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Resident Evil 5: FAQ/Walkthrough by ChaosDemon Version 1.

50, Last Updated 2009-05-07 View/Download Original File Hosted by GameFAQs Return to Resident Evil 5 (PC) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users.
;;; ;;###; +o-------------------------------o+ ;;###!!## | -+=Resident Evil 5=+| ;;;##!!!###; | -+=Survival Handbook=+| ;;###!###;; | | ;;;##!!##;; | Time to ready your right hook, | ;;;;##!!!#;; | uppercut, grab a soda (or a | ;;####!!####; | few), and enjoy the ride. | ;;;;###!!!####; | | ;;;####!!!####;; +o-------------------------------o+ ;;;####!!!####;; ;;;;;;;;;;;####!!####;;;; ;;############!!!###;;; ;####!!!!!!!!!!!#####;; ;######!!!!!###;;;;; ;;###!!!!###;;; ;;###!!!!###;;; ;;###!!!!###;; ;;###!!!!###;; ;;###!!!!##;;; ;;###!!!!###;;; ;;##!!!!!!!###;;;;; `__ _ _ __ _ `___##!####!!!!!#####;;;; ` _ _ _ _ | )`| ' `( '`| | `\` | ' |\` | | ###;;;####!!!!!!#####;; |`' \ ` / | |` `|-- |- ` `\ | |` ) |-` | \`| `| ;; ;;##!!!!!!!!!##;;|- `\ /` | |` `| `\`|_' '_ )`|`|_ /` |_' |` \| |` ;;###!!!!!!!!##;;|_' `V` |`|_|` ;; ;;###!!!!!!###;; ` ` S u r v i v a l G u i d e ;;###;; ;;##!!!!!!###;P l a y s t a t i o n 3 B y C h a o s D e m o n ;;##!##;;;###!!!!!###;;; G a m e F A Q s ;##!!!####!!!!####;; ;;##!!!!!!!!###;;; G a m e T i t l e ;;##!!!!!!!##;; Resident Evil 5 P l a t f o r m ;;##!!!!!!###;; Playstation 3 ;;###!!!!!###;; G u i d e T y p e ;;##!!!!#;; FAQ/Walkthrough A u t h o r ;;##!!###;; ChaosDemon C o n t a c t ;;###!!#;; chaosdemonN[at]gmail[dot]com ;####!##; V e r s i o n ;;####;; 1.50 L a s t U p d a t e ;;;;;; May 7, 2009 +--------+ ________)

| ____/ | (, / | || | / | ||_ | ) / a b l e o f C o n t e n t s | |/\\ |+---/--------------------------------------------------------------+ | )) | (_/ -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-=+| | // |+------------------------------------------------------------------+ | \| | +--------+ 1] - Introduction......................................[IN00] 2] - Version History...................................[VH00] 3] - Game Basics.......................................[GB00] 4] - Walkthrough.......................................[WK00] 4.00] The Rank System.............................[WK01] 4.01] Chapter 1-1.................................[WK11] 4.02] Chapter 1-2.................................[WK12] - Boss Battle #1............................[BB01] 4.03] Chapter 2-1.................................[WK21] 4.04] Chapter 2-2.................................[WK22] - Boss Battle #2............................[BB02] 4.05] Chapter 2-3.................................[WK23] - Boss Battle #3............................[BB03] 4.06] Chapter 3-1.................................[WK31] 4.07] Chapter 3-2.................................[WK32] 4.08] Chapter 3-3.................................[WK33] - Boss Battle #4............................[BB04] 4.09] Chapter 4-1.................................[WK41] 4.10] Chapter 4-2.................................[WK42] 4.11] Chapter 5-1.................................[WK51] - Boss Battle #5............................[BB05] 4.12] Chapter 5-2.................................[WK52] - Boss Battle #6............................[BB06] 4.13] Chapter 5-3.................................[WK53] - Boss Battle #6.5........................[BB65] 4.15] - Boss Battle #7[1].......................[BBZY] 4.16] Chapter 6-1.................................[WK61] 4.17] Chapter 6-2.................................[WK62] - Boss Battle #8...........................[BB08] 4.18] Chapter 6-3.................................[WK63] - Final Battle.............................[BB09] 4.19] New Game+...................................[WKNG] - Infinite Ammo.............................[WKIF] - Bonus Features Menu.......................[WKBF] 4.20] Farming.....................................[WKFA] 5] - Professional Walkthrough..........................[WKPF] 6] - Enemies...........................................[EN00] 7] - Weapons...........................................[WP00] 8] - BSAA Emblem Locations.............................[BE00] 9] - Treasure Locations................................[TL00] 10] - Trophies..........................................[TR00] 11] - Mercenaries In-Depth..............................[MR00] 12] - Closing & Contact.................................[CC00] 13] - Credits...........................................[CR00] 14] - Legal Disclaimer..................................[LD00]

________________ 1. The Boss' name in this chapter is a MAJOR plot spoiler. If you have not made it to this point in the game do NOT read ahead to it. I have also changed the shortcut code pattern so you cannot stumble on to it by accident. *: New or updated section. +--------+ ______) | ____/ | (, / | || | / | ||_ | / n t r o d u c t i o n | |/\\ |+--/---------------------------------------------------------------+ | )) | (______ -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[IN00]| | // |+------------------------------------------------------------------+ | \| |Welcome to my Resident Evil 5 FAQ/Walkthrough, everyone. If you have +--------+seen one of my FAQs before, then you will know exactly what you are getting into. You are going to find a complete walkthrough here, of course, and most importantly, this is going to be 100% Spoiler Free. Because of the element of shock in the Resident Evil games, I feel it would be unwise to ruin these pleasant surprises for you. So if I come across an enemy/surprise, I will not point it out in the walkthrough. This is the only case where an enemy will be intentionally left out so any enemy that was intended to scare you will hopefully still do so! I also want to quickly point out this FAQ's general philosophy, and that is "detail where necessary." The walkthrough will be focused on getting you through the game, and not finding every single item possible. I have left enough for you to explore so your playing experience doesn't turn into one of robotic read and follow. Conversely, I will still stress the utmost of detail where it is required, such as the couple of the complex puzzles in the game. The year 2008 was a pretty big FAQing year for me, and I am starting off 2009 similarly with Resident Evil 5. I wouldn't bet on having another year like last year, but I'm here now, so let's hope this is going to be a good one! -- ChaosDemon +--------+ __ __) | ____/ | (, ) / | || | | / | ||_ | | / e r s i o n H i s t o r y | |/\\ |+---|/-------------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[VH00]|

| // |+------------------------------------------------------------------+ | \| | [ Version 0.20, March 5, 2009 ] - Added the walkthrough for Chapter +--------+ 1-1. Also added some Game Basics and some Weapons. Big thanks to my buddy Jeremy for picking this game up for me on his last day of vacation. I also want to inform you that updates will be coming pretty slowly because I have a few school projects that are due in the coming days. I'm thinking this file will be done around the North American release of the game, or most likely a few days after, which works out well because that's when the majority of the readers will be getting their games, I think. [ Version 0.21, March 13, 2009 ] - Well, here's an update. No progress to report, or much of anything. I figured that since to get the walkthrough finished in the limited time that I have, do something useful and add all the 50 treasure locations. So content to report. walkthrough I wasn't going I might as well that's the only

Sorry for the lack of updates, everyone -- I literally got done all my school work at about 10 or 11pm on March 12. That's out of the way now, and I'm finally ready to focus on this FAQ (and not a moment too soon I might add). [ Version 0.56, March 16, 2009 ] - I spent most of this weekend plowing through as much of the walkthrough as I could. It's currently up to and including parts of Chapter 4-1. I'm starting to wonder whether I'm too old for this FAQ nonsense now, man, sitting here and slaving away on a basic text program isn't as glamorous as it seems. [ Version 0.57, March 17, 2009 ] - Finished the walkthrough to Chapter 5-1. There's really nothing else to report. [ Version 1.00, March 18, 2009 ] - The main walkthrough is finished (finally). This will finally allow me to work on some of the other stuff, and take a bit of a breather. Also note that I updated my instructions for the elusive Diamond (Marquis) in Chapter 6-3, as well as the Topaz (Oval) in Chapter 6-1 in the Treasure Locations. Check them out! [ Version 1.01, March 20, 2009 ] - Refined the Treasure Locations section. Everything should be as detailed as can be, and you should have no problem finding anything. Also added a bit about Infinite Ammo, and the New Game+. More to come! [ Version 1.10, March 23, 2009 ] - Added lots of new info. BSAA Emblem Locations are up with images where required, touched up on treasures, and started adding many strategies to the Trophy section. Also added some stuff on Infinite Ammo. Check them out.

[ Version 1.15, March 27, 2009 ] - Started the Mercenaries section. Added some maps and some general strategy for now. Unfortunately, I'm going to be pretty busy with some school work again, so we are going to slow down a bit with the updates. They will still come though. [ Version 1.16, March 30, 2009 ] - Finished off the Mercenaries maps (more content to come) and added a bunch of info on the game's Rank system. [ Version 1.18, April 1, 2009 ] - Added all of the Time Bonus/combo/and Chicken locations, except to Ship Deck and Prison. I'm not going to bother with Ship Deck, because it will probably end up being more confusing than useful. I still might add the info to Prison, but I didn't do it this time because I thought the map was pretty straight forward already. I also laid the groundwork for Weapons section, which is on the way. Stay tuned! [ Version 1.20, April 3, 2009 ] - I started the enemies section and got a good bulk of it done. More to come. I honestly think I might be one or two big updates away from completing this thing. I'll just need to find a couple of days where I can sit down and work on it for several hours in a row. Until, then folks. [ Version 1.30, April 7, 2009 ] - I just about added all of the sections now. Only small updates remain, so it's safe to say this one is just about finished. I added the "finishing combo" to the first battle against Wesker, so check that out. I also started the Farming section, which I plan to add more to. I also needed to hammer out the rest of the Figurine table. [ Version 1.40, April 20, 2009 ] - What is this, an update? Why yes, you would be right! Exams are officially finished, so I'm going to dedicate some time to finishing this baby off. For this version, I finished off the Figurines (which was about as fun as getting a poke in the eye), as well as started on the Professional walkthrough (very fun). Check them out, and more is to come! [ Version 1.45, April 27, 2009 ] - Completed Professional Walkthrough up to Chapter 5-2. Man, 5-2 was pretty tough, so I hope you'll find that section useful. [ Version 1.45, April 28, 2009 ] - Went through and took care of a whole whack of corrections. Remember to keep sending them as you spot them! [ Version 1.50, May 7, 2009 ] - I went through and finished off the Professional Walkthrough. Sorry for taking so long, but I started relaxing with a couple of Big Boss/FoxHound runs on MGS4 and 3 during my brief holiday. With this update, we are about as close to the end of the line as can be, in terms

of this FAQ. From now on, it'll mostly be housekeeping stuff, and tying up loose ends. I hope you enjoyed this one, people! +--------+ _____) | ____/ | / | || | / | ||_ | / ___ a m e B a s i c s | |/\\ |+-/------/-)-------------------------------------------------------+ | )) | (_____/ -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[GB00]| | // |+------------------------------------------------------------------+ | \| | +--------+ +----+ | 1. | Controls +----+------------------------------------+ I only included the default controls because I would assume that's what most people are using. For the purposes of this FAQ, I will be using this setup. It shouldn't get in the way of your comprehension if you're using another control type though, because my instructions will be "control neutral"; i.e. I'll say "Run up to the door and hit the Action Button." The same applies to any of our Xbox 360 readers as well. _,.--.,_ _,.--.,_ | _____ | | _____ | |-' `'.--------------------------,'` `-| ,' __ `. S O N Y ,' .,. `. / | | \ / (/_\) \ ! __ \/ __ | SELECT START ! ,-. `-' ,-. | | |__ > < __| !__ ,--. __| ([ ]) ( O ) ! ! /\ ___`-. ( PS ) ,-'___ `-' ,-. `-' | |\ |__| ,' `. \ `--` / ,' `. ( X ) /| | `. / \ | | / \ `-' ,' | | `-.____,-. \ / |____| \ / ,-.____,-' | | ,'\ `.___,' / \ `.___,' /`. | | / `-.___,-' `-.___,-' \ | \ / \ / \ / \ / `.__,-' `-.__,' +----+ | D. | Control Type D (Default) +----+------------------------------+ 1] - Basic Controls------------------------------D-Pad.....................Change Equipped Item Left Analog Stick.........Movement/Strafe Right Analog Stick........Turn L1 Button (hold)..........Aim Weapon R1 Button.................Locate Partner R2 Button.................Map L2 Button (hold)..........Ready Knife

Triangle Button...........Inventory Circle Button.............Partner Action/Call Partner X Button..................Run/Reload Square Button.............Action 2] - "Advanced" Controls--------------------------Back on Left stick + X....Quick Turn L1 Button + R1 Button.....Fire Weapon/Throw Grenade L1 Button + X Button......Reload Left Stick + X Button.....Run L2 Button + R1 Button.....Attack with Knife +----+ | 2. | Breaking Down Sheva +----+-------------------------------------+ This tag-team nonsense is new to all of us, so I'm going to try and point out some of the bare bone basics you need to know about our new companion, Sheva. First off, the co-op stuff is centered around two buttons, essentially, the Circle Button and the R1 Button (on Control Type D). The Circle Button serves as the primary "Action" button for any team-up tasks like assisted jumps. You can also use it to call for Sheva if no "Action" is readily available. Additionally, it has the very, very important function of focusing Chris' line of sight to Sheva if she is in danger. If she's in danger and within melee distance, hitting the Circle Button would result in an immediate punch/kick from Chris to save Sheva. It's important to keep Sheva safe because if she dies, the game is over. Alternatively, you can also hit the Circle Button to call for help. This is especially useful when the Majini have grabbed you. If you hit the Circle Button and Sheva is nearby, she'll give the Majini one of those roundhouse kicks to drop those zombies like it's hot. You probably notice that you can "give" Sheva any of your weapons, items, etc. It is entirely up to you whether you want to give her ammo, because you might be able to handle everybody yourself. I find that this is usually the case in single player. However, do keep in mind that if she dies, the game is over, so leaving her a small window of opportunity to defend herself is probably a good idea. You can also view her inventory and get weapons from her. To do so, pull up the inventory and hit the Map button. This will allow you to cycle through Sheva's inventory, and cherry pick whichever item you so choose. Try to do this when you aren't involved in the heat of the battle for more success. Finally, when she's in big trouble, and is actually in Dying Status, you need to hit Circle Button to focus Chris' line of sight on her, and get close enough until the "Resuscitate" action appears and hit the Circle Button again. Failing to do so after a short period of time would spell game over. By the same token, when Chris is the one who's in dying status, it will be up to Sheva to

resuscitate him. The alternative is of course game over. +----+ | 3. | Conserve Your Ammo +----+-------------------------------------+ It makes sense that conserving your ammo should be a primary goal in this game, because without any reloads, game over is likely coming pretty quickly. In some cases, conserving ammo would just mean not getting trigger happy. However, a lot of the times it's much more complex than that. Sometimes, you just have no choice but to keep firing, because those damn buggers won't go down! Also, remember to use your knife (L2 + R1) to destroy any boxes, fruit, etc, to find items. Don't shoot them. Many of the following strategies are geared towards this fundamental principle of ammo conservation - so please do yourself a favour by not wasting too many shots. +----+ | 4. | Use the Quick-Turn +----+-------------------------------------+ The quick turn has probably become synonymous with the Resident Evil franchise over the years. If you've played Dead Space though, you're probably a little bit out of the grove. This is just a quick reminder (and an important one at that) to _always_ use the Quick-Turn to look behind you or turn around. This is such a time-saver that there is no reason to do otherwise, and it could sometimes be the difference between a kill and a nice hack with the rusty axe. Get into habit of routinely checking behind you with the Quick-Turn and immediately turning back. This is a survival horror game after all, so expect some enemies to sneak up behind you. +----+ | 5. | Close the Distance +----+-------------------------------------+ This is one of the primary strategies that flow from "Conserve Your Ammo". You've probably noticed that Chris not only packs some heat, but also some serious power behind his punches and kicks (he sure looks a lot "bigger" since the last time we saw him). To utilize these attacks, you have to "stun" the Majini with some shots with your guns first. Usually a shot to the head is the easiest way, but shots to the arms and legs work too. Once you see the Majini are noticeably damaged so it's grabbing the body part that you shot, sprint towards it and hit the Action Button. An enemy hit with a punch or a kick will create a "snowball effect" to most nearby enemies, knocking them on the ground. Note that you need to finish the Majini off with a Stomp (Action button when close to a downed enemy) to completely kill them in some cases. I do want to point out that not all enemies will be stunned after a single shot. The only time they are stunned is if they turn away from you, grab their

face, fall down to one leg, or grab their body part in pain. Getting close for a melee attack on an enemy that is not stunned is a pretty easy to mistake to make, so try to avoid it. Using your melee attacks (i.e. "Closing the Distance") on a continual basis will conserve a lot of ammo for when you really need it. There are many different attacks, and I have included a diagram to help illustrate where you have to shoot to initiate which attack. Body Part (from which direction)----> [Chris] Attack x [Sheva] Attack y "Zombie Pooh" courtesy of _ _ /\.--/\ Head (both)------> \_ _ \//\ [Chris] Straight __/o o` | [Sheva] Roundhouse (/ | \__, / __\-' / .-'``\ /`"-=.-="`) Arm (front)-----> /` _.-.' \ [Chris] Hook \_." ,`-._ / /_\ [Sheva] Twist Kick / /-.._/ | | / /<----- Arm (from behind) ,| '.__.' | [Chris] Kick _ / \ .-"". / [Sheva] Knee Leg (front)--->/ \/ /`-._| |` [Chris] Uppercut \ \ / \ | <------ Leg (from behind) [Sheva] Somersault\ / \ | [Chris] Neck Breaker '-' `. | [Sheva] Throat Slit .-"` \ \__,.-'` Notes ----1. The Neck Breaker and Throat Slit are both guaranteed one-hit kills. 2. "Leg (from behind)" does not mean that you have to shoot the Majini from there. It just means that you just have to shoot them in the leg and THEN position yourself behind to perform the manuever. 3. Both characters have attacks to downed enemies. Chris = Stomp, Sheva = Impale. 4. The attacks to the arm can be used to set up combos. 5. After "saving" your partner from a Grab (with the Partner Action Button), the character that was grabbed can perform their "Head" attacks if the Majini hasn't died. +----+ | 6. | Use the Directional Pad +----+-------------------------------------+ There were a lot of complaints towards the controls when the demo was released, and not being able to pause the game while messing with the inventory was central. However, you should find that there are many "quiet spots" where no enemies are actively pursuing you. Take this time to equip the proper weapons/items on your Directional Pad. When you hit the Inventory button to

pull up the menu, the items at the top middle square, the middle right and left squares, and the middle bottom square are considered equipped. Accordingly, you can hit the corresponding direction on your D-pad to select those items/weapons quickly. To play around with your Inventory Menu, hit the Square (Action) Button to select an item and move to one of the "equipped" squares. Here's a diagram to illustrate: Inventory HUD +-----------+ __ __ __ | |##| | |__|##|__| |##| |##| the |##|__|##| | |##| | |__|##|__| corresponding direction on your D-Pad.

Key +--+ ##: Items in these "filled" squares will be equipped on

I don't know what the big fuss about the game not pausing was about, because the D-Pad is VERY quick. Note that you can't toggle through the weapons while moving, so it only works when you're standing still. It shouldn't be too much of an issue, though, because there are many spots for you to mess around without having to worry about enemies, as mentioned. +----+ | 7. | The Combustible Elements +----+-------------------------------------+ This is another strategy based on the ammo conservation idea. I am of course referring to the various explosive barrels scattered around the missions that you can blow up with a single shot. When the enemies are piling up and just keep coming, a well-timed shot to a nearby barrel can be the difference in the fight. A single barrel triggers a huge explosion, so be careful to not be too close. An exploded barrel also does a heap of damage, which doesn't seem noteworthy when dealing with the basic Majini, but if you are fighting a boss you can deal some big damage with a single Handgun bullet, which seems like a good deal to me. Note that the hazardous objects aren't limited to combustion. There also the metal electrical boxes that are usually hanging from wooden poles. You can blast them to unleash a splash of electricity around an area, damaging all who are nearby (including Sheva). Some are on the ground as well, so always keep an eye out. +----+ | 8. | Reload Animation Cancelling +----+-------------------------------------+ You obviously know how to reload -- L1 + X Button by default. I want to point out that, generally, you won't be able to move when reloading, so try to avoid doing so when enemies are approaching and nearby. I say generally because there

is a way for you to perform an "Animation Cancel" technique so you can reload and melee an enemy at the same time. This is especially useful when you're cornered and dealing with a bunch of enemies. To perform the technique +----------------------+ * You have to be close enough to perform a melee attack on the enemy. * Keep firing at the enemy until you see a melee attack prompt * Hit L1 + X to reload and immediately hit the Square Button to attack * If done correctly, Chris will perform his melee attack, and your gun will be reloaded at the end of the sequence. It might be a little awkward at first, but with some practice you will always be animation cancelling with your reloads. +-----+ | 8a. | Inventory Reloading +-----+-----------------------------------+ This is a very advanced technique, and by far the best way to reload your main weapon (usually a shotgun). It's essential when you get into Mercenaries, and very desirable in story mode. To perform the technique, pull up the Inventory HUD (Triangle Button by default), select the type of ammo of the weapon you want to reload (Shotgun Shells) using the Action Button, and place it on the weapon you want to reload (M3 Shotgun), in other words, you have combined the two. If done correctly, your weapon should be reloaded. Note that it's easiest if you put the ammo either directly above or below the weapon (see diagram). The best part about this is it works at ANY time. When you're climbing up ladders, when you're in dying status, when you're attacked, etc. It will work in any situation you can think of. +---Diagram of Inventory Reloading usage---+ [Legend] a: Shotgun Shells b: M3 Shotgun __ __ __ | | | | So what happened here is I combined the Shells with the M3 Shotgun. However, instead actually selecting the ammo and manually going "Combine", I just hit the Action Button to quickly select the ammo, and I "moved" it to

__ __ __ | | |a | Shotgun |__|__|__| |__|__|__| of | | |b | --> | | |ab| |__|__|__| |__|__|__| | | | | | | | | the |__|__|__| |__|__|__|

square of the M3 Shotgun, directly below. Note the ideal placement of the ammo-- it's right above the weapon, making the process very quick. Another ideal position is putting it right below the weapon. +----+ | 9. | Dealing with the Majini +----+-------------------------------------+ This section is intended to give you some basic information about the Majini. First of all, you've probably noticed that they are terribly slow. In many

cases, it'd be possible to run right past/through a group of them unscratched. If you ever find yourself in a heated battle, running around the terrain is usually a good way to calm yourself down a bit. You are much faster than the basic Majini, so always remember that. In terms of weaponry, the basic Majini will be equipped with things like wine bottles, axes, shovels, limiting them to melee strikes only. Their wind-up is also very telegraphed, so you should know exactly when an attack is coming. Ideally, you'd never want to be hit by a Majini who's directly in front of you, because you can see exactly who's about to attack and within striking distance. In some cases, the Majini will be armed with an incinerating crossbow. These guys are just slightly more dangerous because of their ranged nature. Luckily, they always take their sweet time aiming so you should have plenty of time to take them out before they get you. Aside from their weapons, the Majini will grab you once they're close enough. From here, you can keep flicking the left analog stick, or hit the Partner Action Button (Circle by default), and if Sheva is close she'll deliver a roundhouse kick to the Majini to immediately break the grab. If you fail to do either of those things, the Majini will reveal their true faces and bite Chris' head. From here, only Sheva can save you so if she's not close enough after about a second or two it is all over. One final note I want to make about the Majini is always take advantage of the Majini that are charging towards you. A well-placed shot to the head will drop them instantly. Then, you can run right up and finish them off with the Stomp to the head (one of my personal favourite moves btw). +-----+ | 10. | Herbs & Eggs +-----+-------------------------------------+ Herbs look like small trees that have been planted, for a lack of better description. They look like the kind that you can buy right out of your local supermarket. As of the writing of this section, there are two different colours of Herbs I am aware of: Green and Red. If the series holds true to the 4th instalment of Resident Evil, there should be a Yellow herb as well. The Green Herbs heal half of Chris' and Sheva's health, as long as she is within distance. You might think that's pretty weaksauce, which is entirely true. The Green is best combined with a Red Herb. If you use the new and improved Green + Red Herb, Chris and Sheva's health will be replenished fully. Here's a brief summary that quickly sums up the different Herbal combinations available: Green = 50% of your max health Green + Green = 60% of your max health Green + Red = Recover 100% of your health

