SO want to just put at the top of this guide that it is fully
complete, but a part of me still says that Versus has to be discussed, so until
then...
I'm also thinking up some other kind of section to add at this very moment...
Damn. These voices...
Version 0.97 - (May 12, 2009) - Started on the basics for Slayers for Versus
mode. Survivors is coming soon. The Survivors portion will be much more
detailed since Slayers is basically a four player Mercenaries.
Version 0.97 - (May 13, 2009) - Survivors basics added under Versus mode. More
Survivors info to come later.
Version 0.97 - (May 14, 2009) - All Survivor weapons are now listed in full
detail in the Versus section.
Version 0.97 - (May 15, 2009) - Added a few extra (and very interesting) bits
to the Survivors sections under weapons. It turns out that all handguns and
machine guns take off the same damage in Survivors when used against enemy
players among other nice finds. Thanks so much silent_man if you're reading
this!
Version 0.98 - (May 18, 2009) - A Characters section is now up in the Versus
section. This includes a character description for both Slayers and Survivors.
Since I started playing the Xbox 360 version more this weekend, the walkthrough
received a bit of updating such as trophy/achievement details being mentioned
here and there for easier methods that I found to gain each accomplishment.
There is more to come on this in a following update. Maps for Public Assembly
were updated also. One (very obvious) spawn point was added to the list of
spawn points for Public Assembly.
Version 0.99 - (May 20, 2009) - The Versus section is now complete for the most
part. I'll go back and add a few things at a later date, but the overall
framework for the way that I envisioned the section is now up. I've also
started redoing and touching up the Basics section since the majority of it is
basically from y RE5 demo FAQ, so it needs some more work to go along with the
full game better.
Really the guide is now complete in a way, but there are still a few things
that I'd liked to add before deeming it as such at the top of this guide.
*******************************************************************************
CONTACT INFO [CI00]
*******************************************************************************
I can be reached at my email address, which is berserker_kev(at)yahoo.com, so
please contact me if you have any questions, comments, etc. Replace the (at)
with @. I don't mind receiving emails at all. Don't add me to your Yahoo
Messenger though; I use Yahoo Messenger only for close friends.
I do have a few guidelines however:
1) Give me a subject in the email, preferably one including the name of the
game. An actual subject looks damn sexy in my inbox compared to an
unattractive blank subject line.
2) Read the guide over and make sure that your question is not already
answered.
3) Please speak in English and attempt to use some correct grammar. This is in
no way meant to offend those that cannot speak English well. I have spoken
with some readers that claim they cannot speak English when, in fact, they
speak better English then some Americans. So basically if you "try" to talk
to me then that is good enough. :)
And last, but not least, if you found this walkthrough helpful, an email would
be most appreciated or you could sign the guestbook on my blog or give me a WUL
on IGN.
http://club.ign.com/b/about?username=berserker_kev&which=boards
It is very true that I write these guides as a hobby, but just that little
email that lets me know that I have helped someone always makes me feel special
for about five minutes. Don't worry, I won't tell anyone on the gaming boards
that you used a guide. ;)
*******************************************************************************
ABOUT ME [AM00]
*******************************************************************************
"BRAVE BERSERKER, FAST BERSERKER, EFFECTIVE BERSERKER, GOOD BERSERKER."
- a gamer over PSN after playing an RE5 demo session.
My name is Kevin Hall. I'm 29 years old and live in the US, in a small town in
Mississippi. Ever since I was really young, I have been a huge fan of video
games since I was first introduced to them via the Atari 2600 and NES 8-bit.
My favorite gaming series is the Resident Evil series followed closely by the
Castlevania series. I'm a complete horror gaming junkie - survival horrors are
my main cup of tea. Capcom is my favorite video game company. They hardly
ever let me down when it comes to games with plenty of replay value.
I enjoy being creative and hopefully that shows in my guides, specifically this
one, since I have been working hard on it ever since March 13, 2009. Whenever
I sit down to write a guide, I truly get "in the zone" and my perfectionist
nature takes over. My constant goal is to impress myself with my own work and
that is one very hard task to accomplish since, well... I am never satisfied.
I believe in making a guide as thorough as possible. You're going to get your
left click's worth when opening a Berserker guide. We're going to freaking
tear though that game and rip that sucker apart.
Whenever I sit down to write a guide, I constantly think to myself "Now, is
that what I would want if I was reading this guide; if I was looking for that
item, would this description help me"? I take reader comments and overall
responses to other guides that I view on the web very seriously when writing my
own and shape mine differently with those comments in mind.
The reader knows best after all... well, most of the time. There are some that
I'd like to Haymaker back to where they came from, but the majority of them
shape the way I write. Overall, I write to help fellow gamers and if they can
find help in my work, whether I know it or not, then that right there makes it
all worthwhile!
My known aliases are Berserker, berserker_kev, and Berserker93, though
"Berserker" or "Kev" is preferred. If you ever surf the IGN Resident Evil
boards or the Arctic Nightfall boards then look for me! I'm mainly only
dedicated to my blog now however, but I still move between those two boards
every now and then.
Here are a few other bits of information about me:
-- IGN FAQ Writer of the Month interviews:
July 2005 - http://faqs.ign.com/articles/637/637797p1.html
December 2008 - http://faqs.ign.com/articles/941/941068p1.html
-- My Gaming Blog
My own site with game reviews, discussions of my guides (some), and random
thoughts about video games. Feel free to post up some comments on the blog. I
don't bite... well not that much... and not too viciously...
http://berserkersblog.blogspot.com
-- My other work can be found at both IGN and GameFAQs.
IGN - http://club.ign.com/b/contrib?username=berserker_kev&which=faqs
GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1
*******************************************************************************
DONATIONS [DO00]
*******************************************************************************
Paypal Address: berserker_kev@yahoo.com
I'm not going to bore you with a huge sermon or provide tons of reasons why you
should donate, but I would like to mention that I do take donations now. If
you go to my site at http://berserkersblog.blogspot.com there is a Paypal
donation link on the right column if you look down the page that you can use as
well.
All donations will be used to help make my future guides better as I am able to
afford better equipment. A donation will never go toward personal gain items
such as a new game or any other personal commodity for myself.
Here's more of an explanation:
http://berserkersblog.blogspot.com/2008/12/donations.html
Be sure to email me if you donate, so I can thank you personally! Big thanks
to the readers that have donated so far. You know who you are and you're some
very generous people.
If you don't have a Paypal account, then check out my items on Half.com and see
if you can find anything that might interest you:
http://shops.half.ebay.com/cadman-half_W0QQsellerZcadmanQ2dhalf
I post up items on Half.com regularly and am constantly rolling back prices.
My father and I share an account on eBay, hence the username.
*******************************************************************************
RESIDENT EVIL 5 WALLPAPERS [WA00]
*******************************************************************************
The following url has a list of several Resident Evil 5 wallpapers that I have
collected from around the net at the blog page below:
http://berserkersblog.blogspot.com/2007/03/resident-evil-5-wallpapers.html
Some are official wallpapers. Any fan made wallpapers are credited to the
particular maker.
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"Natural selection leaves the survivors stronger and better!"
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
., ,.
\ '. /\ http://berserkersblog.blogspot.com /\ .' /
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