Ideally, you don't really need to equip a Herb for safety. In fact, it might even be a good idea to give most of your Herbs to Sheva (save for one G+R for emergencies). Sheva will frequently use her Herbs whenever Chris has low health (usually when your health meter fills up only a bit of the bottom of the meter). In a small area, she should have no problem finding you to heal, and in a large area, you can usually sprint away from the Majini and have enough time to use the Herb and heal yourself. Eggs are like herbs, except they only heal one person. Here is the overview of eggs: White = 30% of health Brown = 60% of health Gold Egg = 100% of health Rotten = DO NOT EAT. Will deal damage. Use it as a weapon instead (throw it like a grenade). Or sell for 2000 Gold. +-----+ | 11. | Special Actions +-----+-------------------------------------+ I'm not sure if this warrants its own little section, but here it is. When opening doors/gates, if you tap the Action Button repeatedly, Chris will kick down the door instead slowly opening it. This can be a timesaver. Finally, the Investigate Button will usually give you some hints, foreshadow the future, allow you to take a look at some nice, fresh guts, among other things. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK00]| | // |+------------------------------------------------------------------+ | \| | P r e f a c e | I want to quickly point out some things to +--------+------------------------' keep in mind while playing through the missions. The first thing I want to discuss is the Inventory menu. The Inventory Menu is where you can trade items between the two characters, and sell the treasures that you have procured. More importantly, it is the menu where you can upgrade your weapons. If you highlight the weapon you want to upgrade, and hit the X button, you will see the option to upgrade. For Shotguns, I would emphasize maximizing its capacity and power first. For handguns, such as the M92F, upgrading the Critical is umm... critical. For Sniper Rifles, I would focus on power. Upgrading your weapons will cost Gold. You can of course accumulate your wealth

by grabbing the Gold dropped by enemies on the battlefield. The majority of your riches will most likely come from selling the treasures you have found though. I have dedicated an entire section to finding treasures so please go there if you need to find rack up some gold and quickly. The walkthrough will follow this guide's general philosophy: detail where necessary. I am not going to take you across the continent of Africa finding item after item. I feel this would make the walkthrough very tedious to follow for our readers who just want to get through the game first. I have dedicated separate sections of the FAQ to finding the Treasures and BSAA Emblems on your later playthroughs, because I think most of you will be playing more than once. +----+ | 1. | Rank System[1] +----+------------------------------------+ [WK01] The Rank System is pretty simple, but it might require just a little bit of explanation here. For each stage, there are two categories that are entirely fixed. That means they are the same numeric requirements, regardless of which stage you are currently on. They are: Accuracy and Deaths. ,-----------------------------. | Rank | Accuracy | Deaths | |--------------------|--------| | S Rank | 70% | 0 | | A Rank | 60-69.9% | 1 | '--------------------'--------' Now, for each chapter, there are separate requirements for the following categories: Enemies routed, and Clear Time. Here are the tables that denote this information: Notation: < 12 minutes = Stage cleared in less than 12 minutes 20+ = At least 20 enemies routed ============================= Table 1 - S Rank Requirements ============================= ,-------------------------------------------------. | Chapter | Enemies Routed | Clear Time | |---------|----------------|----------------------| | 1 - 1 | 20+ | < 12 mintues | | 1 - 2 | 15+ | < 17 minutes | | 2 - 1 | 60+ | < 23 minutes | | 2 - 2 | 50+ | < 22 minutes | | 2 - 3 | 40+ | < 9 minutes | | 3 - 1 | 30+ | < 18 minutes | | 3 - 2 | 50+ | < 19 minutes | | 3 - 3 | 30+ | < 19 minutes | | 4 - 1 | 50+ | < 23 minutes | | 4 - 2 | 35+ | < 16 minutes | | 5 - 1 | 7+ | < 12 minutes | | 5 - 2 | 40+ | < 22 minutes |

| 5 - 3 | 30+ | < 38 minutes | | 6 - 1 | 40+ | < 26 minutes | | 6 - 2 | 35+ | < 23 minutes | | 6 - 3 | 25+ | < 22 minutes | '-------------------------------------------------' ============================= Table 2 - A Rank Requirements ============================= ,-------------------------------------------------. | Chapter | Enemies Routed | Clear Time | |---------|----------------|----------------------| | 1 - 1 | 15 - 19 | < 17 mintues | | 1 - 2 | 10 - 14 | < 18 minutes | | 2 - 1 | 45 - 59 | < 28 minutes | | 2 - 2 | 35 - 49 | < 27 minutes | | 2 - 3 | 30 - 39 | < 12 minutes | | 3 - 1 | 20 - 29 | < 22 minutes | | 3 - 2 | 35 - 49 | < 23 minutes | | 3 - 3 | 20 - 29 | < 23 minutes | | 4 - 1 | 35 - 49 | < 28 minutes | | 4 - 2 | 20 - 34 | < 20 minutes | | 5 - 1 | 5 - 6 | < 16 minutes | | 5 - 2 | 25 - 39 | < 26 minutes | | 5 - 3 | 20 - 29 | < 42 minutes | | 6 - 1 | 25 - 39 | < 31 minutes | | 6 - 2 | 20 - 37 | < 28 minutes | | 6 - 3 | 15 - 24 | < 26 minutes | '-------------------------------------------------' Now there's just one more thing of note. You might have noticed that you managed to snag a couple of S Ranks even when you had a couple of A or B categories. That's because of what the developers call the "penalty system." Each letter grade is worth an X amount of penalty points. S is worth 0 (duh) A is worth 1, B is 2, and C is 3. If you wanted the S Rank, you can only have a maximum of 2 penalty points, which means you cannot get a grade lower than B in any category. You can also get 2 A's, with all S's for an S Rank. Some examples: Example #1 1. Enemies Routed: S Rank (0 penalty points) 2. Accuracy: A Rank (1 penalty point) 3. Deaths: S Rank 4. Clear Time: A Rank (1 penalty point) ----------------Final Rank: S Rank Example #2 1. Enemies Routed: S Rank (0 penalty points) 2. Accuracy: S Rank (0 penalty points) 3. Deaths: S Rank (0 penalty points)

4. Clear Time: C Rank (3 penalty points) ----------------Final Rank: A Rank (because of the three penalty points). Example #3 1. Enemies Routed: A Rank (1 penalty point) 2. Accuracy: B Rank (2 penalty points) 3. Deaths: A Rank (1 penalty point) 4. Clear Time: B Rank (2 penalty points) -----------------Final Rank: A Rank (6 total penalty points) In summary: S Rank: You can only get a maximum of 2 penalty points A Rank: You can get 3-6 penalty points. +---How to meet Enemies Routed quota in Chapter 6-2---+ You might have noticed that there are only about 6 Majini in this stage. To rank up enemies routed here, you have to take out those little "blob" enemies the boss spawns. ________________ *Notes 1. The ranking requirements are entirely thanks to the Piggyback Official Guide. I didn't want to just take all of their info (wouldn't seem fair) so I have only included the requirements needed for S and A Ranks. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK11]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 1 - 1 | All right, it seems that it is finally time +--------+------------------------' to get this chapter in the Resident Evil | M92F Handgun............... [ ] | saga underway. As the game begins, you will | N100 Gold.................. [ ] | find yourself in the midst of an African | Green Herb................. [ ] | village. There won't be any hostiles yet, | N100 Gold.................. [ ] | so just sprint straight ahead, and it won't | Green Herb................. [ ] | be long before you come across a group of | N100 Gold.................. [ ] | villagers beating on some pour fellow. Slow | Handgun Ammo............... [ ] | down here to avoid attracting any unwanted | Grenade.................... [ ] | attention. Follow the path past the thugs

| Green Herb................. [ ] | and sprint ahead to activate a cut scene | N100 Gold.................. [ ] | and a check point. | N200 Gold.................. [ ] | | Machine Gun Ammo........... [ ] | Once the scene is over, sprint straight | Handgun Ammo x 2........... [ ] | ahead towards the "Corner Pyamy Butcher". | Green Herb................. [ ] | Take the path to the right when you can to | Green Herb................. [ ] | the back alley. Look for a door to the left | Handgun Ammo............... [ ] | and tap the Action button a few times to | Green Herb................. [ ] | kick it open. Go up to the main inside and | Vz.61...................... [ ] | hit the Action button to activate another '---------------------------------'scene. At the end of the first set of scenes, he will open up a briefcase for you to pick up the M92F Handgun. Do so, and go up to him again to activate the next bunch of scenes. At the conclusion of the cut scenes, Chris and Sheva will now be fully equipped with their vests and gear. Sprint straight ahead towards the crate on the box to pick up some Gold. Now, turn left and there's a clipboard to the right that briefly details the Dying status. It is also reviewed in the Game Basics section of this FAQ, so it's entirely up to you to speculate. When you're ready, leave through the opening to your left and back outside. Take another left past the wagon and sprint down the stairs to activate another cut scene. Sprint straight down to the dead horse and take a right into the shack. There are some skulls and candles to create a little bit of a mood for you. To the right of those skulls is another door, kick it down as per usual. Sprint towards the crate on the table to your left and knife it open for a Green Herb. There's a barrel to the left of that with some Gold. Now take a right a little deeper into the room and turn left when you can. You'll find another Green Herb here. Combine it with the other to have a potent recovery item. Now kick open the nearby door to emerge back outside. There's another crate on the table here, so cut it open to grab some more Gold. Time to sprint straight ahead and up the stairs. There's a door to your right, hit the Partner Action Button (PA Button, O button by default). Then hit the Action button to activate another cut scene. At the end of it, open fire on the single Majini ahead. Continue to where he was standing and turn left to see a door. Kick it open to emerge into the next room. Turn right to find some Handgun ammo on the shelf. Now turn left and sprint straight towards the window. Jump through with the Action button to take a dive back outside. Turn around and you should see some boxes by the wall. Turn right and sprint down the path ahead. Take another right when you can to activate another cut scene.

After the scene concludes, make a Quick Turn and immediately begin your sprint. Make your way out of the alley and into the door up ahead. Once inside, go down the small stairs and take a left to activate a cut scene. In the north corner of the room is a standard Grenade. There's another Green Herb on the shelf to the left. Turn around and go straight towards the metal door. Hit the Action Button and tell you that you can't kick it down. Now the PA Button should be prompted, so hit that to kick the door down with Sheva. Once in the next room, take a right towards the three barrels in the corner. Do some slicing and dicing to pick up the N 100 Gold, N 200 Gold, and some Machine Gun Ammo. Now make a Quick Turn and go straight towards the little hole on the ground and jump through. Run straight ahead and take a left down the hallway. Continue past the skeleton in the next room to find another hallway. Sprint straight ahead to the ladder and climb up using the Action Button. There are two Handgun Ammo on the shelf ahead, as well as another Green Herb to the right of that. Hit the Action Button, then the PA Button to activate a loading screen. If you've played the demo, you should recognize that you are now in the stage called Public Assembly. There are some subtle differences (which I'll point out), but for the most part it's the same. Anyway, make your way down the hill and pick up the Green Herb on the table. Then go into the shack to activate the cut scene (hit Select to skip if you wish). When the scene is over, either tell Sheva to push the shelves to block the window and door or do it yourself. Now make your way to the television set and pick up the Handgun ammo on the table. Go around and collect the rest of the stuff around the room by slicing the fruit, chopping up the crates, etc. It won't be long now until the Majini break down the shelf. Open fire on them through the window or let some of them pour through so you can use your melee attacks. Just spend the next few minutes fending off the Majini until the second cut scene initiates. Just stay put for a while and our friend, the Executioner should make his way inside. You won't have your Shotgun this time around, so taking him out won't be as easy. So for now, just sprint through the big hole he opened up. Sprint straight ahead to the locked gate. To the right is a briefcase containing the Vz.61. Now head up the stairs directly across. Jump across a platform to find a Green Herb. If you continue jumping to the long platform to the left, you will find a crate with Gold on some tires. The name of the game is just to survive for the next few minutes. I wouldn't recommend engaging the Executioner unless you really feel like it. Otherwise, just keep running around and taking out the Majini as you see them. When Kirk arrives with the air support, the chapter

will be over. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK12]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 1 - 2 | Begin by sprinting straight ahead into the +--------+------------------------' opening Kirk created. If you take a right | Wooden Barrel x 3.......... [ ] | and up the ramp into the cabin, you can | Handgun Ammo............... [ ] | find a Wooden Barrel in there. Head back | Wooden Barrel.............. [ ] | outside and sprint up the hill. | Old Building Key........... [ ] | | Wooden Barrel.............. [ ] | When you see the hole on the ground, drop | Fruit...................... [ ] | down to the sewer and you'll find another | Wooden Barrel.............. [ ] | Wooden Barrel.. After that, head back to | Crate...................... [ ] | surface and make your way to the gate by | Ithaca M37................. [ ] | the car. Hit the Partner Action button to | Ivory Relief............... [ ] | arrive at the next area. | Wooden Barrel x 2.......... [ ] | | Wooden Barrel x 3.......... [ ] | Sprint straight ahead into the house and go | N300 Gold .x 2............. [ ] | to work on the Wooden Barrel again. Next, | N400 Gold.................. [ ] | grab the Handgun Ammo on the table. Turn | Handgun Ammo............... [ ] | | N100 Gold.................. [ ] | around and go towards the door you came | Wooden Barrel.............. [ ] | from, and take a left past the flour. You | Wooden Barrel x 3.......... [ ] | should see the steel backdoor now, so go | Furnace Key................ [ ] | through it. A short cut scene here. You '---------------------------------' should see the prompt for the Assisted Jump now. This is optional. Whether you choose to make the jump or not, your next line of action is to take a left and then make a right towards the main street. You'll see an enemy here, so make quick work of her and take a right past her body. Yet another Wooden Barrel awaits you. After that, turn around and sprint down the street. Once you reach the broken ladder, another enemy will attack you. Dispose of him and make your way to the ladder. This time, the Assisted Jump is necessary. Just hang tight and fight off any enemies that present themselves. Shortly after, Sheva will be able to grab the Old Building Key. A semi-big wave of enemies will now start attacking, but they shouldn't be too big of a concern. There's an opening into a small building directly in front of the ladder. Leave through the steel door to the right. Take a left and you should see a fence.

Continue down this alley and you should see yet another Wooden Barrel. Slash it up and continue past it to see the next passage. Sprint past the junk and take a right towards the cardboard boxes. Continue ahead towards the stands with the umbrellas on them. Slash the Fruit for some items. Just run past the set of stairs and you should see another Wooden Barrel in the distance. Check it out and take a right through the metal gate (Partner Action). It won't be long until you see a building to the left. The Old Building Key opens its door. Inside, you will find a Crate on the table and the Ithaca M37 hung on the wall. You should pick it up (going to need it soon). Leave the Old Building now and head up the stairs you saw earlier to activate a brief scene. Take out your shotgun and blast her. It will just take a few more shots than usual to take her out. Once the big ugly thing comes out of her neck, you are just a few more shots away. Take her out and pick up the Ivory Relief. She'll also have the support of a few more Majini. If you're lucky though, your shotgun will deal some splash damage to them while you're attacking the blondie. When you dispose of everyone, leave through the steel door (it's opposite of the one you came in from). Head down the stairs outside run straight ahead, past the small stairs and around the crate to the right. You should see a straight path through the hole in the wall. Sprint through the hole and you should see a really old looking door directly in front. Take a right and check out the two Wooden Barrels before heading through the door to the next area. Sprint straight ahead and take a right to activate a brief scene. Continue ahead and go through the door. Run past the couch and take a left. Ignore any turns and just keep running straight ahead until it's not possible. Next, you'll have to manuever left a few times, and you should see the stairs leading upwards soon. Once back upstairs, take a left and run straight ahead. Then, take a right when you can. You'll now see a ladder and a Wooden Barrel in the corner. Speculate and see what you come up with. Next, climb up the ladder. Take a left when you're up above, and you should see two more Wooden Barrels. After you've checked them out, Quick Turn and walk back outside to the wooden platform. Turn right and you should see the rusty metal door. Before going through, turn left and jump across to find a Treasure Chest. Inside, you'll find a total of N 1000 Gold. Now jump back across and Partner Action the door to initiate a scene. After watching that one, grab the Handgun Ammo close to one of the bodies and cut up the Crate on the table to find N100 Gold. Now kick open the door and turn right down the hallway. Just follow the path straight ahead to the elevator. Get inside and you'll now head downwards to the basement. Immediately, you'll see a Wooden Barrel to the right. Pick up whatever is inside and head down the hallway. Follow the path up the stairs and through the

door. Inside, two Wooden Barrels await you immediately to the right. Another one is to the left, by some flour. You should notice an elevator door up ahead. You won't be able to go through just yet, instead, take a left, and into the hallway close to the second barrel you saw. Just keep running past the fallen BSAA troop and into the next room. There's a sparkling object on the floor--you know what means, time to... check it out! It's the Furnace Key, so grab it. Before leaving, take note of the gas tanks on the wall. There are two of them. If you go up and Investigate, you will be told that they can easily be tipped over. Also, take note of the lever on the control table, where if you pull it, it would first close the door to the cremation chamber, and torch whatever is inside. These tidbits will come in very handy later. Now, sprint back outside and keep going until the cut scene initiates. __ __) (, / / / / / /+------------------------------------------------------------------+ (___(_ r o b o r o s /-------------------------------------' +----------------------------------+/ B o s s B a t t l e # 1 [BB01] | Chapter 1-2 |All right, this fight can either be done very quickly, or it '---------------'could also take a while if you are not careful. Immediately begin by sprinting straight back into the room where you grabbed the Furnace Key. Immediately take a right, to the first gas tank. Tip it over, and get inside the cremation chamber we identified earlier. Watch Uroboros when he comes into the room, and make sure he can see you from where you're standing inside the chamber. You should notice that Uroboros will envelope the gas tank when he comes towards you, so it gets attached to his body. Now, lure it into the chamber. You need to position yourself strategically here, because you need to escape quickly. Here's a diagram to help illustrate: ______________________________ | X | The plan is to get Uroboros into the chamber, |``` . ```| and blast the gas tank that it has enveloped. | . | This will create a massive explosion, and it |``` . ```| will stun Uroboros for a brief period of time. | . | Then, you have to get outside and immediately | __________________ . | pull the lever to close the door (which comes | _ || Control Hub | _ | down very slowly). When the door closes, the |_|z|_|| |_|y|_| flames will engulf the Uroboros, killing him instantly. So let is now turn our attention over the diagram. You should first note that there's a fence between exit "z" and the Control Hub, so if we are going to get to the hub, it will have to be through exit "y" only. The "X" on

the diagram is where I believe you should be standing when you make the shot to put the Uroboros down. You don't want to be too close to the exit, because when he wakes up he would escape too quickly. You don't want to be too far either, because it will take you too long to run outside. Point "X" seems to be an ideal spot, so be around there. Once you make the shot and put it down, sprint to the Control Hub, leaving through exit "y" and pull on the lever. You will now notice that the door is closing _very_ slowly. If you have any Grenades, this would be a good time to throw them in there to slow it down a little bit. Once the door closes, the flames (```) will ignite, killing the Uroboros instantly. Do note that if you mess up the first time, there's another tank of gas that you can tip over, so you can restart the luring process. If you mess up the second time, you can also try "juking" it, by running into the cremation chamber from entrance "y", and making sure the Uroboros follows you through (you can do so by stopping momentarily in the middle to allow it to catchup). Then, leave through exit "z", and run ALL the way around the fence to the Control Hub. If you've done it correctly, the Uroboros will try to walk through the fence, realize that it can't, and try to get to you by walking through the chamber again. IMMEDIATElY pull on the lever to initiate the burning process. Use Grenades to slow it down if it looks like it'll escape. Both ways work fine, but I personally think the first way is easier. +----------------------------------------------------------------------------+ After you've defeated the Uroboros, the door should open, so leave and go down the hallway, past the BSAA marine and inside the lift to conclude the Chapter. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK21]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 2 - 1 | Let us begin by going over to the shiny +--------+------------------------' briefcase to the left. You should know by | H&K MP5 (MG)............... [ ] | now that shiny briefcases denote a weapon. | BSAA Emblem................ [ ] | Inside is the H&K MP5 Machine Gun. Next, go | Handgun Ammo............... [ ] | to work on the Wooden Barrel and Crate in | N100 Gold.................. [ ] | the corner. Don't forget to shoot the very | Jewel Bangle............... [ ] | first BSAA Emblem that's on the wall, to | Wooden Barrel x 2.......... [ ] | the right of the door and to the left of a

| Crate...................... [ ] | barred window. After doing so, head through | Wooden Barrel.............. [ ] | the metal door to the next area. | Sapphire (Pear)............ [ ] | | Port key................... [ ] | You'll now find yourself outside. Turn | Antique Clock.............. [ ] | right and sprint towards the storage | Wooden Barrel x 2.......... [ ] | crates. If you have a Sniper Rifle, pull it | Green Herb x 2............. [ ] | up and look towards the sky, to the left. | Handgun Ammo............... [ ] | You should see a crossbow-yielding Majini | Green Herb................. [ ] | perched up top. Dispose of him and turn | Crate x 2.................. [ ] | your attention back to ground level. Note | Wooden Barrel x 2.......... [ ] | the little laser trap here. Take out your | Handgun Ammo............... [ ] | Handgun (if you haven't already), and aim | Red Herb x 2............... [ ] | towards the box on the wall to the right. | Wooden Barrel.............. [ ] | Stay relatively clear (don't have to be too | Hand Grenade x 2........... [ ] | far) so the explosion won't hurt you. Now | Guard's Key................ [ ] | continue onwards into the little storage | Ruby (Square).............. [ ] | crate maze and you should see some Majini. | Gold bars.................. [ ] | One will charge at you immediately. The | Topaz (Pear)............... [ ] | other doesn't really have his attention | Sapphire (Square).......... [ ] | towards you, but he'll probably run away | Emerald (Pear)............. [ ] | when you aim. Take him out and continue on '---------------------------------' to the path on the right. Shortly after, you'll see another not-so-subtle trap. You know what to do. Continue deeper into the maze, and viola, some flesh eating dogs! If you still have your shotgun, pull it out and start blasting. Now turn to the path on the right (away from where the dogs came from). Another trap. Blast it and move into the path it was protecting. Another Majini should attack you at this point, so just be mindful. Continue on the path and you should see a ladder resting against the crate. Up ahead you should see a mini-tunnel of sorts, so head through and jump down. Now turn left and you should be out of the storage crate "maze" and back outside. A Big Man Majini awaits you here, along with a dog and a couple of Majini. Take note of the combustible tanks by the parked car and take advantage if you can. The Big Man Majini is the topless fatso, and while he looks tough, a few Shotgun Shells to the beer gut would be good enough to bring it down. If you manage to do so, you will be awarded with a Jewel Bangle. Some more basic Majini, and a few dogs will trickle in. As always, take care of the crossbow Majini first. Dispose of the rest of them, and make your way to the huge metal gate behind the cars to reach the next area. Equip your Sniper Rifle and turn left to the huge bridge. Jump across and it won't be too long until the manic garbage truck makes its entrance. Wait for the truck to be next to one of the various explosive barrels and blast the

barrel to tip it over. A few more Majini will start attacking now, so pick them off. Use the explosive barrels whenever possible. Now sprint ahead on the bridge, and you will notice that a semi-big wave of enemies will now present themselves. Once you've made it to the other side of the bridge, you can speculate in the buildings to find a few Wooden Barrels and crates. Otherwise, take the note of the stairs to the left, head down and into the tunnel. Have your shotgun ready because some pesky canine await you down there (quite a few of them I might add). Follow the tunnel a bit and you should see a gate. Kick it open and head to the door in the northwest of this room. Go on through to the next area. You should now see daylight again. Turn left into the little alcove and you will see a Sapphire (Pear) left on the ground. Now have your shotgun ready and run straight ahead. You will see some bodies on the ground, and some flying parasites will hatch from them. Put down each Parasite with a single shotgun shell each. Now shoot the lock on the gate with your Handgun and continue through. Just follow the tunnel for a bit until you see fenced off sewer ahead. To the left of that is the ladder to reach back to ground level. Sprint straight ahead to the second canoe ahead (past the small stairs to the left) and you should see a Green Herb. Now go down the path you ignored earlier to the beach below. Now sprint to the right along the beach and you should make it to the market place area. Turn right at the first market stand to the building with the double metal doors. Blast the lock on it and kick the door. You should see a hanging body inside, but there's also a sparkly Port key on its body. Blast it and pick it up. Now jump through the window on the wall to the right to initiate a brief scene and a semi-big battle. A wave of Majini await you immediately outside, headed by a Big (Fat) one. Take care of each of them and pick up the Jewel Bangle. Now turn right and move ahead into the market place. Take care of the rest of Majini. Also take note of the treasure chest in the market stand in the middle. If you have a Grenade, you can blow up the stand to grab the chest and the Ruby (Marquise). Now use the key on the locked gate and kick it open. Follow the path up ahead and head down the ramp to the right. Now make your way to the small stairs on the left. Continue along and you should see a couple of Wooden Barrels. Slice and dice them and see what you find. I got some Gold and some Machine Gun Ammo. Time to head back down the small stairs, and take a left down the ramp shortly after. Now make your way to the small ladder with your Sniper Rifle ready.

A big group of Majini await you ahead. If you have some Grenades, feel free to launch a couple at them here. Otherwise, use your Sniper Rifle and goto work. It won't be long until air support arrives. Continue a bit deeper into the town and look for the ladder on the right. Climb up and take care of the single Majini here. Now goto where the tire is and you should see a Green Herb. Time to jump down and circle around to where the sacks of flour and big canoe is to go around the Majini blockade. As you continue in the next area here, stick to the left and look for the Green Herb there. A pretty big wave of Majini await you here, so dispose of each of them and take the path to the left to the metal gate to the next area. You should now recognize that we are in the second stage of our demo--Shanty Town. Begin by sprinting straight down the alley to the left. Just ignore the Majini chatter at first and make your way to the Crate on the trunk of the car. Now jump into the nearby window to the small Majini hideout. Grab the Handgun Ammo on the shelf to the right. Now kick open the door and you will find a Green Herb outside just ahead. Continue on the path to the left, and also turn left when you can to the stand with the two crates. Continue up the ramp and have your Shotgun ready. Two Flying Parasites will announce their presence. Blast them with your Shotgun and give Sheva the Assisted Jump upwards. You can circle up the hill and take care of the Majini that start attacking. Take note of the single Majini perched on the hill. Pick him off and also take care of the flying parasite that merges from his body. There's a small stairs that leads to the side of the building in the middle, and you'll find a Wooden Barrel there. Now continue up the hill to the door. A bunch of Majini will barge through, so have a couple of Grenades handy and start chucking. Turn left inside and to the washroom area. A single Majini will attack you, and he's standing also standing on a Handgun Ammo. Grab the Red Herb on the ground and continue deeper into the room. Another Red Herb is sitting on the table. Go into the little alcove to the left for a single Majini and a Wooden Barrel. Now time to head up the stairs and pick off the Majini along the way. You'll find two Hand Grenades to the left; one by the sacks of flour and another outside on the balcony. When you're ready, continue up the next set of stairs. Two Wooden Barrels are up here, along with a Handgun Ammo on the shelf. When ready, turn right outside to the balcony and perform the Assisted Jump for Sheva across. Have your Sniper Rifle ready now and head down one level and once again out to the balcony. Begin picking off the various Majini across. They

will be coming from the stairs to the right. Blow up the explosive barrel if you have to. When Sheva makes her way outside, time to head down to meet her at the gate. Emerge outside and pick off the various Majini you come across. There are several crates in the building across (where Sheva came from). Head inside and procure each crate. Stay here for a while to fight off the incoming Majini. Leave through the backdoor and turn left to find another crate. When ready, sprint towards the huge set of stairs. A Green Herb is perched at the foot of the stairs to the left, and there's a Wooden Barrel to the right. Now, sprint up the stairs and it's time to do battle against your friend and mine--the Chainsaw Majini. +----------------------------------------------------------------------------+ +-----+ | MB. | Chainsaw Majini +-----+-------------------------------------+ MB stands for Mini-boss, by the way. When the battle begins, make a Quick Turn and immediately sprint away. Stop a few metres away from the explosive barrel when you see it. Wait for Chainsaw to come, and blast the barrel when he's close. If he falls to one knee, move in and give him a melee attack. There are a few basic Majini that present themselves, so use the explosive barrels to dispose of them whenever possible. Time to make your way to the alley and to the next explosive barrel to damage Chainsaw, and hopefully be able to land __________________ another melee attack. | ####| | X ####| For our general strategy, we will once again turn our | |z| ####| attention to the diagram. The "e"'s denote explosive | ,. e |#| barrels on the battlefield. Point X is the very top of | ,. |#| the big stairs, and where Chainsaw came from. Point Y is | e ,. ---|#| the fence wall where a bunch of Majini spawn from. There's | ,. z e | |#| of course an alley right next to it. The #'s represent | e ,. ---|#| areas where you don't have to go. | ,. |#| | ,. ___________|#| The "." and "," represent your two paths. For this battle, |_Y___________e____| our strategy consists of sprinting first to point Y (alley) (which is path ".") with your Sniper Rifle. The idea is to create some separation between you and Chainsaw, which shouldn't be very difficult to do. Have your Sniper Rifle in scope mode and watch for Chainsaw to approach. Before making your shot to its head, you also want to wait until it's close enough so you can sprint to it and give it a nice melee attack. "z" in the diagram represents roughly the area where you want Majini to be standing when you attack. The ideal point for when you're on Point Y is right around the explosive barrel and that really broken down truck on the right. When you're

standing at the top of the stairs on Point X, you want Chainsaw to be anywhere on the big stairs or just at the foot of them, as noted in the diagram. So after attacking Chainsaw at Point X, make your way back to Point Y ("," path). Just keep going from Point X to Point Y, blasting him in the head with the Sniper Rifle and delivering a melee attack. Repeat the process until it finally goes down. Grab the Guard key from its dead body to conclude the MiniBoss fight. +----------------------------------------------------------------------------+ Time to sprint up the big stairs now, and take a left to the alley. Procure whatever is in the barrel and use your new key to open the gate. Continue ahead to the treasure chest to find, Ruby (Square), Gold bars, Topaz (Pear), Sapphire (Square), and Emerald (Pear). Now make your way to the graffiti'D door to the next area. Turn left and sprint straight down this path. Turn right up the hill to the large metal gate. Head on through to activate a brief cut scene and conclude the chapter. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK22]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 2 - 2 | Begin by turning around and grabbing the +--------+------------------------' Green Herb on the table. Also look around | Green Herb................. [ ] | for some ammo. When you're ready, head out | Lantern.................... [ ] | the door and to the train yard. Take a left | Green Herb................. [ ] | once outside, and take a right between the | Wooden Barrel.............. [ ] | two carts when you can. Sprint ahead until | Diamond (Oval)............. [ ] | you see another one of the traps from the | Green Herb................. [ ] | last chapter. Wait for the dogs to show up, | Wooden Barrel.............. [ ] | and blow up the trap, hopefully taking out | Wooden Barrel.............. [ ] | the dogs in the process. | Dragunov (Rifle)........... [ ] | | Green Herb................. [ ] | Now take another left, and follow the path | Handgun Ammo............... [ ] | here. Set off the trap again and continue | Diamond (Brilliant)........ [ ] | on. When you make it out of the train car

| Wooden Barrel x 2.......... [ ] | "sandwich", immediately take a left and | Green Herb................. [ ] | jump on to the lumber stacks. Climb up the | Green Herb................. [ ] | ladder to the left and you will now see | Handgun Ammo............... [ ] | three Majini perched on top of the trains. | Green Herb................. [ ] | They are all armed with crossbows. I would '---------------------------------' recommend just ignoring them here. Instead, jump from your cart to the platform on the left, with the yellow/black stripe. Take out the Majini up ahead and then make your way down the nearby ramp. Watch out for the trap here. Blast it and continue down the ramp, and jump down on the left. You'll now be on a cart. Aim your weapon and blast the trap up ahead. Wait for Sheva to catch up and then take the lift down to the next area. You are now in the pitch black mines. Go forward to the Lantern and instruct Sheva to pick it up. There should also be a Green Herb to the right of that. Note that you will not have your map down here. For the first part, just keep sprinting ahead. There will be no enemies yet. Soon you will hit a fork, take the path to the left. Continue along this direction for a bit and you should soon see a Majini. Take care of it and continue up the small hill while veering to the left. The next part is just straight ahead again, and there's another Majini waiting you. Soon you will see a bridge with a light. Just a little farther now. A group of about three Majini will try to take you out. Dispose of them and continue on. You'll have to take care of a few more enemies along the way. It won't be long until you make it to a Wooden Barrel. If you want the Diamond (Oval), look for the hidden passage towards the left leading to the treasure chest. When you're ready, just move on to the train tracks and you should begin to see some more light. Make your way to the switch and start turning. Once Sheva runs through and tells you that she'll open the gate for you, turn around and dispose of the incoming Majini. Then, sprint through the gate to the checkpoint. Inside, sprint straight across to the ladder and climb up. Turn right and kill the Majini up ahead. Move past his body and climb up the ladder to the left when you see it. Procure the Wooden Barrel and grab the Green Herb. Two Majini await you on the path to the left, as well as a Wooden Barrel. Turn into the opening to the right when you see it. You should soon a fork pretty soon, so take the path to the right when you do. Sprint straight up until you see the single Majini aiming his crossbow at you. Take him out and procure the Wooden Barrel behind him. Turn right to the lift to exit the mines. Back to daylight at last. Sprint straight up the stairs ahead and into the room to initiate a cut scene. Immediately following the scene, go over to the locker on the left to procure

the super effective Dragunov. This is a sniper rifle, which is very handy here. Take cover near the window (hit the Action Button next to it), and start picking the Majini off. Be very careful of the any Majini who go to operate the machine gun--always look to kill that one first. After you've disposed of everyone, turn around and pick up the Green Herb by the couch. Don't forget about the Handgun Ammo on the shelf. Next, head down the stairs to the right of the bookshelf with the ammo. Some pesky Majini will be present, so watch out for his pick axe. Once you make downstairs, leave through the metal door. Sprint straight ahead the path and you should soon come to a single Grenade on the ground. Run past the machine gun and to the huge ladder. Climb up and turn right. You should see a pile of rubble here. Now jump down on to the ledge below for a checkpoint, and jump all the way back down to the ground. Keep an eye out for the Assisted Jump to the left. Do so and continue up the mountain. You'll meet up with Sheva pretty soon. There are is a semi-big wave of Majini here. Keep moving up and killing anyone in your way. Eventually, you should see a crib of rubble. If you go up to it, you will have the Investigate prompt telling you that you won't be able to push it alone. Move to the left, on the short side of the crib and hit the Partner Action button to push it off the cliff. Move to the twin Wooden Barrels and procure whatever is inside. Be sure to grab the Green Herb on the table to the left. When you're ready for the boss battle, jump down the cliff to the ground below. _____ (, / ) _ /__ / /+-------------------------------------------------------------------+ ) / o p o k a r i m u /------------------------------------' +--(_/------------------------------+/ B o s s B a t t l e # 2 [BB02] | Chapter 2-2 | All right, this fight should be nice and easy. Begin by '---------------' procuring all of the Proximity Mines to in the Wooden Barrels to the left, along with the various items you will run into. In terms of guns, I will recommend the Dragonuv, because it's likely the most powerful weapon you have at the moment. Any Shotgun is also ideal. Begin by circling to the lower area of the battlefield, where there's a tent. Plant a Proximity Mine here, and lure the Popokarimu on to the explosive. Once it stupidly sets off the mine, it will be stunned for a brief period of time. Immediately switch to your Dragonuv and start blasting its exposed belly (it looks vulnerable because it's a different shade than the thick skin). After

blasting it for a while, set another mine down. Putting it in the same area is fine. Keep repeating the process until it goes down. In terms of the enemy's attack, you obviously need to not get physically attacked by it. On top of that, it also has this corrosive mucus that it could spit at you. If you get caught in the mucus, you will be temporarily immobile, unless your partner frees you. Aside from these two points, it doesn't really present much of a threat. Focus on shooting its belly (and not the face) and you will finish it off in no time. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK23]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 2 - 3 | There are no items to report in this level. +--------+------------------------' It is entirely vehicularly based so there won't be directional challenges to speak of. Begin by opening fire on the Majini on the motorcycles. They shouldn't pose much of a threat. Watch for the on- screen prompt and keep tapping the button. The second wave of Motorcycle Majini will be accompanied by a truck. It will be coming from the right, so take care of that one first. Clear out the rest of the motorcycle guys, and watch for the X button on-screen prompt. The third wave will begin with another truck, this time coming from the left. Some more motorcycles will follow. Watch for the next on-screen prompt, which is L1 + R1. The next wave consists of two trucks with motorcycle support. The first truck comes from the left. The second on the right. Soon you will reach the blockade. Start by blowing up the explosive barrel to the left of the truck. Clean up the rest of them. In the next area, a truck will come from the right hand side, so be ready for them. Shortly after that, it will be the motorcycle guys again. Finish them off to conclude the chase. Watch the next cut scene and prepare for another boss battle. __ __) (, /| / / | /+---------------------------------------------------------------+ ) / |/ d e s u E l G i g a n t e /--------------------------------' +--(_/---'-------------------------------+/ B o s s B a t t l e # 3 [BB03] | Chapter 2-3 | If you thought the last one was easy, wait till you get a '---------------' a load of this ogre. You have a turret to use, so you don't

have to worry about wasting ammo. The only thing to watch out for is the machine gun overheating, which happens if you hold on to the trigger for too long. So be sure to let go of the trigger momentarily during your attacks. Begin by opening fire on its face, non-stop. Don't be worried when he pulls up his foot in a stomping motion, if you keep firing at him he will not be able to stomp you. Just keep firing at him and don't bother letting go of your trigger just yet. Once you shoot at him long enough, he will back off. After backing off, you'll probably notice a few parasites popping out of his body. At the same time, some Majini will show up in the area to the right. Blast the nearby barrel to dispose of them quickly. It's time for us to turn our attention to the parasites. Blast at whichever one you can see, and soon he will pick up a huge boulder. Blast the nearby Explosive Barrel to put an end to that immediately. The next phase will have him approach you. Just keep firing at the parasites until the parasite pop out of its spine. Go to town on that thing until it hides again. The next part is the same, some more tiny parasites will appear. Go to work on them until the big parasite shows itself. Blast it again. Once he picks up the telephone pole, you will have to press L1+R1 to dodge some attacks before you can keep attacking. Repeat the process until it does. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK31]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 3 - 1 | Begin by going to the small island ahead +--------+------------------------' and pick up the Beast Slate by the dead | Beast Slate................ [ ] | BSAA agent. Go to slice and dice the skulls | Slate Map.................. [ ] | hanging to the left to pick up a Ruby. Also | Beetle (Brown)............. [ ] | grab the Slate Map to the left. Have | Rocket Launcher............ [ ] | your map pulled up and sail straight to the | Chalice (Silver)........... [ ] | target. It won't be very tricky at all, it | Shaman Slate............... [ ] | is mostly driving straight ahead. | Raptor Slate............... [ ] | | Warrior's Slate............ [ ] | Look for the little alcove to the right, | S&W M29 Magnum............. [ ] | which holds the Slate Cap. Notice the gate

| Blue Enigma................ [ ] | here. Go up to it and Investigate. It will | Large pot.................. [ ] | tell you that you can't go through yet. | Green Herb................. [ ] | Time to head back on to the boat. Drive the | Machine Gun Ammo........... [ ] | boat straight ahead until you come to the | N 100 Gold................. [ ] | abandoned ship. On board, you will find | N 200 Gold................. [ ] | a Beetle (Brown), and near the front of the | Ceremonial Mask............ [ ] | ship you will find a Rocket Launcher. | Large Pot x 2...............[ ] | Procure these items and get back onto your '---------------------------------' boat. If you want the Chalice (Silver), sail your boat to the very top-left tip of your map. You will find an island here with a hut. Climb the ladder to find it in a treasure chest. Get back on your boat and pull up your map. Drive to the X at the very top of your map first. Make your way to the pots and masks. Shoot the sparkly mask on the very top to grab another treasure. Check out the huts for various items. When you're ready, sprint straight into the tribal area and you should see two broken ladders, which signals Assisted Jumping time. The one on the left holds the Idol (Silver), while the one right holds the Shaman Slate. Now some pissed off tribesman will begin their attack on you. They can take more punishment than the average Majini, so be mindful of that. The ones who come with the shields should be dealt with your shotgun; the regular M92F won't be able penetrate them. No enemies here should be too daunting, so fight your way back to the boat for a checkpoint. Now let's drive your way to the X on the right end of the map. Sheva might start firing at some Majini, but ignore that and just keep driving the boat. Once you arrive at the island, you'll find a large pool of water ahead. Circle to the left, and stay along the edge. You will find a Beetle (Brown) around the tree. Keep traveling along the edge of the water and you should soon come to some buildings, along with a huge canoe. Go towards the buildings and make your way to the ladder near the centre. Follow the path above and circle around until you see a ramp leading downwards. It will lead you to a small hut containing the Raptor Slate. After you grab it, a single Majini will appear so dispose of him make your way back to the boat. Let's make our way to the final X on the map. Do so by driving straight downwards, and turning left into the strip on the map when you are there. Once you've reached the location, you'll have to circle around to the docking point. Once on the ground, head up the ramp and turn right. Instead of turning left towards the cabin just yet, take the stairs down to the golden carpet and a

treasure chest. There's another Idol (Silver) here. Now turn left to the ramp leading upwards (ignore the flat ramp). Sprint up the ramp then take a right, and you should see a cabin up ahead. Jump through the window and procure the Warrior's Slate in the chest--the final piece of the puzzle. Now leave through the window you came in and fight your way back down to the golden carpet area. Turn right to head up the ramp that leads you back towards your boat. From there, just follow the path while veering to the left until you see your boat and flee to safety. Now it's time to drive your boat back to the marker--but wait, the Majini have set up a blockade. Position the boat so you're facing the wooden structure above, where the Majini are perched. Allow Sheva to pick them off. After she clears out the first wave, drive the boat through the hole and allow her to take out the next. Once they are all eliminated, the spikes will lower and you will have a straight path to the marker. Go up to the door and Investigate four times. Then hit the Partner Action button to open the door to the next area. Begin by jumping into the stream below. Turn left and follow the stream until you get attacked. The attacker is a Majini with the crossbow at the top of a small hut. Pick him off and proceed to the camp/tribal area. There are a variety of items in the huts on the perimeter. Don't go over to the shiny Magnum by the fallen soldier until you are ready for a battle. Once you are, go over to the S&W M29 Magnum and pick it up. A bunch of Majini with crossbows will now appear above. They really aren't very dangerous, so position yourself so you can get a good shot, and pick them off one-by-one. After you've gotten them all, you will be allowed to leave. Head towards the nearby hill. All right, this is where it could get a little dangerous. Arm your Shotgun and pepper the Majini with shots at first. When you see the huge ones with masks (called Giant Majini) appear, get your Rocket Launcher ready. If you see the two Giant Majini, fire your rocket at them, and with any luck, both will be killed instantly. Pick up the Blue Enigma that they drop and continue up the path that they came from. Climb up the small ledge at the end of it and fend off any of the remaining enemies. Go over to the chain and instruct Sheva to turn on it. Time to head down the hill and make your way to the bridge on the right. Also, you can go around and procure the items from the huts if you like. Watch out for the N100 Gold on the ground--it's boobied trapped, so don't bother grabbing that one. Just cross the bridge to the other side. There's a large pot in the corner to the left. Go up the stairs and procure the items in the hut. Next, take a right up the ramp towards the tunnel. Go inside and procure the Ceremonial Mask. Now leave the tunnel and make the jump to the right. Follow

the path here into the small hut and procure the two large pots. Next, head into the trolley to conclude the chapter. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK32]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 3 - 2 | When the chapter begins, right straight +--------+------------------------' ahead and turn right into the nearby hut. | Large Pot.................. [ ] | Procure the large pot inside and again to | Small Pot x 2.............. [ ] | the two small pots on the table. A small | N100 Gold.................. [ ] | cut scene will initiate. After it's over, | N200 Gold.................. [ ] | leave the hut through the nearby exit. | Ruby (Pear)................ [ ] | | Sapphire (Square).......... [ ] | Stay on the balcony and start picking off | First Aid Spray............ [ ] | the Majini below. Note that the path to you | Jewel Beetle............... [ ] | is a ladder to the left. So just keep watch | Wooden Barrel x 2.......... [ ] | on the ladder and that area and take them | Wooden Barrel x 2.......... [ ] | out as they attempt to climb up the ladder. | Venom Fang x 2............. [ ] | Some more Majini will come from the tunnel | N100 Gold.................. [ ] | so watch for them as well. Jump down the | Green Herb x 2............. [ ] | ledge on the left after you've taken care | Handgun Ammo............... [ ] | of them and speculate on the two large | Gold Bars.................. [ ] | pots. | Jewel Bangle............... [ ] | '---------------------------------' Next, continue along the ramp on the left. Take out the Majini in front and go down the ramp to the alcove. Cut down the pots and see what's in store. Now head back to the ramp and turn left. Take out the incoming Majini and jump across. A brief cut scene will initiate here. When it's over, jump down to the platform below. Work your way to the torch, and the crank on the right. Investigate, and Sheva will come over. Make a Quick Turn around and climb up the ladder on the right. Watch out for the incoming Majini. Dispose of them and jump across to the zebra carpet. Run straight ahead to the shields on the wall, and take a left. Veer off to the right and look for another small zebra carpet. The raft awaits you here. Don't expect a smooth ride. The water is filled with alligators, so you'll have to follow the various on-screen L1+R1 prompts to dodge. You have to do this a total of four times. Once the raft stops, climb up the ledge to the left and

hit the Action Button kick the button, lowering the bridge. Go over to the door and open it. Turn left and jump across the zebra carpets again. Make your way across the newly formed bridge, and into the tunnel. Take note of the next two torches you come across. Blast them both to get treasures: Ruby (Pear) and Sapphire (Square). Continue through the tunnel and when you emerge back outside, you'll activate brief cut scene. You'll see a couple of tents to the right. Go inside and leave through the back opening to find two Wooden Barrels worth procuring. One of the tents also hold the very valuable First Aid Spray. Go over to the water pipe and you'll find a Jewel Beetle around there. Before going on, explore the small shelter to the left, which holds two Wooden Barrels. After procuring whatever they hold, continue along the path and you should begin to see the refineries. Go over to the metal door and open it up. Start by equipping your sniper rifle and picking off a couple of the Majini. Jump down and procure the Wooden Barrel to the left. Some Majini will start attacking you on the ground now, including a Cephalo. Clear them out and sprint straight ahead, up the steps and directly below the structures. Make your way to the large round Tricell tank and climb up the nearby ladder. Climb up another ladder after that, and after procuring the Wooden Barrels, turn the wheel to shut off one of the gas pipes. Some Majini will start attacking you from the left of the wheel. Pick them off and then jump down the nearby ledge. Go over to where the Majini were and speculate the two Wooden Barrels. Then climb up the nearby ladder. Pull on the lever and wait for the railing to get to you. Glide on over and... uh-oh! Here comes your friend, and mine, the Chainsaw Majini. If you have any Grenades, this would be the time to start chucking at them. You should also pick up the nearby Proximity Mine, and place it between the wheel and the sacks of flour (this is where he's going to climb up). Unfortunately, this isn't going to be enough to kill him. So switch to your Shotgun and start blasting away at its head. Be very careful to not reload when it is within Chainsaw range. Just keep blasting at its head and moving away when you have to reload until it dies. It will really help if you have been upgrading the capacity of your Shotgun. After taking it down, turn the wheel to deactivate the second gas pipe. Just one more to go. Jump down where the Chainsaw climbed up and sprint to the large Tricell tank again. Once again, climb up the ladder, but this time, instead of climbing up the second ladder, follow the ramp to the left, and up the two flight of stairs. Pull on the lever to summon the railing again. Turn on the final wheel to deactivate the final gas pipe. Open the door, and another Chainsaw Majini will show up. Just take care of him the same way as last time. After doing so, once again make your way back to the large circular Tricell tank and climb up

the ladder. Finally, go down the stairs to the left and up the next few flight of stairs. A wave of Majini will come from where the Wooden Barrel is, so dispose of each of them. A grenade would help here. After taking them out, turn into the opening where the Majini came from and jump down below. Open the door and head on over to the next area. Watch the brief cut scene and get ready for a battle. It won't be anything serious, because they are just a bunch of basic Majini. Your goal for now is just to ensure nobody kills Captain Josh. Be sure to procure the several Wooden Barrels around the room. The Majini will be coming from the two windows. So procure all the items, and stay near Captain Josh. Soon he will activate the elevator, so hop in and go to the 2nd level. Sprint out of the elevator and make your way to the elevator, clearing out all the enemies in your path. There's a Cephalo here. Again, nobody should be a really grave threat. The Shotgun comes in very handy here. Once you make it to the final door, Captain Josh will go to work on the control panel, and you should see a Chainsaw Majini appear. Don't panic--climb up the small ladder and pick up the Proximity Mine. You do not need to kill the Chainsaw here, but just to hold it off long enough for Joseph to open the door. Stand on the platform with your Sniper Rifle and start picking them off. Use any Grenades you may have too. It will only take a minute or two before the door is opened. Once it is, hop in. After the scene is over, run down the stairs and circle around to the next set of stairs. There's a metal door at the top of them, so go on through. On the other side, run up and take a right on the platform. Keep going in this direction until you find a small set of stairs leading downwards. Take note of the two Wooden Barrels in the shelter to the right. Keep advancing until the scene activates. After the scene, take note of the timer above. Don't worry though, you have plenty of time. Begin by making a Quick Turn and going to the alcove below. You should see a little briefcase there. Open it for the lucrative Gold Bars. Now turn up the ramp and start making your way towards your target. Blast the Majini along the way. Again, they are just the basic kind so they should be of no concern. Once you make it to the locked gate, shoot it down and proceed on through. On the other side are some dogs a Big Fat Majini. Just move right past them and down the set of stairs to the boats. Your boat is the boat on the right. If you still have some time, you can opt to not hit the Partner Action Button yet, and wait for the Big Man Majini to come down so you can blast him

for the Jewel Bangle. Entirely optional. Hit the Partner Action Button to conclude the chapter. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK33]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 3 - 3 | This chapter will take place mostly on your +--------+------------------------' boat. Begin by equipping your Sniper Rifle | Wooden Barrel x 2.......... [ ] | because it will come in handy. Soon your | Handgun Ammo............... [ ] | boat will come to a halt, so when it does, | N100 Gold.................. [ ] | climb up the platform to the left. Take | N100 Gold.................. [ ] | care of the Majini here and jump across to | Green Herb................. [ ] | the platform on the left. Note that for the | N100 Gold.................. [ ] | Majini standing on unreachable platforms | Handgun Ammo............... [ ] | across, you can blow up the large silver | Rifle Ammo................. [ ] | cylinder gas tanks to take them out | N100 Gold.................. [ ] | easily. | M3 Shotgun................. [ ] | '---------------------------------' Continue on down the ramp and you should see a Handgun ammo in the corner. Continue along this ramp and you pull the lever to lift the gate. Don't forget about the Wooden Barrel to the right of the lever. Some more enemies will spill in, beginning with one of those flying parasites. Blast them and continue back to your boat. For the next little bit, always try to look for explosive barrels because there are a bunch of them. As your boat approaches the first structure, there's a barrel on the left hand side. Be sure to Duck (Action Button) when you approach the structure. There's another pipe shortly after that. For the next little bit, you'll just have to take some time to clear out the various enemies with your Sniper Rifle. Switch to your Shotgun when the enemies get close. Another stoppage is coming soon. Jump up the platform to the left and procure the two Wooden Barrels. Make Quick Turn and follow the path here. There's a Rifle ammo on the rusty barrel. Grab it and follow the path to see some Majini jump down from above. Start picking them off and follow the path left to the gate. Be sure to pick off the Majini operating the Machine Gun up above. Continue along the path and you should see the first lever shortly. Procure the Shotgun Shells on the rusty crate, as well as the Wooden Barrel on the other side of the lever. Pull the lever and wait for Sheva to pull the

other one to open the gate. Be sure to pick up the M3 Shotgun before leaving. Make your way back to the boat and hop on. It won't start moving until you pick off some enemies, so do so. Once the boat starts moving again, it's time for a boss battle. _____ (, / /+------------------------------------------------------------------+ ___/__ r v i n g /--------------------------------------' +--(__ /---------------------------+/ B o s s B a t t l e # 4 [BB04] | Chapter 3-3 | This battle will be pretty basic. If you have a Rocket '---------------' Launcher, you can speed up the battle quite a bit, so I would recommend buying one if you could afford it. Anyway, there are 4 turrets on the ship, two there are similar to a grenade launcher, and two more that are like a machine gun. So once again, you won't have to worry about running low on ammo, which is always a plus. Begin by operating the turret directly in front, because this is where Irving will be first. Take note of the four tentacles. Go to work on them, one at a time. Watch out for the on-screen prompt to dodge, which will be the Action + Run Buttons this time. After blasting at the tentacles for a while, Irving will start swimming. Notice the yellow pouch on him, just to the right of the head. As it swims, start blasting away on it. After spending some time swimming, it will start attacking you with some tentacles, while staying hidden. Leave the turret for now and just focus on dodging his attacks. It won't be long before four new tentacles appear. Take the turret closest to it now and start blasting away. Again, after taking out the tentacles, it will start swimming with the yellow pouch exposed blast it for a while to do some damage. After a little bit Irving might swim all the way to the ship with its mouth open, which you'll have to dodge with the Action + Run Buttons. The final phase of the battle involves Irving opening his large mouth, and exposing the human Irving on the tip of its tongue. If you have a Rocket Launcher, you can finish the battle with a single rocket to the mouth. If not, just use the turret and blast away until the battle concludes, signalling the end of the chapter. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK41]|

| // |+------------------------------------------------------------------+ | \| | C h a p t e r 4 - 1 | Begin by sprinting straight ahead, into the +--------+------------------------' small building ahead. You'll find a few | N300 Gold.................. [ ] | small pots in here, so procure each of | Large pot.................. [ ] | them. Leave through the exit to the left | N100 Gold.................. [ ] | and check out the large pot outside. Once | Topaz (Trilliant).......... [ ] | you're ready, take the path to the right | Emerald (Pear)............. [ ] | and into the caves. | Sapphire (Square).......... [ ] | | Sapphire (Pear)............ [ ] | Have your shotgun ready because a new type | Green Herb................. [ ] | of enemy will make its appearance soon. | Proximity Mine............. [ ] | They're called the Bui Kichwa, and they | Large Pots................. [ ] | look like large spiders. They are pretty | Sapphire (Trilliant)....... [ ] | quick, but contrary to the old axiom, you | Ruby (Trilliant)........... [ ] | _can_ defend speed. They will try to jump | Flash Rounds............... [ ] | on and latch on to you, which is their | Emerald (Square)........... [ ] | basic attack. The shotgun should be able to | Topaz (Square)............. [ ] | dispose of them easily though. | Ruby (Pear)................ [ ] | | Large Pot.................. [ ] | Anyway, let us continue along the path. '---------------------------------' Sprint past the ladder, and keep to the left hand side--ignore the pot and the light to the right. Keep going along the direction the left and you will soon find a single Large Pot in the corner holding a... N100 Gold? Nope, that's not what you came for, turn to the left of _that_ and you should find a ledge to climb up, which houses a very tucked away treasure chest. Open it up for the Topaz (Trilliant). Now turn around and make your way back to the ladder you sprint past at first. Take care of the Bui Kichwa along the way. At the top of the ladder are some more spiders, and some pots. Break each of them and continue down the path. Take note of the single torch to the right. Slash it with your knife to find the Emerald (Pear). Continue deeper into the cave, and take out any Bui Kichwa along the way (and there will be lots of them). Soon you'll come to another torch on the ground. Slash it with your knife to find the Sapphire (Square). Once you make it to the door and the torch to the left, you should see a sparkly object on the ground to the right. Cut it up the Sapphire (Pear). The torch by the door also holds a secret--cutting it up will reveal the Topaz (Pear). Now time to open up the door to the next area. Begin by sprinting down the passageway to the left. Jump down to the area below at the end of it. On the ground, take note of the two large pots to the left. Procure them and head through the opening up ahead. Jump down to the ground below when you are prompted. Down below, make a Quick Turn and go into the small tomb behind. The sarcophagus (casket) can be explored, so go up to it and

hit the Partner Action button. You have come to what appears to be the motherload--unfortunately, most of the gold is only worth N100 and at most N200. Leave through the door on the left and you should find another single torch on the table. Slash it up for another tiny treasure. Head outside to activate a brief cut scene. After the scene, slice up the two pots to the left and drop down to the level below. Proceed to the path on the left and a group of Majini will appear. Most of them are pretty strong, so I hope you have a few grenades. Watch out for the jumping mothers with the mask and spears. Always keep an eye out for them. Work your way along the path to find a Green Herb near the middle. Continue up the stairs and destroy the oncoming enemies. A Cephalo awaits you at the top of the stairs. There's also a single large pot here, which holds a Red Herb (how convenient). Continue along here and a wave of Majini led by two with the shields will attack. Blast them up and head into the tomb those tombs to find more gold. Next, through the next opening to the left to find casket where the skeleton is against and cross the ramp to the right, to find they came from. Push open another one of leave the tomb and take a left. Go some pots and also Ruby (Pear) in the the wall. Now continue along the path another sarcophagus. Uh-oh!

Once below, a large wave of basic enemies will start attacking. Dispose of each of them. Do not leave this area until you explore each passage way, because there are a count of 3 treasure chests down here. After procuring each of the treasures, head towards the daylight/opening. Equip your Sniper Rifle and look towards the statue ahead. There are a bunch of the shielded Majini there, so wait for them to turn and take them out. Now make your way into the room and procure all of the pots before going to the statue in the centre of the room. This will open the door here, but will also create a series of huge fireballs to start rolling around. Stick to the right as you run up and goto the huge torch on that side. Manuever around the fireballs and hit the Partner Action button the on door. Just keep sprinting ahead until you activate the brief cut scene. Now it's time for some ancient tomb sprinting, a la Indiana Jones. This sequence is pretty simple. You have to constantly be hitting the Run Button and to throw you off, the game will throw various on-screen prompts that you'll have to tap. So the first one is the Action Button to jump over a hole on the floor, the next is another jump with the Action Button, and IMMEDIATELY following that jump, you have to press L1+R1 to conclude the sequence. Now jump down the ledge below and pull on the chains to reveal a large staircase. Sprint down the staircase towards the door on the bottom. Turn left and procure

the large pot to the left before continuing down the next flight of stairs in the room. Turn left as soon as you have the opportunity and follow the path here to the statue and waterfall. Hit the Investigate button and Sheva will tell you to grab the other chain. Turn around and sprint back to where you came from and turn left in the big hallway again. Keep going to the left and you should be back in the room where Sheva is, but on the other side. Hit the Partner Action button to complete the pulling. Grab the treasure and turn around to head back into the main hallway. This time, turn right to go up the new set of stairs and go up to the statue. Pull on the statue and wait for Sheva to get here. This time, you'll see the stairs become a bridge to the other side. Turn around and sprint across the new bridge. Turn right when you are able to and keep going until the scene initiates. Have your weapon ready for a fight. A Sniper Rifle of some sort works well here. The Majini will be coming from a bridge to the left mainly. Finish them off and switch to your Shotgun as you continue on. A pretty big wave of enemies will appear here, so start blasting away. After you've destroyed them, make your way to where the Majini are coming from. In that small area where Majini are, just sprint straight ahead to where the wall is and turn left. You should see a Majini with a crossbow here. Take care of him and continue ahead, and you should see a set of stairs leading downwards shortly. Take the stairs down then turn right immediately to go up the next set of stairs. Here's another statue so pull on the chains. From the statue, turn right and keep going in this direction towards the statue. After Investigating it, turn around and sprint straight ahead until you see the large staircase leading downwards to the left. Turn left once at the bottom floor again, and continue straight down this hallway. Turn left into the opening once more. You should see some Majini coming from the top. Equip your Sniper Rifle and start going to work on them. Some Bui Kichwa are on the ground floor here, so don't be caught off-guard. There's a pretty large wave of enemies, so don't pull on the chains until the coast is clear for a good minute or two. Once you do pull on the chain, wait for Sheva to run the stairs and do the same. Pick up the treasure and turn around. Stick to the left wall and go in this direction until you see the burning wood and the large pots. There's a Proximity Mine here. Turn around now and go back towards the main hallway. Sprint up the large stairs to the right when you see them. Take a right once upstairs to the statue Sheva was at to pick up the treasure. Quick Turn and sprint in this direction for a bit. Instead of going downstairs right away, turn left at the small torch and keep going in this direction to find a treasure chest containing some Flash rounds. Now head down the stairs and turn right when you can. You should see another one of those statues. Go over and pull the chains to initiate a boss battle. You've dealt with one of these buggers before. But this time, believe it or

not, is going to be even easier. Begin by looking for the stairs in the corner of the room to the right. Once you find them, sprint straight up and don't turn around. Once you reach the very top, you'll have to hit the Run button to dodge -- do so and this will end the battle. However, keep in mind that if you want the Soul Gem, you'll have to defeat it normally. If you want to do so, you can use the Proximity Mine you found earlier to stun it and blast the belly. If you're out of explosives, you can also stun it by blasting its belly with your weapon. Either way, defeat the boss and run up the stairs to conclude the chapter. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK42]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 4 - 2 | Begin by sprinting up the stairs and +--------+------------------------' turning left. You'll find two large pots | Hand Grenade............... [ ] | here, with a Hand Grenade and Machine Gun | Machine Gun Ammo........... [ ] | Ammo. Continue up the stairs and through | N100 Gold x 2.............. [ ] | the opening. Just keep going straight up | Sea Emblem................. [ ] | and you'll see two torches and a gate with | Rifle Ammo................. [ ] | room for some emblems. Just ignore the door | Blue Enigma................ [ ] | for now, and take a left. Continue in this | Sapphire (Square).......... [ ] | direction until the scene initiates. | Green Herb................. [ ] | | Earth Emblem............... [ ] | You'll see a Majini below. Don't bother | Large Pot x 2.............. [ ] | attacking. Just wait for it, wait for it... | Emerald (Pear)............. [ ] | there it is! Was that wicked cool or what? | Sky Emblem................. [ ] | Anyway, after the beam of sunlight, sprint | Blue Enigma................ [ ] | straight ahead through the opening and take | Diamond (Trilliant)........ [ ] | a left. Take note of the burning structure | Idol (Gold)................ [ ] | to the top left. Equip your Sniper Rifle | Emerald (Pear)............. [ ] | and start attacking. There are a bunch of | Jewel Beetle............... [ ] | them with crossbows, so look for those '---------------------------------' first. Continue along the path and you'll see the stairs to the left. However, if you go right there are two Large pots there. Procure the N100 Gold and go up the stairs. You'll find the Sea Emblem on the structure to the left. 1/3 down. There's also a large pot on the right

of the emblem. After grabbing this Emblem, you should hear the war cry of the Giant Majini. Have your shotgun and/or Grenades ready. Go down the stairs and you will be met with some Majini resistance. The Giant Majini is stuff, but even it won't be able to handle an onslaught of Shotgun Shells. The Giant Majini's attacks are pretty telegraphed, so when it looks like it'll attack, focus on not getting hit before continuing your attack. Before heading through the opening ahead, watch out for the sunbeam. It won't kill you, but it will do some heavy damage. The best time to proceed is IMMEDIATELY after the sunbeam comes, and while the ground is still burning. It won't deal any damage, and when the ground is still burning it ensures that you have the most time until the next beam comes. Anyway, so now that we have a little strategy in mind, head through the opening and follow the path. Turn right when you see the stairs. Insert the Emblem for a Checkpoint. Turn around and look to take the path to the left. You should see another sunbeam soon. Again, wait for the ground to be burning and sprint! You won't be able to run straight ahead, so look for the little alcove to the right near the middle to take a break. You should also be able to see a sparkly object on the wall. Slash it with your knife for the Sapphire (Square). After a bit, continue along the path and turn right again for a Checkpoint. There's a Cephalo in this hallway, so dispose of him quickly. There's also a guy holding two torches on the stairs to the left, so be quick. Make your way to the burning structure and make a Quick Turn. There's a Majini with a crossbow in the balcony to the left. Majini also drop down from a ledge to the right of where you are currently standing so keep an eye out in that direction. Dispose of the enemies and grab the Earth Emblem. Make a Quick Turn and go towards the stairs on the left that lead upwards. There are two large pots here, so check them out. The adjacent path is another one with sunbeam. Again, watch for the fire on the ground and immediately turn right on to the path. Sprint in this direction for a while, and once again stop in the alcove to the right near the middle. Wait for another beam to happen and go again. Keep sprinting straight ahead until you reach the Checkpoint. Be sure to also explore the pot to the right. Don't stop there, though, follow the path here to reach a dead-end corner with a single torch. Slash the torch for an Emerald (Pear). But that's not all-- (</shopping infomercial>) equip your

Sniper Rifle and look upwards, to the left. You should see a Majini standing by a big torch. If you blast him in the head, it will shut off one of the beams. Go back to where the checkpoint was, and explore the alternative path up ahead. You should notice that the sunbeam is still active here. Equip your Sniper Rifle and you should also see some shielded Majini approaching you. You don't have to blast them, because they will destroyed by the beam. As soon as that happens, make a full sprint across the path and don't bother turning until you reach the next Checkpoint. There's an Assisted Jump here, and Sheva will also be greeted with a few Majini immediately. Provide some support with your Sniper Rifle from this side and she will soon grab the Sky Emblem--the final piece of the puzzle. Before you start celebrating though, turn your attention to the large pots to the right. Soon a pretty angry Giant Majini will drop down to attack you for stealing his emblem. If you took care of the other Majini though, it should be just the lone Giant Majini now so it shouldn't be too difficult. Dispose of him and pick up the Blue Enigma. Quick Turn now make your way back to the sunbeam path. You should know how to handle it by now. Sprint straight ahead until you see the opening to the right. Go down the stairs but don't jump the gun. Wait at the bottom of the stairs a bit for another sunbeam. Now run straight ahead and turn left when you can. Once again, wait for the sunbeam. Once it appears, take a right and sprint to the stairs on the left. Go up and insert the final Emblem on to the door. Sprint straight up the long staircase. When you see the door, shoot the shiny object directly above for the Diamond (Trilliant). Open the door to the next area. Sprint straight down the stairs to the door and walk into your first mirror puzzle. It's not really a puzzle though. Pull up your map and begin by sprinting to the right and circling around to the marker. Go behind the closest mirror and turn it to the left, directly on to the mirror to solve this one quickly. Get on the target platform now and hit the Partner Action Button to head downstairs. Begin by sprinting towards the marker and taking a left towards the pillar. Hit the Action Button close by to kick it down. Now make your way to the mirror directly across from the target (diagonally). Grab it and turn it left so it's facing the mirror in the centre. Make your way to said mirror in the centre and turn it right, so it's facing the light. Now kick down the pillar to solve this puzzle. Go on to the marker and hit the Partner Action button. ___________________________

| | | | This final puzzle is a little difficult, so I | s | felt a diagram would be most helpful here. It's | 2 3 | pretty self explanatory for the most part, but do | | note that "a" is the stationery beam, which is | t | not movable. Point "t" is the treasure chest, but |-| don't bother opening it because it's a trap, and |y x| will it just release a bunch of Bui Kichwa. |5 -| Points "y" and "x" are the two rooms that contain | | a bunch of treasure. Point "s" is the statue with | 1 4 | the ball in its mouth. Here's how to solve: | a | | start | All right, begin by going to mirror number 1, and |___________|end|___________| turning it right so it faces the treasure chest. Go now to mirror 2, and turn it right so it faces the mirror in the centre. The next point is to goto mirror 3, and turn this to the right so the beam is directed at mirror 2. This should cause the beam to be directed at the statue and points x and y to open. Go inside to find the Beetle (Gold) in point y and an Idol (Gold) in point x. In the room with the bunch of pots, watch out for the snakes. I would recommend standing clear of them and blasting a bunch of them at the same time with a single Shotgun Shell. Note that there's a Emerald (Pear) to the left of the Idol, on the ground. It's easy to miss it. Anyway, back to the puzzle. Go to mirror 1 and turn it left so the beam is facing the wall. Go to mirror 5 and turn it left so it's facing point a. Now go back to mirror 1 and turn it to the right so the beam is facing mirror 5 to solve the puzzle. Make your way to the end-point, but make sure that you don't touch the beam because that's an instant death. Just walk slowly to the marker and hit the Partner Action button to conclude the chapter. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK51]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 5 - 1 | Begin by heading up the stairs in the +--------+------------------------' middle of the area and circling to the | Handgun Ammo............... [ ] | stairs that leads to the opening. Move | Red Herb................... [ ] | straight through this opening and to the

| Handgun Ammo............... [ ] | door to the next area. Open the door to the | Lion Heart................. [ ] | left to find some Handgun Ammo, and other | AK-74 (MG)................. [ ] | things. Pick up whatever is inside, and | Gold Bars.................. [ ] | leave to continue down the central hallway. | Machine Gun Ammo........... [ ] | | Shotgun Shells............. [ ] | You should notice a brief cut scene. Forget | Handgun Ammo............... [ ] | about it for now. You'll find a Red Herb at | N100 Gold.................. [ ] | the end of the hallway. Turn into the | N200 Gold.................. [ ] | nearby door when you're ready. More of the | Machine Gun Ammo........... [ ] | flowers, HM. If you'd like, you can slash | Handgun Ammo x 2........... [ ] | the tubes the flowers in to break them. | Green Herb................. [ ] | Either way, circle to the right where | N100 Gold.................. [ ] | you'll find the door to leave. | Handgun Ammo............... [ ] | | N100 Gold.................. [ ] | Just sprint down this hallway for a bit and '---------------------------------' check out the wooden crate you come across. Bust it open for some Handgun Ammo. Continue down the hallway to the door that requires you to turn the wheel. Go inside and pull the lever directly ahead. After the brief sequence, go to the glass and slash it open with your knife. Go into the hallway and turn left to find the next passage. Keep going in this direction and turn left again to activate a sequence. Here is the Licker Beta. These guys are TOUGH man. They can eat some serious damage before going down. Your best chance is to use the Shotgun (I hope you've been upgrading). Blast it a few times and pick up the Lion Heart. Then, continue down the hallway to the door. Turn it open and procure the wooden crate inside. Next, head through the hallway. Before going up the stairs, look for the room with a shiny briefcase. Inside is the AK-74 and also a safe with Gold Bars. Head up the stairs and check out the wooden crate at the top for a Machine Gun Ammo. Pull the lever to the right of that and open the door at the end of the hallway. Sheva comments that they probably don't hear you. Your instincts probably tell you to proceed slowly. Let me tell you right now that your instincts are sorely mistaken. Sprint STRAIGHT ahead down the next few hallways. Do not stop. Keep going until you find the elevator to Investigate. You'll see that the elevator is stalling. Don't worry. Turn around and have some Grenades ready if you have them. Once the Lickers start pouring in, start with Grenades (but be absolutely sure that you have a few for the upcoming boss battle) and follow them with Sniper Rifle fire. It won't take long until the elevator gets here. Turn around and spam the Partner Action button to conclude this phase.

Go towards those little shelves to find various Ammo in there. Then, turn right to activate a scene, and at the conclusion of that is another boss battle. __ (, / / -+ / / 8 /--------------------------------------' +--(___(_--------------------------+/ B o s s B a t t l e # 5 [BB05] | Chapter 5-1 | All right, begin right away by hitting L1 + R1 for a dodge. '---------------' It's a pretty standard energy so let's not waste any time. Take out the strongest weapon you have start firing at the little pouch on one of its arms. Do so and it be stunned. Now move towards its mouth with a Grenade and activate the "Toss-in" action when it prompts. If you don't have any Grenades, blast it with your weapon. After that, reset the process and open fire on the pouch. Once you stun it again, toss in another Grenade. Repeat the process a few more times and this will be history. If you don't have any Grenades this battle is a lot tougher, so it is strongly advised that you save some Grenades for the fight. Anyway, watch the remaining scenes to conclude the chapter. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK52]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 5 - 2 | Let us begin by sprinting straight down the +--------+------------------------' catwalk ahead. Go up to the door and head | Handgun Ammo x 3........... [ ] | through to the next area. Go down the | Rifle Ammo................. [ ] | hallway and turn right to find a bunch of | Green Herb................. [ ] | crates plus a variety of ammo. Head through | N100 Gold x 2.............. [ ] | the door at the end of the hallway when | Wooden Crate x 2........... [ ] | you see it. Proceed and you should see a | Green Herb................. [ ] | brief cinematic. | Wooden Crate............... [ ] | | Rifle Ammo................. [ ] | Head downstairs to where the Majini are | N100 Gold.................. [ ] | throw a Grenade at them. A well-placed | Rifle Ammo................. [ ] | throw should bring them all down. A few | N100 Gold.................. [ ] | more Majini will start spilling in so take | SIG 556 (MG)............... [ ] | care of them and continue down the hallway. | Green Herb................. [ ] | There's a Green Herb tucked away on the __) / /+------------------------------------------------------------------

| Power Stone................ [ ] | crates to the right. Take care of the | Wooden Crate............... [ ] | enemies and pick that one up. | Green Herb................. [ ] | | Dead Bride's Necklace...... [ ] | Go on through the door and take cover '---------------------------------' behind the big tank to the left. You can do so by using the "Against the Wall" action when you are at the corner. Equip your Sniper Rifle and begin picking off the guy at the crates. Now emerge from the tank and open fire on the Majini. You can also use your Grenades if you have any to speed up the process a bit. Either way, defeat each of them and make your way to the door. Before heading through, you might want to turn into the little room to the left of it to find a couple of crates. Procure whatever is inside and head through the door. Proceed down the hallway and check out the two wooden crates. Continue on and into the next room. You are immediately greeted by some Majini. Fight your way up the stairs and don't forget about the four crates at the foot of each flight of stairs. When you make up the stairs, some reinforcements will spill into the room. There's a gas tank to the right of them, so blast it for a quick remedy. Take cover at the wooden crates and begin the fight with the enemies in the next room. There's another gas tank there, so look for it. Proceed to the catwalk on the left and look for the elevator to goto the next area. Grab the Green Herb and procure the wooden crate. Proceed down the hallway to the left and you should see a few Licker Beta shortly. Try to see if you can get by without getting noticed. If that fails, the worst case scenario is just you filling their craniums with shotgun shells. Anyway, turn right at the end of _this_ hallway to find another passage. You won't be able to avoid the Licker Beta this time around, so start blasting away. Proceed to the end of this hallway and turn to the left to the next door. This next room is immediately dangerous so sprint down this catwalk and quickly check out the two crates before jumping down below. Turn to your left and dispatch of the Majini here. Print straight ahead and turn right to climb up the ladder when you see it. Fast-equip to your Sniper Rifle and pick off the Majini up ahead. Turn to the right and dispatch of the two to the left of the conveyor belt's end. There's another guy on the ground to the left of them, too. The next Majini to attack is the one at the catwalk above you. Now proceed to the end of your own catwalk and jump down. Proceed to the yellow railing and procure the Wooden Crates nearby. If you are still getting attacked, chances are it's from some guy standing near the light at the end of the conveyor belt. Speaking of which, you should head over there now. Go up the small stairs, and jump down on to the conveyor belt through the little opening to the right. Now

you'll have to run against the conveyor's belt motion, and jump up the catwalk to the right when you are able. Head up the stairs and open the door above to the next area. Some more enemies are here. Begin with the Majini at the catwalk above. Now jump on to the conveyor belt with your Sniper Rifle handy. Look to the catwalk above and you should see a gas tank. Blast it with your rifle to dispatch of the Majini up there. Proceed along the conveyor belt, but check with your Sniper Rifle every few steps for some Majini. When they drop down to the belt, fire a bullet at a nearby gas tank to kill them instantly. Also check for the Majini that will enter to the catwalk above. Anyway, jump up the catwalk to the left at the end of the conveyor belt when you get there. Just head down the nearby stairs and open up the large briefcase on the table ahead. Inside, you will find the SIG 556, a machine gun. It's not quite as good as the AK-74 in my view, so you might want Sheva to pick this one up. Don't forget about the crates to the left of the dumpsters. Head up the small stairs near the SIG 556 and continue up the next flight. Go straight ahead until you see the next set of stairs going downwards to the right. Proceed along this catwalk for a bit and past the egg on the wall. Turn left and you should soon see some Machine Gun Ammo on the crate. Proceed along the catwalk to the stairs ahead. Turn right at the top to find a bunch of crates on the table, along with a Green Herb. Now proceed to the marker and pull the lever. Turn around and follow the arrow downstairs. Continue on this catwalk, and go right this time. Soon a Reaper will drop from above. Nothing some Shotgun Shells can't handle, though. Dispose of it and pick up the Power Stone. Now run up the stairs behind it, and proceed down the small set of stairs after to the marker. Pull the lever to get the conveyor belt going. Drop down on to the belt and just go towards the fire at the end at first, and switch to the conveyor belt to the right when you are able. Run on the black strip between the two conveyor belts until you get the prompt to pick up the Dead Bride's Necklace. Keep running against the conveyor belt until you see the opening to the right, to get back on to the other belt. Do so and climb up the nearby catwalk. Proceed to the crates on the crates (lol) and check them out. Now head up the nearby stairs and to the marker to the next area. Follow the hallway and jump down the ledge at the bottom. Be sure to check out the crates to the right. When you're ready, take a deep breath, and prepare for the rematch against Uroboros. __ (, / __) /

/ / +

/ /+-------------------------------------------------------------------

(___(_ r o b o r o s (rematch) /-------------------------------------' +----------------------------------+/ B o s s B a t t l e # 6 [BB06] | Chapter 5-2 | This battle is completely different than the last one, and it '---------------' will be treated as such. The only thing in common as last time is the fact that fire is still your main weapon against him. This time, however, the flames will come in the form of a flamethrower. When the fight begins, immediately Quick Turn and sprint straight forward to the wall. This is where the flamethrower is, so take note of it. You won't be able to use it yet, because it's charging. This is something else of note--even after it finishes charging initially, once you deplete the flames in the tank (IE the flamethrower "ammo" goes from 100 to 0), you have to put the flamethrower back to allow it to charge again. For the actual strategy, take note of the three gas tanks around the area. There's one on the centre pillar, and there's two more to the left and the right. We aren't going to be able to strategize with the tanks this time around, so just make sure that you damage the Urobros with them. Take some time to deal some damage with the gas tanks while the flamethrower charge. When the flamethrower is ready, you will get a little cut scene. Go grab the flamethrower (if you're done blowing up the gas tanks), get right in front of the Uroboros and start firing away. You might take a tentacle attack for your troubles, but it's worth it if you can get hit once for emptying half of your tank. Speaking of the Uroboros attacks, watch for the Dodge prompt (Action Button + Run Button). Also, watch for the Uroboros to do a little "degenerating" attack, where it will dissipate completely, and suddenly rebuild itself close to you. Don't get caught off-guard by this. If you get in trouble, note that there's a First Aid Spray near the surgical chair, and another one in the cabinet to the left of the flamethrower. If you start this battle with full health, you should have no problem winning. I do want to note that while your flamethrower is charging, switch to your shotgun or Sniper Rifle and start blasting the yellow bulbs on its arms to deal damage. Just keep charging your flamethrower, blasting it with flames, and shooting its yellow bulbs until it goes down to conclude the chapter. +--------+ | ____/ | | || | | ||_ | __ __) (, ) | / | /| / | / |/ a l

| |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK53]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 5 - 3 | All right, make your way to the newly +--------+------------------------' opened door to the right. Turn to the left | Sapphire (Marquise)........ [ ] | and climb up the ladder. Make another left | Shotgun Shells............. [ ] | and go straight down the hallway to the | Machine Gun Ammo........... [ ] | area where Excella was standing. Once | Handgun Ammo............... [ ] | inside, immediately turn to the left to the | Shotgun Shells............. [ ] | safe. Open it up to find the treasure | N100 Gold.................. [ ] | Sapphire (Marquise). | Machine Gun Ammo x 2....... [ ] | | Power Stone................ [ ] | Now make your way to the right of the xray | PSG-1 (Rifle).............. [ ] | to grab the Shotgun Shells and Machine Gun | Green Herb................. [ ] | Ammo. Time to turn around and head through | Green Herb................. [ ] | the hallway again. Turn left once you see | Ruby (Brilliant)........... [ ] | the opening. Continue deeper into this | Chalice (Gold)............. [ ] | room and go all the way up the stairs. | First Aid Spray............ [ ] | There's a door at the top here, so hit the | Magnum Rounds.............. [ ] | Partner Action button to head through the | L. Hawk (Magnum)........... [ ] | next area. | Sapphire (Brilliant)....... [ ] | | Emerald (Oval)............. [ ] | Continue down the hallway and turn right to '---------------------------------' the crates when you see them. Turn around and go down this hallway here for a bit and you'll soon find a door. Help yourself through and take out your Sniper Rifle. Look to the catwalk across and you'll see an incoming wave of three Majini. Take cover behind the metal covers if you need to. There are also some crates in the short side to the right. After disposing of the Majini, continue down the catwalk and explore the room to the left for some items. Whenever you're ready, make your way further down the catwalk and soon a Reaper will descend on you. Equip your Shotgun and open fire on the glowing bulb on its chest to deal the most damage. After taking care of it, make a jump across the gap in the catwalk. Follow the catwalk for a bit and another one will attack, so be ready with your Shotgun. A Majini armed with a Stun Rod is advancing from the left, so take care of it and sprint down that direction to the door. Two more Majini will stand in your way towards the door, but they should be nothing new. Procure the various Wooden

Crates in here, as well as all the items on the shelf. Most importantly though, don't forget about the PSG-1 Sniper Rifle. It's has semi-automatic capabilities, but it's not quite as powerful as the Dragonuv. Leave the room when you're ready and make your way down to the catwalk. Another Reaper will attack, and you know how to take care of it. Now make your way to the lever (marker) and pull on it. Two Majini will appear on the sliding elevator, so open fire on them with your Sniper Rifle. When the elevator gets here, get on it and Sheva will pull on the lever to get you across. Aim to the right to rout the enemy to the right. When you arrive on the catwalk, you will be greeted by a couple of Cephalo. Take care of them and wait for Sheva to get on the elevator you came from. Once she does, pull the lever to tell her to GET OVER HERE. When the elevator arrives, circle to the right on the catwalk to activate a brief cinematic. Immediately after the scene's conclusion, get out your sniper rifle and aim to the Majini to the left of the door, holding the rocket launcher. Pick him off and look way to the left of the catwalk to see another Majini, who turns out to be a Cephalo. Continue along the catwalk to the left, and a few more basic Majini will attack. Once you make up the small stairs, you'll see yet another one with a rocket launcher. You'll also see a door, but don't go in just yet. Follow the catwalk until you see the large window. Take cover under it (you can lean against the wall), and ready your Grenade. Throw a couple in there to immediately rout the Majini. Go through the nearby door when the coast is clear. Grab the Green Herb sitting on the controls, and don't forget about the rest of the items on the desks, crates etc. Now kick open the door leading inside, and follow the hallway to the next door. Hit the Partner Action button and head to the next area. Sprint straight ahead and don't forget about the Green Herb on the floor. Turn your attention to the bunch of crates to see what you can find. Then, sprint directly on the catwalk to get into the room with all the body cases again. Continue downwards and make your way to the controls on the big circle on the bottom. Make your way to the control panel and hit the Partner Action button. The elevator will start spinning now. Turn your attention to the various Majini positioned on the balconies. Aiming is a little tough, but you should still be able to get the hang of it. The only real adjustment you have to make is to initially direct the scope a little bit to the left of the Majini. It might

take a few practice shots before you get them all, so don't be shy to take a few to get the timing down. Once the elevator reaches the top, turn your attention first to the Majini standing at the top of the catwalk. Blast them and proceed on to that long catwalk yourself. Make your way into the hallway and to the interesting looking door to the next area. Look towards the ceiling as you make your way down this hallway. As you approach the exit, you should see a sparkly object near the final light. This is the Ruby (Brilliant). Continue into the next room and take note of the wooden crates close to the door on the right. Still staying close to this door/building, circle around to the back and you will find a lever. Pull on it to power the lift operator. Turn around and run forward/left and you will soon find the machine. Don't forget about the crates to the left of that. It's important to stock up on some stuff, because a pretty tough sequence is coming up. Pull on the lever to bring down the lift. Sheva might insist, but it is important for you to be the one to go up instead; so hit the "Command Partner" action on the lever to get her there. Hop on to the lift and have your strongest weapon ready for the incoming onslaught of Licker Beta. When the first one appears, take a few steps back and open fire on it. The second one is coming shortly after that, so be ready to take him out. Sprint forward on the catwalk and wait for the next scene telling you that some more are on the way. Retreat back to where the lift was and wait there-- do not fire. With any luck, Sheva will be blasting away, and the Lickers will crawl down towards her (they are blind, and are sensitive to sound). Switch to your Sniper Rifle, and sprint to where the Lickers crawled down. You should also see the Jump Down prompt there, but don't take it. Instead, start picking off the Lickers from here. Sheva will have to tank a few shots, but it's all for a good cause. After disposing of these two, make your way down the catwalk to the other side. Cut up the wooden crate for some Flame Rounds. Make your way to the catwalk with the fence and take aim at the wall below the platform you were just on. You should see some incoming Lickers, so pick them off with your Sniper Rifle. Keep watching until the coast is clear, then push the junk blocking your way. Jump down to the platform below when you're finished. Drop down into the building and pull the lever to lower the bridge. Now open up the door and let Sheva through. Go first to the lockers and open them for three very valuable items: Chalice (Gold), First Aid Spray, and Magnum Rounds. Be sure to pick up the Magnum Rounds because they will come in handy later. Now leave this room and cross that bridge. Be sure to blast the Topaz (Brilliant) sparkling above the doorway

before leaving to initiate the boss battle. __ __) (, ) | / | /| /+----------------------------------------------------------------+ |/ |/ e s k e r /-------------------------------------' +-----/--|--------------------------+/ B o s s B a t t l e # 6.5 [BB65] | Chapter 5-3 | Watch the scene and you will come to a shocking revelation. '---------------' Jill will be supporting Wesker with machine gun fire. Don't attack her, because if she dies, you will be taken to the Your Partner is Dead screen. All right, let us begin this battle. If you want to skip this whole first phase, turn around and Investigate the door to activate the cut scene and go to the third paragraph. If you want to experience it, read on to the second. Wesker will tell you that he only has seven minutes, and this translates into real time. This first phase will only last 7 minutes. You basically just need to run around for now, and survive. Try to minimize the damage that you take from Jill's machine gun, and be sure to watch for the Dodge prompt to avoid Wesker's gun shots. Finally, when you see that Wesker is dashing towards you, repeatedly tap the Action Button, and you should soon see the "Counterattack" prompt. If you tap the button face enough, you will indeed counter Wesker. Don't bother shooting at him, just try to avoid Jill's attacks and counter Wesker whenever possible. After 7 minutes pass, you will witness a brief cinematic, and Chris will be kicked through the door. As soon as you get kicked through the door, it is possible to do some damage to Wesker here. Switch to your Shotgun (or Magnum, or Grenade Launcher) and start blasting Wesker as he's attacking Sheva. It's possible to blast him until he falls face first here. Anyway. Turn around, sprint up the stairs and just keep going down the hallway. Keep to the right hand side and go through the opening when you see it. Go into the room after that and push open the coffin to find the L. Hawk (Magnum), a very powerful weapon, Sapphire (Brilliant), and Emerald (Oval). Now turn around and leave these rooms. Pull up your map and look for the big moving blip, which is Wesker. As it looks like he is getting close, lean against the wall and get your shotgun ready. As soon as you see him, open fire on him immediately. Stay in front of him for a while, but don't bother shooting. If you see that he dashes towards you (as opposed to walking), keep tapping the Action button to counter attack him. You can just run around for another five minutes or so, and this battle will be over. Watch the next scene and come back for the battle that we have all been waiting for. +------How to Unleash the Secret Combo-------+

If you are using Chris, it is possible to perform 5-8 strike combination on Wesker based on on-screen prompts. To do so, you have to hide and keep blasting him (after getting kicked through the door). Once you damage him enough, you will see him fall slowly to his knees, before slouching forward and gasping for air. This is the time to strike. Sprint towards him and you should see the command prompt for Left Hook. This is the beginning of the combo, here are all of the attacks: (Control Type D) 1. Left Hook: Square Button (Action) 2. Right Hook: Square Button 3. Body Blow: Circle Button (Partner Action Button) 4. Heavy Blow: X Button (Sprint/Reload Button) 5. Finishing Combo: Square + X Button I have also managed to do this immediately after the door kick. During this time, he will be attacking Sheva. If he grabs on to her and she asks for help, Wesker is ripe for the picking here. Instead of hitting the Partner Action button to help, go up close and switch to your Shotgun. Keep blasting him until he falls to the ground and the on-screen prompt should appear. Alternatively, you can also open fire on him without having to rescue Sheva. If you were to do it this way, you'd have to get to Wesker and start the combo before Sheva does. _____ (, / / ___/_+------------------------------------------------------------------+ / / i l l V a l e n t i n e /-------------------------------------' +-(__ /-----------------------------+/ B o s s B a t t l e # 7 [BBZY] | Chapter 5-3 | You won't need any guns for this battle, so don't worry about '---------------' those. The key to victory for you is the Action Button. Begin by sprinting down the stairs to the larger battlefield below. Run close to Jill and keep tapping the Action Button to have Chris call out to her. If you do this enough, it will cause her to stop in her tracks and hold her hands to her ears. Once that happens, run up behind her and Grab her. Sheva will now go to grab the object out of her chest while you have to keep tapping the Run Button. The first time won't be enough, and after she breaks free be quick to activate the Dodge prompt to avoid getting attacked. Sheva will also get the best of Jill here and there, where she will perform her

leg-scissor takedown. At which point sprint to Jill's body and keep tapping the Action Button to sit down on her chest and begin the grabbing process (this is sounding kind of wrong). Immediately after a failed attempt of grabbing, be ready for the Dodge prompt. If you get into trouble, there are two Green Herbs at the foot of both stairs. Just keep repeating the process to pick up the victory and conclude the chapter. Note, you can speed this battle up if you shoot the object on Jill's chest when Sheva grabs her. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK61]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 6 - 1 | Begin by jumping down to the platform +--------+------------------------' below. Run up the stairs pick off the | Wooden Crate............... [ ] | Majini here. A few more Majini will spill | Machine Gun Ammo........... [ ] | in, so take care of them with your Shotgun | Green Herb................. [ ] | or whichever. Continue up the stairs and | N100 Gold x2............... [ ] | climb up the ladder to the left. Circle | N300 Gold.................. [ ] | around the platform above and climb up the | Jewel Bangle............... [ ] | long ladder here. | Wooden Crate x2............ [ ] | | N100 Gold x2............... [ ] | Take note of the wooden crate. Cut it up | Wooden Crate............... [ ] | and see what you find. Equip your Sniper | Green Herb................. [ ] | Rifle and look to the distance (behind the | Rifle Ammo................. [ ] | wooden crate), to find some Majini. Pick | Machine Gun Ammo........... [ ] | off each of them. The guy to keep an eye | Green Herb................. [ ] | out for is the one who is standing on the | Wooden Crate............... [ ] | highest level to the right. This will make | Jail Breaker (Shotgun)..... [ ] | sense soon. | Tanker Keycard A........... [ ] | | Tanker Keycard B........... [ ] | Anyway, jump down the two platforms now '---------------------------------' and rout the two dogs. Climb up the ladder to the left and you will find a bunch of Wooden Crates. There are a few more crates on the catwalk you are standing on. Procure everything and jump down to the level below and go up the small stairs up ahead. Head down the stairs at the end of the short catwalk and stick to the left. A few more dogs will peak out so blast them with your Shotgun. Immediately after disposing of the dogs,

make a Quick Turn and you should see the Big Man Majini coming (it'll probably be too late). Start by taking him out and grabbing the Jewel Bangle. Continue along the path now and stick to the left. Move past the flag and jump down to the area below. Check out the two wooden crates. Take the path to the right now and take another right when you can. Keep going in this direction and then take a left. Go up to the big tank looking thing, and press the Action Button on the button to the left. Run through for a checkpoint. Go over to the wooden crates and procure the two N100 Gold. Climb up the ladder hit the Partner Action button push the junk up ahead. Now jump down towards the left. Turn to the right and climb up the ladder. Slash the Wooden Crate to the right and pick up the N100 Gold. Don't forget about the Green Herb. After procuring it, turn to the right for a Checkpoint. Immediately make another right and another Big Man Majini will attack. Quick dispose of it and also help Sheva take out the other one. Move on to the green ground and wait there. Sheva will shoot the switch soon, allowing you to ascend. Shoot the switch to the left of the lift for Sheva as well. Proceed to the path to the right and jump down to the area below. Drop down to below and look for the path to the left to jump down once more. Watch out for the jumping dog. Proceed up the nearby stairs and hit the Partner Action Button to the next area. Begin by grabbing the Machine Gun Ammo and Green Herb on the shelf. Now go down the stairs to the right, behind the shelf. Keep going down the stairs until you reach the very bottom. Slash the Wooden Crate and most importantly don't forget about the briefcase for the Jail Breaker shotgun. Now go to the marker to initiate a cut scene. After the scene, begin by kicking down the door in front. Turn to the left into the opening and have your Sniper Rifle ready. Start blasting away at the Majini. Take a quick scan of the whole room and pick them off. After that, continue down the catwalk and drop down to the area below. Proceed along and take cover behind the crates. As you fight to the middle of the crates, a brief cut scene will initiate. A Gatling Gun Majini will approach from the stairs to the right. Have your Shotgun ready, and don't be afraid to get nasty and get right in his grill. Shoot him with your weapon and go for the melee attack. Some really cool ones like the Haymaker and the Backhand can be used, so check them out! After

taking him out, pick up the Tanker Keycard A. You're likely going to be on the stairs where the Gatling Gun Majini was, so move across to the stairs on the side of the marker (check your map), and move across the catwalk to the safe. Open it up for the second keycard. Go over to your marker and use the keycards to conclude the chapter.

______________ * Notes 1. If you come across a Majini that, after dying, has its whole body taken over by a parasite that doesn't resemble the Cephalo, you need to shoot the parasite on its leg to damage it. After a few shots, it will drop to its knees and reveal its head, at which point you must shoot its face. It's called a Duvalia, by the way. 2. If you are looking for the elusive Topaz (Oval) treasure, you must kill the Majini operating the crane (that eventually drops the cage on Sheva) at the very beginning the level and pick it up on the ground later. Check the Treasure Locations for details. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK62]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 6 - 2 | This is going to be a pretty short chapter. +--------+------------------------' Begin by going down the stairs and taking | Green Herb................. [ ] | a right. Go towards the pile who knows what | Rifle Ammo................. [ ] | to activate a cut scene. | Chalice (Gold)............. [ ] | | Bridge Keycard............. [ ] | You're going to get one of those | Wooden Crate x 2........... [ ] | interactive sequences, but it's pretty '---------------------------------' simple. Begin by watching for the first Dodge (which will be the Action Button), almost immediately after that is the Partner Action Button. Then, Action Button again, and quickly Partner Action once more. After that, you'll have to hit the L1+R1 Buttons, before repeatedly tapping the Run Button to complete the sequence. Once inside, just sprint straight down the hallway, but be ready to hit the Duck Button when it's prompted. It will happen right before the Green Herb.

Next, turn into the door immediately to the right and look for the opening to the left shortly after. Take the hallway for a bit, and another Duck sequence is coming up. Shortly after that, make your way through the door to the left. Inspect the two lockers for Rifle Ammo (you will soon need all the ammo you can get). After that, kick open the door to your right to emerge back into the hallways. Turn left and head towards the stairs while tapping the Action Button because one more Duck sequence will happen. Run up the stairs and turn left into the room. Look for the lockers; the one in the middle holds a Chalice (Gold). Grab the Green Herb on the table and leave the room. You should notice a Majini on the ground up above. If you have learned anything from this game, it should be that never believe a zombie on the ground is dead for a moment. Indeed, that Majini will spring to life, so blast it and continue down the hallway. Greatmore of them. If you have a few Grenades, this would be a good time to do something really, really cool. Either way, the Duvalia will drop a Bridge Keycard, so pick it up and head through the door at the end of the hallway. Use the Keycard on the door to the right and proceed up the stairs in this next room. Turn left up one more set of stairs and hit the Partner Action Button to emerge back outside. Procure the two nearby Wooden Crates, and head up the stairs and through the gate for a boss battle. _____) / )__+-------------------------------------------------------------------+ / x c e l l a G i o n n e /-------------------------------------' +--(_____)--------------------------+/ B o s s B a t t l e # 8 [BB08] | Chapter 6-2 | Am I the only one who was just a bit disappointed we don't '---------------' get to see that hot piece of ass anymore? Anyway... this fight will be fairly simple. It will help if you have some high powered weapons like an upgraded Shotgun or L.Hawk at your disposal. Begin by turning around and using the Bridge Keycard to grab the Stinger Missile. Now lock on to one of the four orange bulbs (you have to follow the bulb with your Right Analog stick as it moves to ensure it locks on), and fire a missile at the bulb to take one down instantly. Drop the Stinger temporarily and open fire on another bulb with one of your high-powered weapons. Try to see which bulb Sheva is attacking, so you can concentrate on one together to bring it down faster. Also keep an eye out for the little parasites she spits on to the deck. They will go down from even a single M92F shot, so

save the heavy mustard for Excella. Work down the 4 orange bulbs and eventually she will show one giant bulb (you'll know when you see it). Pick up the Stinger Missile, lock-on, and fire a missile at it. She will now have this phase where all of her bulbs will be raised to the sky (and will change colour, to pink I think). At this point it is absolutely crucial that you shoot down one of them, otherwise it will be game over. After you shoot one of them down, the fight will reset, and you will have to shoot at the orange bulbs until she shows the big bulb again. At this point, you might find it useful to climb up the ladder, because all those parasites are probably filling up the bottom deck by now. You just need to repeat the process until this fight ends, and thus concluding the chapter. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ a l k t h r o u g h | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WK63]| | // |+------------------------------------------------------------------+ | \| | C h a p t e r 6 - 3 | Kick open the gate and head down the stairs +--------+------------------------' below. Circle around to the ship door and | Power Stone x 2............ [ ] | hit the Partner Action button to initiate | Proximity Mine x 2......... [ ] | a cut scene. After watching it, run | First Aid Spray............ [ ] | straight ahead and take a right up the | Green Herb x 7............. [ ] | small stairs. Go to the elevator and take | Flash Grenade.............. [ ] | it to the floor below. Equip your Sniper | Red Herb................... [ ] | Rifle and pick off the Majini below, to | Nitrogen Rounds............ [ ] | right and near the lever. | Electric Rounds............ [ ] | | Hangar Card A.............. [ ] | Turn to the left and pick off the guy with | Hangar Card B.............. [ ] | the Stun Rod across the room. Next move | Green Herb................. [ ] | further left along the catwalk and rout the | Rifle Ammo................. [ ] | Majini below. Look slightly to the right of | Hand Grenade............... [ ] | the one you just killed to see another one | Diamond (Marquise)......... [ ] | hiding between the two crates. Now continue | Green Herb................. [ ] | to the catwalk on the left and jump down on '---------------------------------' to the floor below. Before jumping down to the opening on the left, pick off the Majini that is barely visible, in the corner to the right near the puddle. Jump down now and climb up the ladder. Go

up the stairs to the right, and follow the path left. Pull the lever at the end to open the bulkhead (it opens very slowly, so each time you open a bulkhead there will be a wave of enemies to deal with). Turn around now, and go down the stairs and turn right. Two Majini will immediately charge. Go back to where the lever was, and have your weapon in aim mode for the incoming Cephalo--there should be two of them. Go down the stairs and take cover at the middle (of the three) structures and pick off the Majini up ahead. After jumping across to the other platform, watch out for the rocket launcher yielding Majini to the left. Clean up the rest of them and go pull on the lever to open another bulkhead. Make a Quick Turn and get ready for the incoming Reaper. As soon as it appears, open fire on its belly with your Shotgun to make quick work them. Pick up the Power Stones and just stay put right near the newly opened bulkhead door for now. Wait a bit until the Gatling Gun Majini appear from the ground on the platform across. If you have any Grenades, it's a good time to spam them all here, because they are pretty much useless for the final parts of the game. If you are getting in a lot of trouble, look for the ladder to go up to the catwalk above. There are two doors here, if you goto the one on the left, you will find two Proximity Mines on a table and a First Aid Spray. If you set the Proximity Mines at the foot of the door, as soon as the Gatling Gun Majini come in they will be dealt heavy damage. Follow with all the Grenades that you have with Shotgun Fire immediately behind it. I would also strongly recommend having your L.Hawk here, because it helps a lot. If you need Ammo, upgrade its capacity. The key is to stick and move--don't stay put for too long. The Gatling Gun Majini needs to fire many shots before any of them land, so maintaining your movement is key. There are many Green Herbs scattered around in just about every crate you find, so be on the lookout for those as well. If you are STILL having trouble, perhaps you should consider going back to Chapter 3-1 and picking up the Rocket Launcher, or buying one. A single Rocket Launcher blast will stop the Gatling Gun Majini in their tracks. __ __) (, ) | / | /| /+----------------------------------------------------------------+ |/ |/ e s k e r /-------------------------------------' +-----/--|--------------------------+/ F i n a l B a t t l e [BB09] | Chapter 6-3 | All I can say is, here we go. Begin by immediately turning '---------------' to the right and running to this corner to find a lever. Pulling on it will turn off the light in this section. Run to each of the corners to shut off the lights, because this will help conceal you to be able

to attack Wesker without him seeing and blinking away. After you have shut off all the lights, return to your starting point and you'll find a glass container holding a Rocket Launcher. You'll need to slash the glass with your knife, of course. Pick up the Rocket Launcher and pull up your map. Watch for the big blip again, which is Wesker. Get pretty close to him, but stay hidden. Use the structures in the middle to your advantage. When it looks like he's close enough for you to land a rocket, fire it at him and if you did it correctly, there will be a brief cinematic where he grabs the rocket with his hands and hold it off. Immediately sprint closer to him, and fire a shotgun shell (because it has splash damage) on the rocket--note that Sheva might have also fired at the rocket. Either way, it will blow up Wesker's face, and you need to immediately run up to him and hit the Action Button to Restrain him. If Sheva is nearby, and she should be, she will inject Wesker with the syringe, and finish him off. If Sheva wasn't close enough, Wesker will break free. If that's the case, return to the starting point and climb up the ladders. You'll find a glass case (similar to the one containing the Rocket Launcher) with a bunch of extra rockets in there, so go up there to grab another one and try again. After you pull it off successfully, you will initiate a cut scene. Don't get too comfortable watching this scene, because Wesker will eventually charge at Chris (it happens on the ship as immediately after he says "complete global saturation"). You should just be constantly tapping the Action Button (for Dodge) if you are not sure what I'm talking about. After that, follow the on-screen prompts that consist mostly of the Action Button, but the final action is L1+R1 to "save". When this scene concludes, it's time for the absolute final battle. +----+ | 1. | Volcano Stage +----+------------------------------------+ Begin by turning to the left and procuring the Wooden Crates. You will find some much-needed ammo here. After you've gotten everything, advance along the path to initiate a cut scene. +-------------------+ | Diamond (Marquis) | +-------------------+ If you want the Diamond (Marquis), turn around and go towards the bridge, but don't walk on it. Shoot the rock that appears to be the same type of rock as the bridge, and it sticks out to the right. Hit it a few times, and if you've done it correctly, the rock should collapse. Now walk on to the bridge, and let it collapse. Once you are on the bottom, turn to the left and jump along the rocks here. You should see it the Diamond now. Retrieve it and jump back to

where you were when you dropped. +------------------+ | Battle continued | +------------------+ Whether you grabbed the Diamond (Marquis) or not, you still have Wesker to deal with. Begin by walking on to the bridge and allowing it to collapse. Move up the nearby hill and grab the Green Herb if you'd like. You will see Wesker approaching. Move to the ledge right next to the small hill so you can get a glimpse of his back as he moves up. After you see the sequence showing the glowing bulb behind his back, blast it and you will see some yellow fluid spill out. Hit him a few more times, and he will jump over to the ledge where Sheva is standing. Eventually she will be forced off the cliff and is in danger. Don't bother going to her, because you won't be able to. Instead, aim at Wesker and blast him a few times to get his attention to you. You will now have to hit the Square Button to dodge a few of his attacks to allow Sheva to get to safety. After that, drop down to the ledge below on the right, and begin pushing the boulder. Follow the on-screen sequences to push the boulder over. When Sheva gets to safety, spend the next little bit retreating to where you were when you dropped. This will initiate the final phase of the fight. When he does the thing where he sticks up his arm, you have to run behind him and blast his orange bulb. The best way to do this is to run past him and make a Quick Turn when you are behind (L.Hawk is invaluable in this fight). There are a couple of attacks you need to watch out for. One is when he sticks his arm into the ground. When he does this, he's trying to attack you with one of his tentacles, so just run around the arena and you should be fine. The next is a tentacle swing, it is usually accompanied with an on-screen prompt, so keep an eye out for that. You just need to repeat the process until you see the orange bulb in the front. As soon as it does, blast it and it will stagger him. Run up behind him and the Restrain prompt should be activated. Do so and Sheva will go gangsta style on him before concluding the battle. Alternatively, you can also defeat him by constantly blasting his orange bulb. Whichever method you choose, after you defeat him, there's one more on-screen prompt to do in the cut scene that follows, and the game is over. Sit back after that and watch the final cut scenes. Congrats!

+--------+ __ __) | ____/ | (, /| / | || | / | / | ||_ | ) / |/ e w G a m e + | |/\\ |+--(_/---'---------------------------------------------------------+ | )) | -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WKNG]| | // |+------------------------------------------------------------------+ | \| | After you've cleared the game once, the next time you goto start a +--------+ new playthrough, you will see the option "New Game+" instead of "New Game." Playing a New Game+ will allow you to keep your entire Inventory, which you will receive when the Informant opens his briefcase of weapons in Chapter 1-1. Clearing the game once also opens the door to a bunch of goodies. In the Bonus Features menu, you will find Costumes, and the like, which you can purchase for 0 pints. They really are just rewards for shooting all 30 BSAA Emblems. You will also be allowed to play through the Mercenaries Mode, which you should be familiar with if you've played Resident Evil 4. You can unlock characters for that mode, and also accumulate points for spending in the Bonus Features menu. Finally, you will also have the Infinite Ammo option, which I want to go into some detail about because there will likely be questions about it. ______ (, / ) /---(+------------------------------------------------------------+ ) / ____) o n u s F e a t u r e s /---------------------------' +------(_/-(----------------------------------+/ U n l o c k a b l e s [WKBF] | New Game+ | The Bonus Features is of course revealed after you complete the '-----------' game once. Inside, you will find a bunch of collectibles and Infinite Ammo. Each of those collectibles have requirements attached to them, so they can only be accessed after you do a certain tasks. Here are the tables denoting all of that information. ,-----------------------------------------------------------------. | C o s t u m e s | |-----------------------------------------------------------------| | Type | Additional Requirements | |-----------------------------|-----------------------------------| | Chris (Safari) | Complete all chapters | |-----------------------------|-----------------------------------| | Sheva (Clubbin') | Complete all chapters | |-----------------------------|-----------------------------------| | Chris (S.T.A.R.S.) | 30 BSAA Emblems | |-----------------------------|-----------------------------------| | Sheva (Tribal) | 25 BSAA Emblems | '-----------------------------'-----------------------------------'

* All costumes require you to complete all chapters. Sheva (Clubbin') and Chris (S.T.A.R.S.) will require you to get get 25 and 30 BSAA emblems respectively. These are called the Additional Requirements. They also require 0 points to "purchase" so the 0s have been omitted. +----------------------------------------------------------------------------+ ,-----------------------------------------------------------------. | F i l t e r s | |-----------------------------------------------------------------| | Type | Additional Requirements | |-----------------------------|-----------------------------------| | Filter (Classic Horror) | Amateur Difficulty or above | |-----------------------------|-----------------------------------| | Filter (Retro) | Normal Difficulty or above | |-----------------------------|-----------------------------------| | Filter (Noise) | Veteran Difficulty or above. | '-----------------------------'-----------------------------------' * All Filters carry a "complete all chapters" requirement. Each Filter require you to play on a certain difficulty to unlock. They can also be "purchased" for 0 points, which have been omitted from the table. +----------------------------------------------------------------------------+ ,-----------------------------------------------------------------. | F i g u r i n e s | |-----------------------------------------------------------------| | Name | Points | Requirements | |-------------------------|--------|------------------------------| | Chris (BSAA) | 0 | None | |-------------------------|--------|------------------------------| | Sheva (BSAA) | 0 | None | |-------------------------|--------|------------------------------| | Josh | 500 | Complete Chapter 3-3 & | | | | 10 BSAA Emblems | |-------------------------|--------|------------------------------| | Jill (Brainwashed) | 500 | Complete Chapter 5-3 & | | | | 10 BSAA Emblems | |-------------------------|--------|------------------------------| | Wesker | 500 | Complete Chapter 5-3 & | | | | 10 BSAA Emblems | |-------------------------|--------|------------------------------| | Excella | 500 | Complete Chapter 5-3 & | | | | 10 BSAA Emblems | |-------------------------|--------|------------------------------| | Irving | 500 | Complete Chapter 2-3 & | | | | 10 BSAA Emblems | |-------------------------|--------|------------------------------| | Spencer | 500 | Complete Chapter 6-3 & | | | | 10 BSAA Emblems | |-------------------------|--------|------------------------------|

| DeChant | 500 | Complete Chapter 1-2 & | | | | 5 BSAA Emblems | |-------------------------|--------|------------------------------| | Dave | 500 | Complete Chapter 2-3 & | | | | 5 BSAA Emblems | |-------------------------|--------|------------------------------| | Kirk | 500 | Complete Chapter 1-2 & | | | | 5 BSAA Emblems | |-------------------------|--------|------------------------------| | Reynard | 500 | Complete Chapter 1-2 & | | | | 5 BSAA Emblems | |-------------------------|--------|------------------------------| | Majini (Town A) | 500 | Complete Chapter 1-2 | |-------------------------|--------|------------------------------| | Majini (Town B) | 500 | Complete Chapter 2-3 | |-------------------------|--------|------------------------------| | Majini (Town C) | 500 | Complete Chapter 2-3 | |-------------------------|--------|------------------------------| | Majini (Town D) | 500 | Complete Chapter 1-2 | |-------------------------|--------|------------------------------| | Majini (Cephalo) | 500 | Complete Chapter 2-3 & | | | | 5 BSAA Emblems | |-------------------------|--------|------------------------------| | Majini (Agitator) | 500 | Complete Chapter 1-2 & | | | | 5 BSAA Emblems | |-------------------------|--------|------------------------------| | Majini (Wetlands A) | 500 | Complete Chapter 3-3 | |-------------------------|--------|------------------------------| | Majini (Wetlands B) | 500 | Complete Chapter 4-2 | |-------------------------|--------|------------------------------| | Majini (Wetlands C) | 500 | Complete Chapter 3-3 | |-------------------------|--------|------------------------------| | Giant Majini | 500 | Complete Chapter 4-2 & | | | | 10 BSAA Emblems | |-------------------------|--------|------------------------------| | Majini (Base A) | 500 | Complete Chapter 5-3 | |-------------------------|--------|------------------------------| | Majini (Base B) | 500 | Complete Chapter 5-3 | |-------------------------|--------|------------------------------| | Majini (Duvalia) | 500 | Complete Chapter 6-3 & | | | | 5 BSAA Emblems | |-------------------------|--------|------------------------------| | Reaper | 500 | Complete Chapter 6-3 & | | | | 5 BSAA Emblems | '-------------------------'--------'------------------------------' | Big Man Majini | 500 | Complete Chapter 1-2 & | | | | 5 BSAA Emblems | '-------------------------'--------'------------------------------' | Chainsaw Majini | 500 | Complete Chapter 2-3 & | | | | 10 BSAA Emblems | '-------------------------'--------'------------------------------' | Gatling Gun Majini | 500 | Complete Chapter 6-3 & | | | | 10 BSAA Emblems | '-------------------------'--------'------------------------------' | Motorcycle Majini | 500 | Complete Chapter 2-3 & | | | | 5 BSAA Emblems | '-------------------------'--------'------------------------------'

| Uroboros | 500 | Complete Chapter 5-3 & | | | | 10 BSAA Emblems | '-------------------------'--------'------------------------------' | Licker Beta | 500 | Complete Chapter 5-3 & | | | | 5 BSAA Emblems | '-------------------------'--------'------------------------------' | Kipepeo | 500 | Complete Chapter 4-2 | '-------------------------'--------'------------------------------' | Bui Kichwa | 500 | Complete Chapter 4-2 | '-------------------------'--------'------------------------------' | Adjule | 500 | Complete Chapter 4-2 & | | | | 5 BSAA Emblems | '-------------------------'--------'------------------------------' | Crocodile | 500 | Complete Chapter 3-3 & | | | | 5 BSAA Emblems | '-------------------------'--------'------------------------------' | Uroboros Aheri | 500 | Complete Chapter 6-3 & | | | | 30 BSAA Emblems | '-------------------------'--------'------------------------------' | U-8 | 500 | Complete Chapter 5-3 & | | | | 10 BSAA Emblems | '-------------------------'--------'------------------------------' | Popokarimu | 500 | Complete Chapter 2-3 & | | | | 10 BSAA Emblems | '-------------------------'--------'------------------------------' | Ndesu | 500 | Complete Chapter 2-3 & | | | | 10 BSAA Emblems | '-------------------------'--------'------------------------------' | Irving (Transformed) | 500 | Complete Chapter 3-3 & | | | | 5 BSAA Emblems | '-------------------------'--------'------------------------------' | Chris (Rare) | 500 | Complete all chapters* & | | | | 25 BSAA Emblems | '-------------------------'--------'------------------------------' | Sheva (Rare) | 500 | Complete all chapters & | | | | 25 BSAA Emblems | '-------------------------'--------'------------------------------' | Jill (Rare) | 500 | Achieve A Rank on all chapter| '-----------------------------------------------------------------' | Wesker (Rare) | 500 | Achieve S Rank on all chapter| '-----------------------------------------------------------------' * Note: The "Complete all chapters" requirement for Chris (Rare), along with Sheva (Rare) can be achieved on any difficulty. _____ (, / /+------------------------------------------------------------------+ ___/__ n f i n i t e A m m o /---------------------------------' +--(__ /---------------------------------+/ H o w - t o & M o r e [WKIF] | New Game+ | You've probably noticed the Infinite Ammo option if you ever '------------' decided to re-play a chapter. The only problem is, it doesn't seem to do anything, you're wondering. I'm not sure why Capcom made this process with so many steps, but here is the breakdown on how to get the

Infinite Ammo working: 1. Upgrade the gun you want Infinite Ammo for completely. IE, Damage, Capacity, Piercing, etc. Basically, this first step means that it will not be possible to upgrade the gun further in any way. 2. Go into the Bonus Features and you will find a list of things you can purchase with points. Note: these are points you accumulate by achieving ranks (S-Rank, B-Rank, etc), and shooting BSAA Emblems in the missions. Scroll down the list until you find the option buy Infinite Ammo for your weapon. The price will be heftier as the gun gets better. If you need more points, you can replay some easy chapters to accumulate them. 3. Go into the "Special Settings" menu now, and goto Infinite Ammo. Turn this on. 4. Start your game/the chapter of your choice, and change the Infinite Ammo Option to Yes. 5. If you've done it correctly, the weapon will have the infinite symbol in place of the amount of ammo remaining, and you do not have to reload. Having the infinite ammo is very helpful when you're going after Emblems or treasures because you can dispose of the enemies quickly and focus on the task at hand. Table of Infinite Ammo Prices ,--------------------------------------. | Weapon Name | Price | |---------------------------------------| | M92F [Handguns] | 6,000 pts | | H&K P8 | 10,000 pts | | SIG P226 | 10,000 pts | | M93R | 20,000 pts | | | | | Ithacha M37 [Shotguns]| 8,000 pts | | M3 | 12,000 pts | | Jail Breaker | 12,000 pts | | Hydra | 20,000 pts | | | | | Vz.61 [Machine Guns] | 6,000 pts | | AK-74 | 15,000 pts | | H&K MP5 | 10,000 pts | | SIG 556 | 15,000 pts | | | | | S75 [Sniper Rifles] | 15,000 pts | | Dragunov SVD | 15,000 pts | | H&K PSG-1 | 15,000 pts | | | | | S&W M29 [Magnums] | 15,000 pts | | L. Hawk | 15,000 pts |

| S&W M500 | 20,000 pts | '---------------------------------------'

________________ *Notes 1. The Infinite Ammo does not work on Mercenaries Mode. 2. The Rocket Launcher requires a separate process completely to unlock unlimited ammo. You have to beat the game under 5 hours. 3. Gatling Gun and Longbow have infinite ammo the moment they are unlocked. Just be sure to turn on the option under Special Settings. 4. Having Infinite Ammo on would not stop you from earning trophies. IE if you need to complete the game on Professional, and you have Infinite Ammo on, you will still get the trophy. Whether you _should_ be doing it is another question altogether.

+--------+ _____) | ____/ | / | || | )__ | ||_ | / n e m i e s | |/\\ |+(______)----------------------------------------------------------+ | )) | -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[EN00]| | // |+------------------------------------------------------------------+ | \| | +--------+ +---Danger Ratings---+ 1. Minimal: Very basic enemies. Won't be very difficult to bring down. 2. Moderate: A little more dangerous. Increased danger mostly from more armour or more firepower. 3. Potent: A dangerous enemy that will bring you down if you are not ready. 4. Extreme: Very dangerous enemy. Approach with great caution or it could be game over. 5. GTFO: If there was actually a choice, I'd be running. +---Basic Enemies---+ - These are the enemies you'll find the most of. +----+ | 1. | Town Majini +----+------------------------------------+ - Danger Rating: Minimal - Weapon of Choice: Melee tools + Crossbow/Malikov

- Found in: Chapters 1 & 2 - Description: These are the Majini that are dressed in pedestrian clothes. They usually come equipped with a melee weapon of some kind--whether it'd be a rusty axe, butcher knife, or whatever. Do note that the ranged variants that use the Crossbow or Malikov are just slightly more dangerous. You should always start with those ones. - Attacks: Weapon swing (or shoot arrows, etc) Grab (From the back--it holds you still) Forward Grab (followed by bite on the head) * Their strongest attack is the forward grab. It's followed by a struggle, or you can call for help from Sheva. If you can't struggle out of it (it is more difficult if you have lower health), they will reveal their plagas and bite your face. - Weakness: The Town Majini are the most basic enemies in the game. You can literally kill one by shooting at it blindly. Still, in the interests of ammo conservation, focus on the headshot, or stunning them + melee attack. +----+ | 2. | Tribal Majini +----+------------------------------------+ - Danger Rating: Moderate - Weapon of Choice: Spears, crossbows, shields - Found in: Chapters 3 & 4 - Description: You probably know who these guys are. They make their first appearance in Chapter 3-1. Their weapons are pretty much what you'd expect from a tribe. - Attacks: Weapon Swing (or shoot arrows, etc) Spear Impale 1 (impales you and suspends you in the air) Jumping Impale (jump towards, impaling you onto the ground) * Either impale attack is pretty serious business. When fighting a group of Tribal Majini, always be on the lookout for the Dodge prompt. It's usually a combination of two buttons. - Weakness: Because these jerks have shields, the best approach has to be a weapon with a high piercing rating (magnum comes to mind) so you can blast right through it. They can take much more punishment than the Town Majini (even without their shields) so look to use more heavy-duty weapons against them. If you don't have a piercing weapon, you're going to have to go for the legs (which are left unprotected) and follow with a bone-crushing Uppercut or Neck Breaker. +----+

| 3. | Base Majini +----+------------------------------------+ - Danger Rating: Moderate - Weapon of Choice: Various guns--AK-74, Rocket Launcher + Stun Rod + Grenades - Found in: Chapters 5 & 6 - Description: These guys look like they were part of the African Marine corps. They come covered in full camouflage, and in some cases with helmets and kneepads. They also have a tendency to carry tactical shields. - Attacks: Depends on what weapon they have * Do watch out for the Rocket Launcher ones. A single rocket will put you in Dying Status, so it is absolutely essential that you goto work on these ones first. - Weakness: If they come with shields, a single Hand Grenade is probably your best friend. In other cases, a shotgun is probably good enough. Do note that if they have their helmets or kneepads on, you'll need a magnum of some sort to penetrate their defences. If you ever see the ones with the Grenades strapped on their chest, you need to blast one of them to kill it immediately. With any luck, it will also deal some collateral damage to the nearby Majini. +---B.O.W.---+ - These are the enemies that usually reveal themselves after you kill a Majini. For example, you ever shoot down a Town Majini and a big parasite comes out of its head? That would be a B.O.W. +----+ | 1. | Cephalo +----+------------------------------------+ - Danger Rating: Moderate - Weapon of Choice: Their own heads? - Found in: All chapters. - Description: Their description is pretty much covered in the introductory section. Remember the blond girl who calls for help in Chapter 1-2? Well, after beating her a big parasite comes out of her head--she is now a Cephalo. - Attacks: Parasite swing. Upon the revealing of the parasite, the host body will approach you, in an attempt to attack you with its head. - Weakness: The best way to deal with it is with a Flash Grenade. A single explosion will bring it down immediately. The old-fashioned way involves shooting at the parasite (why didn't I think of that?) to knock it down. Then, follow up with a stomp. If you have a Magnum, you don't have to aim at the parasite, but a couple of body shots will do the trick.

+----+ | 2. | Kipepeo +----+------------------------------------+ - Danger Rating: Minimal - Weapon of Choice: None - Found in: Chapters 1 & 2 - Description: These are the flying B.O.W.'s that derailed Kirk's helicopter in Chapter 2-1. They look like smaller version of the Zerg Mutalisks if you've played Starcraft before. - Attacks: Head clamp * This attack is equivalent to a grab. It will fly close to your head, and when it is close enough it will clamp on to it with its limbs. - Weakness: Pretty much everywhere. There's no set weakspot to attack from what I've seen. A single shotgun shell should be enough to bring it down. A couple of handgun shots will be enough also. +----+ | 3. | Duvalia +----+------------------------------------+ - Danger Rating: Potent - Weapon of Choice: Its own head again. - Found in: Chapter 6 - Description: These ones have the big bulb-like parasite on its head, and also part of the Las Plagas on its left leg. The bulb exterior is also heavily armoured, so you won't have much luck going for it directly. - Attacks: Envelop * If it gets close enough, it will devour you whole and spit you back out. This will put you into Dying Status immediately. - Weakness: A single Flash Grenade will once again give this friendly looking beast the coup de grace. If you don't have any, you absolutely must go for the parasite on its leg. Do so and it should drop to one knee while revealing the parasite inside the bulb. A couple of shots to the parasite inside will now do the trick. +---Mini-Bosses---+ - Some of these guys are so tough that they might as well be considered bosses. Also of note is they will most likely drop a pretty expensive treasure of sorts. I have also listed those for your convenience. +----+ | 1. | The Executioner +----+------------------------------------+ - Danger Rating: Potent

- Weapon of Choice: An oversized axe. - Found in: Chapter 1-1 - Drops: Gold Ring - Description: You should know who this guy is. He's got the black mask on and yields a big axe. - Attacks: Axe Swing Grab * If you get caught in the axe swing animation, you will be put into Dying Status immediately. The thing to watch out for is you will get axed even if you are grabbed from behind by a Town Majini. This isn't the case with some other enemies so it's noteworthy. The Grab attack will deal a little bit of damage for a few seconds while he holds you up. - Weakness: The head is the way to go. In Chapter 1-1, you will have to rely on your Sniper Rifle. Stun him with a powerful bullet and follow with the melee attack to send it staggering. Rinse and repeat. Pepper him with any Grenades you may have as well. +----+ | 2. | Chainsaw Majini +----+------------------------------------+ Danger Rating: Extreme Weapon of Choice: Chainsaw (what? I was expecting a crossbow). Found in: Chapter 2-1, Chapter 3-2, Chapter 3-3 Drops: Venom Fang

- Description: You know him. He's got the flour sack over his head, and is not wearing a shirt. He also yields a chainsaw. - Attacks: Chainsaw combination (3-4 wild swings in a row) Decapitation (Instant death) * If you get caught with a single swing from the chainsaw combo, you will go into Dying Status immediately. The Decapitation takes a bit of a windup, and if you see him stand there holding the chainsaw up, he is ready to attack. If you get decapitated the game is over. This usually happens when you make the mistake of reloading close to him. - Weakness: Once again, you must goto the head. A couple of Shotgun Shells up close will be enough to stun it for a melee strike. The Chainsaw Majini is very durable, but also pretty slow. You must use the terrain to your advantage at all times. The safest way to attack is probably creating a lot of separation and blasting it with a Sniper Rifle. A Magnum would also be awesome if you have the ammo. The Shotgun also works if you are up close, but if you employ this

strategy, always keep an eye out for your ammo. If you make the mistake of reloading the Shotgun up close, you will be decapitated. +----+ | 3. | Giant Majini +----+------------------------------------+ Danger Rating: Extreme Weapon of Choice: None (aka Gangsta Style) Found in: Chapters 3 & 4 Drops: Blue Enigma

- Description: These are the tribal leaders with the masks. They also do the battle cry. - Attacks: Flying Stomp Melee strike (if up close) * This attack involves jumping into mid-air and using you like a landing platform. Luckily, this attack is also pretty telegraphed, in the sense that it always seems to be preceded by the battle cry. - Weakness: Go to the body. The mask also acts as a helmet of sorts because you won't be able to penetrate it. Focus on working the body and stunning it, and following with a melee attack. The Giant Majini is probably among the most durable opponent in the game. It will take a LOT of punishment before going down. Try to go crazy with Grenades on this guy if you can, because there won't be many threats more dangerous than the Giant Majini. +----+ | 4. | Reaper +----+------------------------------------+ Danger Rating: GTFO Weapon of Choice: Arm Blades Found in: Chapters 5 & 6 Drops: Power Stone

- Description: These are the enemies that look like gigantic bugs. - Attacks: Blade Swipe Smoke Screen Impale (Instant Death) * The Impale attack can only be performed from up close. There is also no delay before it happens. If it is close enough, it will Impale you right away, thus ending the game. The Blade Swipe will be performed when - Weakness: The Reapers are probably the most dangerous non-boss enemies in the game. The key to success is to not get trigger happy with them. Shooting nonweak areas will only cause the Reaper to emit the Smoke Screen, making it much more difficult to attack. Its weak point is the yellow bulb on its chest, and also on its back. The one on the chest reveals itself periodically (about every

2-3 seconds). Do not stand still. Keep backing away until you the bulb reveals itself and attack. The Sniper Rifle works well when you fight them in Chapter 6-3. Once you strike the bulb on the chest, it will drop on to its knees, at which point it's time to turn your attention to the bulbs on its back. Electric Rounds from the Grenade Launcher also work very well. The absolute name of the game against the Reaper is accuracy. You can empty out two-four clips on the Reaper and if you don't hit one of the weakspot's it will not go down. A powerful handgun, sniper rifle, or ranged Shotgun (Hydra, Jail breaker) works well. +----+ | 5. | Licker Beta +----+------------------------------------+ Danger Rating: GTFO Weapon of Choice: Claws/tongue Found in: Chapters 5 & 6 Drops: Lion Heart

- Description: The "frog" enemies that are blind. You'll first encounter them in Chapter 5-1. - Attacks: Claw Swipe Tongue Stab/Choke Jumping Attack * The Tongue Choke is probably the most annoying attack from this freak. Luckily, you should be able to avoid it if you watch for Licker to windup the attack by pulling its head back. You can counter the Jumping Attack with a stiff uppercut if you can activate the on-screen prompt quick enough. If it actually manages to catch you with the attack, it will follow by pinning you down. If your partner doesn't free you, it will be game over. That attack is especially deadly if you go up the elevator to face them in Chapter 5-3. - Weakness: The Lickers are predominately short-to-middle ranged enemies. Keeping a safe distance from them will severely limit their potency. This means the best class to fight them with is the Sniper Rifle. Go for the heads, and if possible take a few shots at their underbellies, where they also seem to take a great deal of damage. Handguns and Machine Guns are just a waste so don't bother with those. Don't be shy to rain explosives on the Licker Beta, because there aren't many threats greater than the Licker Betas in Resident Evil 5. Quick Sumamry: + Keep a safe distance + Use the Sniper Rifle + Throw everything at it--there aren't many enemies more dangerous! + Use Grenade Launcher w/ Nitrogen make quick work of a large group

+----+ | 6. | Gatling Gun Majini +----+------------------------------------+ - Danger Rating: GTFO - Weapon of Choice: Gatling Gun (wtf? I was expecting something else) - Found in: Chapter 6 - Description: They're those huge guys that carry the huge machine (Gatling) gun. Looks like a higher rank of the Base Majini. - Attacks: Machine Gun Fire (Stuns) * They have a huge weapon, and it seems that they don't really know how to use them. They'll fire many "practice" shots into the air before finally letting them off towards you. Note that if you get hit with too many of the bullets, they will stun you and put you on to the ground. - Weakness: The Gatling Gun Majini by themselves really aren't that powerful. However, when they come with a group of Base Majini (which they do) they become exponentially more dangerous. They can take a seemingly unlimited amount of punishment, but luckily it's very easy to tell when the attacks are coming, so you should be able to take cover. The main weapon against them is probably the melee attack. You'll notice that when you go for a melee attack, it turns into this slow-motion strike. The GGMs are probably the enemies to use your Magnum ammo for. Look to stun them as much as you can with explosives and powerful shells. It's also very important to never stay too still against these guys. The biggest mistake you can make is charge towards the Gatling Gun Majini with the intention of using a melee attack, but fail to stun it. The key to success is to utilize the animation where they shoot the guns into the air. +--------+ _______) | ____/ | (, / | || | /___, | ||_ | ) / a r m i n g | |/\\ |+---(_/------------------------------------------------------------+ | )) | -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WKFA]| | // |+------------------------------------------------------------------+ | \| | This section was created for readers that need Gold, and not sure +--------+ where to begin looking. Using this section, hopefully you can quickly farm up enough Gold to upgrade whatever weapon you want. Do note that some of these tasks are pretty repetitive. All of them involve finding a favourable area in the game and constantly restarting the checkpoints. It is recommended that you have Infinite Ammo on during your farming expeditions. +----+

|1. | Chapter 5-2 (The Licker Hallways) +----+------------------------------------+ + Lion Heart x 5........... [ ] + Total Gold: Approximately 12,500 +----+ | 2. | Chapter 5-3 +----+------------------------------------+ + Sapphire (Marquise)...... [ ] + Total Gold: 3000 This one is very simple. Begin the chapter and head through the door into the room with the fans. Climb up the ladder and take a left down the long hallway into the room with the X-rays. Inside, immediately turn left to find the Sapphire (Marquise), worth 3000 Gold. Rinse and repeat for some very fast cash. +----+ | 3. | Chapter 5-3 (Full playthrough) +----+------------------------------------+ (Recommended that you go grab a Rocket Launcher, or a couple from Chapter 31) + Sapphire (Marquise)...... [ ] (3,000 Gold ea.) + Power Stone x 2.......... [ ] (5,000 Gold ea.) + Royal Necklace........... [ ] (5,000 Gold ea.) + Ruby (Brilliant)......... [ ] (2,500 Gold ea.) + Lion Heart............... [ ] (2,500 Gold ea.) + Chalice (Gold)........... [ ] (3,000 Gold ea.) + Topaz (Brilliant)........ [ ] (2,500 Gold ea.) + Sapphire (Oval).......... [ ] (2,000 Gold ea.) + Emerald (Oval)........... [ ] (2,000 Gold ea.) + Sapphire (Brilliant)..... [ ] (2,500 Gold ea.) + Heart of Africa.......... [ ] (10,000 Gold ea.) + Emerald (Brilliant)...... [ ] (2,500 Gold ea.) ================================================== + Total: 42,500 Gold (at least) Where to find them: (refer to Treasure Locations for detailed instructions). 1. Sapphire Marquise: See above 2. Power Stone x 2: You will find these after dismantling the two Reapers near the beginning of the chapter on the catwalks. There might be a chance that a third Reaper will drop as well. 3. Royal Necklace: Find it in the control room, after clearing all of the catwalks and the Rocket Launcher Majini. 4. Ruby (Brilliant): After leaving the room with the rotating elevator, make your way towards the next room, and look up at the cave ceiling. You should see a glint by the final light. 5. Lion Heart: A single Licker Beta will drop this during the big attack. 6. Chalice (Gold): Grab it in the lockers after making your way into the locked building.

7. Topaz (Brilliant): Shoot it above the door leading to the Boss Battle. 8. Sapphire (Oval): After getting kicked through the door by Wesker, go into the room with the coffins and look immediately to the right to find a lone pot. 9. Emerald (Oval): Look for the stone coffin that requires an Assisted Push to open. 10. Sapphire (Brilliant): Same as above. 11. Heart of Africa: After Wesker kicks you through the door, go hide yourself in the room. Make sure Wesker doesn't see you, and blast a rocket at him. Go up to him with a magnum and start lighting him up. If done correctly, the fight should end immediately. Go grab the HoA between the staircase. 12. Emerald (Brilliant): As soon as the battle with ____ (without Wesker), go up the stairs on the right and keep going in this direction to find two pots. Grab it from the one of the left. +----+ | 4. | Chapter 6-3 +----+------------------------------------+ + Diamond (Marquise)....... [ ] + Total Gold: 5000 This is probably one of the best ones to exploit. Make your way in Chapter 63 to the absolute final battle (in the area with very high temperature). Right at the start of the battle, recall that there's the point where you have to cross the bridge (and it collapses). Instead of crossing, shoot the rock that sticks out to the right of the bridge until that crumbles. Now, step on to the bridge. After the brief sequence, turn left and jump along the platforms to reach this one. Restart the checkpoint and repeat. +--------+ _____ | ____/ | (, / ) | || | /___, | ||_ | ) / r o f e s s i o n a l W a l k t h r o u g h | |/\\ |+--(_/-------------------------------------------------------------+ | )) | -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WKPF]| | // |+------------------------------------------------------------------+ | \| | All right guys, this is arguably going to be the best part of the

+--------+ FAQ. This is, as you guessed it, going to attempt to get you through by far, the most challenging aspect of Resident Evil 5: the Professional difficulty. Since you likely have played through the game at least once on Veteran, I would expect that you would know where to go in a general sense. That's why the format of this walkthrough won't be the same as the one for Normal mode. Indeed, what I'm going to do is identify "key points" of each chapter, which are areas where you are likely to run into trouble, and hopefully give you the strategy needed to get through. +--- H o w t o U n l o c k ---+ Professional mode will be unlocked when you clear every chapter on Veteran mode. Alternatively, you can play co-op online with someone who is hosting on Professional and you will be able to unlock it this way as well. +--- G a m e B a s i c s ---+

Let's be realistic here. You won't want to be going into a gunfight with a knife. The Professional mode is going to take you to the limit, and you will be frustrated for many parts of the game. Therefore, it doesn't make sense for you to attempt the feat unless you can make it the easiest as possible by having the proper equipment. We will begin our strategizing for Professional mode with a rundown of the weapons you need, and some basic differences that you will encounter. +-------+ |Weapons| +-------+ Hydra (SG).. This one is absolutely required. It is pretty much a slightly weaker Magnum that uses Shotgun Shells. In addition, its range is far superior to the M3 or Ithaca. Up close, it is by far the most powerful shotgun, dealing over 1500 damage when fully upgraded. It's going to cost you, but it's worth it. I would get this one before springing for a Gatling Gun or the like. Longbow..... No, I am not going to be asking you to be playing Sheva (unless you want to). Sheva is very dangerous with the Sniper Rifle, so that would be the alternative for her if you can't afford the Longbow, which is optional. The rationale is very simple-- once you have the Longbow you will not have to worry about Sheva wasting precious ammo and you can't start hoarding it. RPG-7....... This is required as well. It's also free, so I don't want to hear about you being too lazy to goto Chapter 3-1 to get it. I have pointed out the RPG-7's location several times in the walkthrough, and it's also in the Weapons section. It's

important for one reason only: boss battles. Your ammo supply is going to be pretty crippled in Professional, so the last thing you need is to waste it on bosses. Yes, you will still need to set up the RPG-7 with some basic gun fire, but once the boss is stunned, there aren't many that can take a single RPG-7 rocket without going down. H&K P8 (HG). It could also be a powerful handgun of some sort--I like the P8. The rationale is again very simple, Handgun ammo are the most abundant in the game. It doesn't make any sense for you to not take advantage of this. The M92F is OK, but it's power is very mediocre, so you won't be getting a lot of stuns for melee attacks. The P8 is a lot more powerful, and it's also have a Piercing ability, which is a potential ammo saver in its own right. Basically, you just need a pretty good Handgun, and it doesn't have to be this one. +--------------------+ | Differences in Pro | +--------------------+ 1. Can you say insta-dy? (with Sheva complaints) In Professional, any enemy attack (with the exception of grabs) will put you into dying status immediately. It doesn't sound too bad at first, but when you combine this fact with the Sheva's reluctance to Resuscitate, then you have a problem. For whatever reason (though I think we know why), Sheva is very slow to hit Circle (>_>) to Resuscitate, even when she's right beside you. She does seem to be go a little faster if you keep hitting Circle to call out to her though ("I'm not...gonna make it!" "!" I'm not... gonna make it!"), so when you are in dying status tap Circle repeatedly. 2. Chris Redfield: the target practice To top it off, the AI is going to be coming after YOU, the player. You will become the focus of their attacks, and you will notice this. Just be mindful of this reality. 3. How did that hit me? But we're not going to stop there-- yes, the AI seems to be able to shoot their arrows in a curveball motion or something, and you will find some shots that hit you are not only unlikely, but damn near impossible. Also, be aware that they seem to react much more quickly. 4. No more fixed ammo

In Pro, the game developers have taken it upon themselves to take out every single case of fixed ammo in the game. So this means any ammo that you remember being on the table, on the shelf, in the drawer, etc, is gone. However, do note that any fixed ammo found in a wooden barrel will still be there. 5. Loots-a-plenty Each N Gold that you find can be worth N200, N400, or N600, so everything is more. You can consider this a positive I guess, because once you start piling up on them they start to make a difference. +--------------------+ | General Strategies | +--------------------+ 1. Be alert This has to be the number key in Professional. Do not get caught up in "tunnel vision", and you MUST constantly be checking each direction for incoming enemies. 2. Find favourable spots When fighting a wave of enemies, a favourable spot is one where you can't be attacked from behind, which is a huge advantage. This usually involves going up against a wall of some sort, and this will be the focus of our Professional walkthrough. 3. Abuse the checkpoints Every time a checkpoint happens, you can restart and go back into the Inventory. This might not mean much in Normal or Veteran, but in Pro, this is a HUGE advantage. You should have a general idea of what to expect in each area, and once you make it to a tough one (say against Lickers), it makes sense to goto the Inventory and stock up either on First Aid Sprays or powerhouse weapons. 4. Don't neglect your health Although you might think that since everything is instant-dying that there's no reason to heal yourself anymore, you are mistaken. The less health you have, the smaller the Dying meter is going to be, and the less time Sheva will have to save you. Also, when your health is low Chris seems to move a bit slower, which can be annoying. +--- Chapter 1-1 ---+ +------------+ | Key Points | +------------+ 1. Public Assembly Showdown

The most obvious key point, and probably only one is the Public Assembly portion of the map, where you get attacked by an endless number of Town Majini. As soon as you walk into the empty house, which activates the cut scene with the Agitator (guy with megaphone), skip the scene and head outside through the door. Turn left and go up to the fence/gate. The majority of the Majini will be coming through here. Sheva with her Longbow will be very serviceable here. Another spawn point is immediately to the right, right above the car. The Majini will only be coming from these two spots so fend them off until the next scene initiates for the next phase. From the gate you were standing by, move to the corner to the left, right against the wall. The Majini will still be spilling in from the gate, as well as above the car, but they will also be coming from the corner to the right of the car, so this is the safest temporary spot. As soon as the Executioner makes his appearance, and breaks down the gate, it's time to sprint out. Look for the first ladder immediately to the right, and climb up. (Note: if you have a Hand Grenade you can blow up the gate without waiting for the Executioner). This is where we are going to do the final portion of the battle. The Majini will be coming from the ladder you just climbed up on, as well as from a wooden catwalk to the left. The best thing to do is just to stand right above the ladder and pick everybody off, while keeping a close eye to your right. The Executioner is going to be coming from this direction, so be ready to meet him with your Hydra. Once you are up here, you should be able to hold them off until the stage ends. +--- Chapter 1-2 ---+ +------------+ | Key Points | +------------+ 1. Old Building Key When you toss Sheva up to go grab the Old Building Key, you will be below alone. If you get caught with anything here, it is all but game over. So, make your way to the alley right behind the ladder and stay here. You won't be able to get attacked from behind and will be able to see any incoming Majini. Once Sheva gets the key, stay put until she jumps back down before resuming the game. 2. Boss Battle with Uroboros Chapter 1-2 is probably one of the easiest chapters, so I'm not going to belabour any other points. Let's cut right to the chase. The battleplan will remain the same--knock over the gas tanks and lure him into the chamber. Once he's in, blast it and stun him. Run back outside to pull the lever down. Again, you have to stun Uroboros at an advantageous spot, so it can't come out before the doors finish closing. Note that successfully burning it

once will not be enough. You'll have to do it twice. +--- Chapter 2-1 ---+ +------------+ | Key Points | +------------+ 1. The Docks This is the only point I want to discuss here, and it's after opening the gate with the key. Make your way into the docks and to the ladder on the right. After climbing up, immediately go to the wall on the left--it's possible to lean against it. Stay here and wait for the air support to arrive. Though be careful because a Big Man Majini or some other guy might approach you. No problem, because you should see them coming. Once you see, get off the wall and take a few steps back (away from them) and get your weapon ready. The air support is going to help dispatch this whole wave here. Next, jump over the blockade and to the final area before you get to the the demo stage. A bunch of enemies will come out from the room. If you have any Grenade, it's time to use it. Your Hydra will also be awesome here, because of its range and splash capabilities. You don't need to take them out, so you can just make a break for the door on the left. +--- Chapter 2-2 ---+ +------------+ | Key Points | +------------+ 1. The Opening The very beginning of the stage is pretty dangerous. As soon as you go outside, and between the train carts, you will find the first pack of dogs by the first trap. Note that in order to kill the first wave by triggering the explosive is going to take perfect timing on Professional, because they have more health. After disposing of the first wave, notice the lumber stacks immediately after turning the corner. This is another spawn point for the dogs. There will be a few more coming from directly across of this pile as well, so behind you. Don't be caught off guard. Here's an image to help out, the spawn point is circled: 1605201501_30164065_1623247_n.jpg In terms of the Majini with the crossbow, you should be able to take out one of them by looking above, to the right. Try to aim at the crossbow sticking out to do damage. Keep looking above and try to take out the Majini from below. You will be in a good spot here because it will be difficult for them to hit you with the arrows. Sometimes, they won't be position themselves so they're visible, but don't worry, because there's a good spot for you to fight them on top of the ladder stacks, and right

in front of the ladder. Here's another image: 1605201501_30164067_5609563_n.jpg As you can see, if you stay here you will be very safe from the arrows, and you will also be able to pick them off. You can look to the left and take out the other one if he's there. The one that's normally standing right above the ladder should probably be taken out from below, before getting on the lumber stacks. 2. The Mines The actual tavern isn't anything that should worry you. However, once you reach the end of the tunnel, you should remember that this is where the huge wave of Majini comes in. Be the one who turns the first crank to open the gate and be sure to turn around to look back inside the tunnel to take out the oncoming Majini. When Sheva gets the gate open, head through and immediately turn left into the small alcove (opening) here: 1605201501_30164441_4953761_n.jpg 1605201501_30164439_3205826_n.jpg Stay put and pick off the Majini from here. When the coast is clear for a good 30 seconds to a minute, make your way up. Don't forget about the Majini perched on the top of the platform. At the top, there are two crossbow Majini, but again, they have a long wind up. Throw a grenade here if you have one. Otherwise, stay close to the wall on the left and open fire. 3. The Mining Area (back outside) You should be able to navigate the opening part fine. In the beginning, just make sure you pick off the one with the turret, always. When you see that there aren't any more enemies outside, turn around, because chances that guy downstairs is up here now. After disposing of the Majini from here, head outside. Turn left to where the treasure chest and Diamond (Brilliant) are (it's behind the turret). The treasure isn't our main focus though-- go up to the treasure chest and make a Quick Turn. Continue in this direction for a bit, and look directly ahead, upwards. You should be able to see a Majini operating a bombing device. He is very dangerous, so dispose of him: 1605201501_30164443_1606937_n.jpg 1605201501_30164440_7221824_n.jpg There's one final point I want to discuss. After climbing up the long ladder, and you have to drop down for a Checkpoint, before dropping down again back to the ground. This is right before the assisted jump if you recall, but don't do that. Instead, stay down here, in the corner against the fence and the rocks. Majini will be coming from the path to the right, and above (where you dropped down from). Don't budge from here and pick off the rest of 'em. +--- Chapter 2-3 ---+ +------------+ | Key Points | +------------+ 1. Ndesu All right this is probably one of the toughest feats on Professional at first, so I'm going to be spending a lot of time breaking this fight down. First, we will have to establish a few ground rules that will apply for the duration of the battle: * Play as Sheva AI Chris for whatever reason, is much more accurate than AI Sheva. Sheva's turret is also much better in my opinion. This isn't a very must or anything, but I started having a little more success when I changed it up. * Do not miss an on-screen prompt (IE do not panic) If you are playing a good game, ideally you will only be taking damage from the Majini. There is absolutely no reason for you to mess up an on-screen prompt (Duck, Grab), because it is designed to be YOUR advantage. If you pull it off successfully, it will give you a very brief invincibility animation, which will also allow your turret to recharge. The most likely way you will mess up is probably by trying to hit the button to fast. Don't do that--take a good look before hitting the button. I estimate that you would have a good half second to take a look before having to press it. This point is VERY important to your success in this match. * Take out the Majini first When faced with a choice of whether to blast at the large exposed parasite, or the Majini, always take out the Majini. You can always make up for the 1-2 seconds of missed damage, but there's no way to recover your health. This is a battle of attrition and you aren't going to take out the Ndesu

unless it's the third time the parasite is exposed anyway, so it makes no sense to keep attacking the Ndesu while you are getting worked. * Take advantage of the stagger animations Before we go on, let's make sure that you understand how to read the HUD. The circle shows your vehicles health, inside the circle is a little meter that fills upwards (in red). This is your turret meter. When it fills up completely, your turret has overheated, and you are as good as done. Do not EVER let the turret overheat. This is one of the most amateur mistakes you can make, and you will take heavy damage, enough to make it impossible to win. So this leads me to the current point: which is to take advantage of the stagger animations. Whenever you shoot the Ndesu enough that he grabs his face, or staggers back, you should be doing one of two things. If the Ndesu is right up to your screen, let your turret cooldown for about a second or so, or until it looks like he is right to attack again. I should note that if Ndesu is so close, I don't think it's possible for the Majini on the right to attack you, but the lone guy on the balcony to the left still needs to be checked. Now if the Ndesu staggers back, you need to check the Majini on the right. The nearby oil drum respawns every few minutes or so, so feel free to blast it for a quick way to take them out. Don't forget to check the balcony too. This is something you need to be doing for the entire fight. Keep checking the Majini whenever the Ndesu staggers. So to review, remember that whenever you stagger the Ndesu, 1)always let your turret cooldown, 2)check the Majini on the right if he moves away. * Use the Oil Drums From what I've seen, Ndesu will never make his way to the drum close to the two Majini to the right. However, the one immediately to the left of that is one you need to take advantage of. Whenever Ndesu makes his way back here (usually to throw a rock or grab a pole), you need to blow it up to deal some damage. Also, the one on the left just behind the cable pole is one you can blow up when Ndseu has the large parasite exposed. -----------------------------------------------------------------------------2. Ndesu's attacks

Format: ---------------------------------------------------------------------* Attack [some button]<--- this means it's an on-screen prompt attack. ---------------------------------------------------------------------[Close attacks] * Side punch [Action or Partner Action Button] This attack is the one that will ensure you pick up the victory. The only two commands are the Square and Circle buttons by default. Do NOT mess up. * Double-hammer fist This one is where he clamps his hands together and throws it downwards. This is not an on-screen prompt so you will have to rely on your turret to stagger Ndesu. * Stomp Same as above. * Horizontal Cable pole swing [Action or Partner Action Button] This is a prompt attack, so it's very similar to a side-punch. * Vertical Cable pole swing This is a very dangerous attack. When he pulls up the pole and swings it from 12 o'clock to 6 o'clock, fire at it like CRAZY. If there are parasites try to aim for ones that will ensure you spray plenty of bullets into it, like the ones on the stomach or chest. Sometimes this one is very difficult to avoid, but as long as you don't mess up on the side punch or horizontal swing, you will be able to take a vertical swing and not be in too much trouble. [Ranged attacks] * Boulder throw This one is straight forward. You need to keep shooting at the boulder until it breaks to avoid the damage. * Shockwave [Partner Action Button] The attack is where Ndesu winds up as if he were doing the double-hammer fist, but instead slams his hands into the crowd, creating a big, you guessed it, shockwave. The key to recognizing this is it will come from afar,

about where he would pick up the boulder. Most of the time, this attack will be very easy to avoid, however, there are a few times where the prompt flashes very quickly, making it near impossible to do. Just know that whenever a shockwave comes, it's always going to be the Circle (PA) Button. Don't fault yourself if you get caught here. Again, if you have been avoiding the basic attacks successfully, you can afford to get hit with one. * Charge This is where it will lower its head, and make like a bull charging towards your vehicle. Only way to stop it is to fill it with turret, so don't stop firing until it staggers! Using the guidelines above, as well as knowing the attacks should be enough to get you through. Note that you will need to attack its large parasite THREE times before it dies. Good luck, and let me know if you need more help! -----------------------------------------------------------------------------+--- Chapter 3-1 ---+ +------------+ | Key Points | +------------+ 1. The Door Slates - We will begin our coverage of Chapter 3-1 at the very beginning, where Chris and Sheva have to collect the four slates. Note that you won't have to go grab the map because you should know where everything is. Grab the Beast Slate from the first island and proceed to... a. The Northern Island This is probably one of the tougher ones out of the four. After you grab the slate, it will spawn probably the biggest wave of Tribal Majini of the three islands. The Hydra is going to be the weapon that gets you through this. You should just stay put and open fire on the Majini coming from directly in front. You can also use your Sniper Rifle here. A word of caution though, one guy is going to try and sneak up on you on the right, and he will come right at the beginning of the wave, so be on the lookout. Slowly make your way back to the boat, taking the time to plow through each enemy with your Hydra. It's pretty hard to move past them, and you probably won't be able to do it unless they miss one first. Watch out for the Dodge prompt, which signals a guy looking to impale you with his spear. Also be on the lookout for those wanting to throw their spears. If you see them coming, you should be able to avoid them by moving to the left or right. Ideally, you'd want to shoot them before they throw the spears.

There's also a Duvalia here now. As always, go for the parasite on its leg first, before attacking the one inside the head. You can also use a Flash Grenade to quickly dispose of it. There are plenty of enemies here, but the biggest advantage is they all seem to come from directly in front (except for that guy to the right). If you stay alert, and constantly check for the ones with the spears (Dodge prompt + wind-up for throw), and you should be fine. b. The Eastern Island This one has very few enemies, and is probably the easiest one. Watch out for the crocodiles though, because they can be a little annoying. Do note that you can attack them (1 Magnum bullet and 2 Hydra shots to kill). However, the best way to avoid them is probably to circle along the outer rim of the water: 1605201501_30173050_3917868_n.jpg Once you make it to the croc standing in the way of the ladder though, you should go ahead and blast it to speed things up a bit. After you climb the ladder, go straight for the Slate, which is past the first cabin you see, and at the bottom of a wooden ramp leading downwards. After you open the chest, a guy is coming from the window to the right, so be ready. Blast him and jump out. There is a very small wave of enemies that will attack now. You should be able to get past them with no problems. Circle back to your boat and to the final island in the southwest. c. The Southwest Island You should go ahead and grab the Silver Idol from the chest near the carpet. Next, head up the ramp immediately to your left and make your way to the final slate. The enemies are going to start crowding up here. Take advantage of any invincibility frames (picking up items) and try to do so when you see an attack coming. Immediately go for the chest when you get inside, and head back out through the window you just came in. By now, a huge wave of enemies will be building up. Clear them out with your Hydra, but be very careful here because it's nice and claustrophobic in here, and you never know if you get caught with something in your blind spot. As long as you focus on killing every enemy, and not try to move past anyone, you should be able to make it back to the boat. The final part of the opening sequence I want to discuss is the boat ride back. Recall that some traps will spring now and a wave of Majini perched

on a wooden catwalk as well as one in a watchtower will attempt to stop you. Make sure Sheva has a Sniper Rifle here. If you're still, she will have a 100% accuracy in taking each of them out. You need to focus on avoiding the arrow shots, because getting hit with one will end the game immediately. Note that not all of the shots are properly aimed, and some of these are designed for you to drive into them yourself. In general though, you'd want to stay still for about a second (which should result in a kill for Sheva), and then focus on avoiding their return shots. So to reiterate, just stay put for a second, move to the left/right after a kill, and stay still again. Try not to drive into any arrows. d. The Village Stand-off - Equip: L. Hawk (or Magnum) Proximity Mines (if you have them) The Majini will make one last-ditch effort to stop the BSAA duo in their tracks. This will take place in the Village area of the map (think Mercenaries) and could be one of the most intense battles in recent memory. When you enter the village, grab the Red + Green Herbs on the table way to the left, behind the first cabin. That's everything though (there's another Red Herb on the table in the cabin with the ladder), so make your way up the ramp to where the crank is, but be ready to immediately turn around when the Majini appear. Make a break to the open area with all the traps on the floor, and head to the corner with the two pots: 1605201501_30168277_7840461_n.jpg This is the area to mount our attack. From here, you will see all incoming Majini. As you recall, the Giant Majini (with the masks) will be leading the charge here. Take out your Magnum and start lighting up their exposed torsos (don't bother with the masks; can't hurt them there). Each of them will eat about 5 Magnum bullets before going down. Don't bother running up for melee attacks, because when the animation ends there's no guarantee of where the camera will be, so you might end up getting caught from the side by some other Majini. When you take out the two Giant Majini, the others should stop spawning. However, don't get too focused on them and neglect the others, because they are just as dangerous on Professional. Instead, try picking off any of the basic Majini as they get close with your Hydra, and switching back to your Magnum to deal with the Giant Majini whenever possible. After this battle, you can go grab the S&W M29 from the fallen BSAA soldier (which will net you 6 Magnum bullets when sold), and finish up the rest of the tasks to conclude the chapter. +--- Chapter 3-2 ---+ +------------+

| Key Points | +------------+ 1. The Opening Equip your Sniper Rifle and start opening fire on the Majini below. Focus on the ones trying to climb up the ladder to the left, because they will have to go through here to reach you. You don't have to go anywhere until you pick off everybody and the music stops. Once you make it closer to the crank, another fresh batch of enemies will spawn. The one to look out for has a crossbow, and you can see him if you look under the catwalk and to about where the button is. The rest of them will come 2. The Oil Refinery - Sniper Rifle - Magnum Begin with your Sniper Rifle in hand. Look to the right, and you should be able to see a Majini with a crossbow. Next, look to the left and you will see another Majini by the first wheel. Now equip a Hand Grenade and drop down below. Soon, a single Majini will come from the right and point/yell stuff at you. Don't throw the Grenade yet. Instead, wait for two more Majini to come from the right, and use the Grenade to take out all of them. Note that the guy who points is a Cephalo, but if you blow him up with a Grenade, or use the Neck Breaker melee attack on him, the Cephalo will not spawn. Next, be ready for some Majini to come from the left, from the area below the catwalks. Dispose of them and make your way to the ladder leading to the first wheel. Go over to the right, and look through the structure towards the area that is only reachable with the zip line. You should see a single Majini with a crossbow here. He is very dangerous, but you are safe from this spot so fire through the holes to pick him off. Now climb up, and instruct Sheva to turn the wheel. Three Majini will spawn from where the barrels are. You can either snipe them from where Sheva is, or you can go down and get right in their faces with your Shotgun/Grenades. The next guy you have to take care of is the one with the crossbow standing at the top of the nearby ladder. Stand as close as to the ladder/wall as you can and look up. If you can't see him, move back slightly and try again. Dispose of him and climb up to the zip line. Glide over and a Chainsaw Majini will immediately spawn. Take out your Magnum and start lighting him up from here. The idea is to keep staggering him and prevent him from even getting off his platform. After about 4 shots, he will go down for the first time. Reload your weapon. Don't go anywhere though, because it will "resurrect". So once again, stay on the safety of your platform, blast it

3 times, but don't kill it yet. Let it drop down now and finish it off so you can pick up the Venom Fang after. But before you do that, turn the wheel to turn off the gas. One more to go. This one should be easy. The Chainsaw Majini won't be an issue if you have the Hydra. When you make your way to the marker, there will be a group of Town Majini. Use your Grenades here, and throw a couple of them. The Majini will be nice and bunched up. 3. Protecting Captain Stone a. Phase One The first phase is when Stone tries to get the elevator working again. This will be one of the easier phases. Your Hydra will be the weapon that gets you through this phase. Just make sure you constantly check the two windows, as well as the fences. Note that a single attack on Stone will spell game over, so stay close to him. b. Phase Two This phase is after getting into the elevator and going up to the second floor. Stay close to the elevator at first, and look to the right. A single Majini should jump down so dispose of him. Time to make your way to the console/the final door. Focus on dodging the arrow attacks by strafing. The Hydra is probably the ideal weapon here again. After you take out the first two guys with the crossbows, I find that it's best to "bull rush" the rest of the way. Just sprint straight ahead and blowing everybody up with your Hydra. This is the hardest phase of the escape. It helps if you can get lucky and not run into any of the arrows. Also, try to make sure you kill everybody, because any survivors will "carry over" to the next phase, and will make life a little more difficult. You can make sure your shots deal the most damage by aiming to the upper body. c. Final Phase This is where Stone works on the control console to get the door open. Have your Hydra ready and just stand under the ladder. Look up, and wait for the idiots to come. Keep blasting them as they drop down, and they will be dead before they hit the ground. The fully upgraded Hydra will even make sure the Chainsaw Majini dies just as he hits the ground. This is probably the easiest phase of this part. +--- Chapter 3-3 ---+ +------------+ | Key Points | +------------+ * You'll need a few rocket launchers to speed up the boss battle

1. The Opening To start there are two boats to your left and right. Begin with your Hydra in hand, and blast the group of three to the right. Continue with several rounds at them, until you see that they fall down and disintegrate. The two on the left are pretty dangerous. Note that it is possible to avoid their arrow shots by moving back and forth on your small boat. That should be your focus at first-- to avoid their shots. As soon as they fire, they have to ready their weapons again, and this is absolutely the time to strike. 2. When the boat is moving You will be able to get through the moving parts without damage as long as shoot every explosive barrel/oil rig that you see. 3. The first stop Quick Turn and open fire on all the enemies. Blast the oil rigs on the left and right corners to take out those two clowns. Note you will need to shoot at the higher portions of the oil rig on the left to blow it up. The rest of the enemies are all melee so you should be able to work your way to the lever without further trouble. After pulling on the lever, some more enemies will spawn. There are two guys above, standing on the middle catwalk. There's a nice little alcove for you to hide out to the left--but it's not really necessary. You should be able to fight your way back to the boat without much trouble. When the boat gets going, you'll reach a checkpoint. Restart the game and equip a first aid spray if you don't have full health. You should also have another one handy for the second stop (there won't be another checkpoint until the boss battle). 4. Before the second stop Point #2 still applies--keep blasting the explosives. Do note that the guys standing on the pipes you have to duck under cannot hurt you, so don't bother with them. I also want to point out a pretty dangerous enemy in this phase. He's found right before the boat stops for the second time. On the left, you'll see a shirtless guy preparing a stick of dynamite. TAKE HIM OUT. If he throws the dynamite on to the boat, the game will end immediately. 5. The second stop There's a Green Herb/Red Herb to the left and right. Forget about the Red Herb for now, because going to grab it will put you in no man's land when

the turrets start firing. Anyway, jump on to the catwalk to the left, and make your way to the protective wall. You should be able to take out one of the Majini operating the turrets as they are getting ready if your fast. Otherwise, just lean against the wall and wait for the idiots to overheat their guns. As soon as that happens, pop out and pick one off with your Sniper Rifle. Do the same with the other guy. Now look for the guy with the crossbow on the right, and dispose of him. It's safe now to make your way to the lever. Pull on the first one and let Sheva run across. After the levers are pulled, run down the hill and you should see a single Majini. Take care of him and head to the corner on the right. There's a guy with a crossbow across the area, on the other side. He's standing on the ground. Dispose of him and wait here for the Kipepeo. Take care of each of them and head through the gate. There are a few more Majini with crossbows/ dynamite here, so advance with caution back to the boat. 6. The Boss Battle Have your Rocket Launchers ready. You'll need at least two. When the battle begins, Irving will be swimming on the left. Aim with your Rocket Launcher and shoot one at the thumping bulb at the front. Restart if you miss. If you manage to connect, you'll skip the whole first phase with the tentacles, and get right to the final phase where Irving reveals himself on the monster's tongue. Blast the rocket on Irving, and make sure you hit him right-on to conclude the chapter. +--- Chapter 4-1 ---+ +------------+ | Key Points | +------------+ +---Enemy Profile---+ - Tribal Majini (spears) These guys are by far the number one threats prompt comes and goes VERY quickly. In fact, probably by dodging manually--that is to run should always be your first targets, and you 1. Bui Kichwa caves (opening) - AK-74 (or other Machine Gun) You're probably scrambling to find a legitimate use of your MGs, and you probably don't have to look further. Use your MG to navigate the Bui Kichwa in the opening areas of the stage. When you get into the long cave right before the door, you can literally fire your AK in a straight line, and wait for the Bui Kichwa to move into your line of fire. Also, I would recommend avoiding the treasure to make things easier. of the chapter. The dodge the best way to avoid them is backwards, or something. They must always keep an eye out.

2. The broken bridge Drop down and immediately look up into the hole above with your Hydra. Blast the Majini as he drops to quickly dispose of this one. Now, move to this corner and look to the right to easily take out three more jumping Majini: 1605201501_30168279_7599417_n.jpg From here, a guy with a shield will approach, but your Hydra will be able to blow right through it. Beyond him, watch out for the guy with the crossbow. Hide behind the nearby ledge to avoid the arrows, and immediately following a miss, pop out and blast him. There are a few more enemies as you make your way up the stairs. The group I want to focus on is the one with the spears inside the room. If you hug the left wall and inspect the room with your Sniper Rifle, you should be able to take out one of them. Now, switch to your Hydra and advance. Try to blast both of them with your shells and kill them quickly. Their jumping attacks are very dangerous. Make your way now to the last coffin that will drop you down below (don't forget to Land). 3. The four hallways & "Indiana Jones" run As soon as you drop down from the trap, sprint directly ahead to the stone door. This is the best spot to fight. The Bui Kichwa will obviously be the first to go. When the door opens, some guys will be pouring through, so greet them with a few big Shotgun rounds. Once they've been taken care of, you must turn your attention to the Majini by the lever outside. They have shields, but they aren't durable enough to tank the Sniper Rifle shots. After you clean them out, collect the treasures and activate the lever. You should remember that to get past the big fireballs, you have to stick to the right, and wait for the balls to bounce off of each other to create an opening. After you get through, and everything settle downs again, you should note that there are many cases of Shotgun Shells and Rifle Ammo in the pots this time. Take some time to procure everything. If you don't care about your accuracy, consider shooting them to speed up the process. In terms of the next sequence, which I have loosely coined the "Indiana Jones" part, just keep in mind that you will have to press the buttons aggressively. Don't think of this sequence as a time to sit back, because if you aren't hitting them quickly enough, the game will end. To reiterate: * * * * Run (X Button by default) Jump (Square or Circle button) Run Jump

* Grab (tap L1+R1, always) 4. The Labyrinth Only point I want to discuss is after pulling on the statue for the second (I think) time, and the Majini start coming from up the stairs. You should start picking them off with your Sniper Rifle here. Try not to let any of them through, because as soon as one trickles through, it "opens the floodgates", because you'd turn your attention to that one guy, giving the rest the opportunity to come. Try to start sniping at the stairs, and if anybody gets beyond that, you still have a good chance when they ready to make their jump across the gap. The final note I want to make is about the boss battle. Again, remember that it's possible to skip it altogether (which is best). To do so, make a break for the stairs, on the right (when the battle begins) and sprint. Remember that there's a on-screen prompt at the top of the stairs. +--- Chapter 4-2 ---+ +------------+ | Key Points | +------------+ Important Weapon - Sniper Rifle of your choice (PSG is mine) 1. The three emblems Begin the stage by sprinting straight up, until you see the door that requires the emblems. From here, turn left and you should see the lone Majini. Kill him, and go straight through the immediate opening on the other side and to the first emblem location: 1605201501_30168280_3050156_n.jpg As soon as you get inside, stop and look towards the burning structure to see the Majini with crossbows. Pick them off with your Sniper Rifle. One of them will also try to charge at you. Quickly turn your attention to the hole to the top left of the burning structure. You will see a line of Majini looking to jump down. Shoot them with your Sniper Rifle, and if you're lucky you can take out many of them at a time due to piercing. You should go next to the top-left portion of the map, which is where you must do the Assisted Jump for Sheva to get across. Support Sheva with Sniper Rifle fire. The best case scenario is the enemies will grab her, which means the guy with the spears won't jump at her. After she grabs the emblem, a Giant Majini will appear. Cut it down with your Magnum, and go back to the hallway with the beam.

Run first to the middle, and wait at the opening (this is where the Green Herb was). Instead of going downstairs, wait for the beam to burn the ground again, and sprint straight up the hill. Do not stop until the Checkpoint initiates. Now, continue ahead and turn left when you can to a little hidden passage. From here, look towards the sunlight to the left and above. You should see a lone Majini here. Blast him to stop the beams in this area. Now make your way to the final emblem area. You can do so by running straight ahead of the path you neglected to get the spot to shoot the Majini operating the sunbeam machine. The key to this final emblem is to stay where you are and shoot the enemies from here. When the music stops, go down a little bit and a couple more will appear. Dispose of them and retreat back to your spot to deal with the final wave. Insert the emblems and finish the puzzles to conclude the chapter. +--- Chapter 5-1 ---+ +------------+ | Key Points | +------------+ 1. Lickers - Grenade Launcher w/ Nitrogen Rounds - The gun you have the most ammo of for clean up The most obvious point to begin the walkthrough is a discussion on the Lickers. When they first appear, by breaking through the glass, use your Hydra to fend off the two of them. After heading through the next hallway and heading up the stairs, you'll find the Partner Action door leading to the next group of Lickers. You can avoid these ones by going slowly. Do not run, and when you get to the first door, open it normally, and don't kick it down. The next door is going to be the Partner Action one. This will alert the Lickers, so start running. When you make it to the elevator, switch to your Grenade Launcher w/ Nitrogen Rounds to do some heavy damage on the Lickers as they come in. You can also use your Sniper Rifle here, but the Grenade Launcher is better. If you want to meet the Enemies Routed quota, stay put and clear out the hallway. If not, just go into the elevator when it comes. 2. U-8 (Boss battle) - Rocket Launcher Don't waste any time. The first thing to do is the dodge prompt (L1+R1). Next, shoot at one of the soft spots on its arms with your Hydra. Its mouth will now open. Blast it with the Rocket Launcher and follow up with 3-4 Hydra shots to finish off the battle.

+--- Chapter 5-2 ---+ +------------+ | Key Points | +------------+ 1. The Base Majini I want to make two quick points about the Base Majini. They're pretty dangerous but they have two glaring weaknesses that you have to exploit. One is their reload animations. When they do, they will not hide, giving you a perfect window to strike. The second one is their tendency to taunt. This isn't as prevalent as the lower difficulties, but it still happens. 2. The Opening (Power Station) * Grenade Launcher w/ Explosive Rounds (or Rocket Launcher if you're poor) Our discussion begins with the BSAA duo standing on top of a staircase and looking down at three Base Majini. Walk down a couple of steps and have your Sniper Rifle ready. The idea is you want the black structure cover you from fire. If you're on the right spot, you should probably see mostly their lower bodies. Anyway, watch the guy walk until he's as right beside the guy on the left. Headshot the guy walking and immediately put two more shots into the guy on the left to put him down. With any luck, the one on the right should be hiding behind the wall. Or, he might be doing some ninja stuff and rolling around. Either way, he should be an easy one. After taking that last guy out, equip your Hydra and sprint straight ahead to the door. Two guys will come through, so greet them like any good American and with Shotgun shells to the face. There's also a Green Herb on the crates that you can combine with a Red one shortly. In the next room, begin by sticking to the left and use the Take cover prompt on the big tank. Just stay put for a bit and wait for the guy with the AK-74 to reload before you attack him. Now, get off the wall (but stay close to it) and look to the corner in the far right of the room. Pick him off with your Sniper Rifle. All right, now reveal yourself a little more, but do NOT advance forward. Just make sure you see the guy hiding behind the crate on the left. Take him out. All right, time to sprint to that opening in the left corner. Wait at around the middle crates and they should start pouring out. Immediately begin filling the room with Explosive Rounds. If you didn't advance far enough, another wave might continue to come out, but this group will circle to the right and try to get closer. They won't attack right away. Even for the guys hiding behind the metal plate, the explosion from the Grenade Launcher will be enough to hit them. Try not to worry about aim here and just keep shooting. Watch out for the Flash Grenade. If you get it, just move to one side.

After you've taken care of them, go into that opening the Majini came from and sprint to the Red Herb in the corner. Immediately quick turn (do not hit the crates). A Stun rod Majini will spawn in here, just wait a few seconds. He can be very problematic if you weren't expecting him to come. Take him out and head through the door. All right. In this next hallway, just continue along to the end but don't go any further. Instead, hug the left wall here and pick off the Majini. You shouldn't lean against it (Take cover prompt), instead just stand next to it. These guys like to taunt a lot so try to take advantage. You can take out each of the Majini from where you are now, and it is not necessary to move away from the wall. The last guy on the left, behind the metal plate will require you to lean against the wall to watch him until he taunts/ reloads. Next, move up the stairs to the left, to about the middle. Look ahead with your Sniper Rifle and you should see another Majini. If not, move up a few more steps. After killing him, you should see two more behind him. Take them out too. With any luck, the piercing from your Sniper Rifle should create a massive explosion from the tanks behind these two. If not, just fire a couple of shots in that direction to manually set it off. Do not go anywhere until you can create this explosion. This should take care of the remaining Majini. If not, and they still come in, use the gas tank on the right side of the room. You can take cover on the wall at the top of the stairs. You don't have to lean against it, instead, just stand next to it, which is what you did when you first entered the room. Go to the elevator to the next room. 2. The Licker Hallways * Grenade Launcher w/ Nitrogen Rounds This will be very easy with your Nitrogen Rounds. Just make your way through the hallways and blast the rounds. Clean up with whatever weapon you have the most ammo of (usually Handgun). I do want to note that when you get to the second hallway, it's very easy to run past a couple of Lickers coming out of the vents if you are going too fast. Aside from that, you should be well-versed in dealing with them. 3. The Conveyor Belt: part I The next chunk of the chapter is probably going to be the toughest, so pay close attention. Begin by heading down the ladder and immediately turning left. Blast this guy with your Hydra. The next sequence might be worth watching because it'll show you where each Majini will be positioned. Anyway, take out your Sniper Rifle and blast the guy on the far left, on your side of the belt. Now, make your way to the metal plate to the very right. Hug the plate, and stick to the right side. Take out your handgun and look to the guy with the AK-74. Note: if you are getting Flash Grenade'D as you try to aim, don't panic and stay still. You are safe as long as you

are behind the metal plate, because the two Majini on your side are dead. Anyway, if the guy with the AK-74 is attacking, look for the guy on the catwalk in the ceiling instead. He's the @#$! throwing the Flash Grenades, and he's also got an explosive gas tank right beside him. Turn your attention now to the Majini with the AK. He should be reloading by now. If not, move to the left side of the metal plate and take out the guy beside him. This guy is arguably more dangerous because of his dynamite (1 hit KO). After taking care of the two on that catwalk, stay where you are and look for the other two Majini on the other side. There's one standing on the stairs (to the left of the two you just killed), and the other is a little farther left. They are basically just standing in a straight line though, so they should be easy pickings. As you make your way to the ladder to climb over, look for the guy standing on a higher platform. When you climb, take this temporary invincibility frame to see if there are enemies you missed below. Clean them up and make your way to the marker. Be aware that there will be one more guy waiting right in front of the door, so don't get caught off guard. 4. The Conveyor Belt: Part II The second part should be much easier. Begin by grabbing the Green Herb. Look to the catwalk directly above and wait for the Majini to run across: 1605201501_30171566_1866282_n.jpg (Note the smaller circle is about where the second guy I want you to attack is) Before getting on the conveyor belt, lean real close to the railing and look ahead on the conveyor belt. Try to spot the Majini through the cracks of all the steel. If you can't see him, reposition yourself. He's there, trust me. When you get him, jump on to the conveyor belt, and make sure you're standing on the MIDDLE. Note that the middle portion of the belts do not move! This is a huge advantage and will make going through the belt a LOT easier. All right, so advance on the belt, but slowly. Keep checking your Sniper Rifle above/ahead for a catwalk and another Majini. Take him out using the explosive tank. Continue along, slowly again, and keep checking your Sniper Rifle for any Majini that run on the belt. Take them out with explosive tanks again. Just continue to advance slowly and checking ahead. Note that when you get to the end of the belt, you need to check the catwalk for three more Majini. As long as you are far enough (which you will be by going slowly) you will be able to take them out with no problems. They're not the end though, because three final Majini with shields will jump on

the belt as you get to the end. Let them on, and retreat (still on the centre strip). Now look for any explosive tanks to blow up on them before sprinting to the opening to safety. 5. The Reaper Nothing really special here. Just remember that it will take a few more shots to bring it down. Even if you connect with the bulb on the heart, it won't go down. It will probably go down on its knee now, so you'll have to blast the one on its back, and then blast the one on the chest two more times. Just remember to use your Sniper Rifle, and keep backing up until a bulb reveals itself. Then, just fire at whatever bulb that shows up to finish. Again, do not fire at it unless you are firing at a bulb to avoid the smokescreen. 6. Uroboros One rocket launcher shot to the yellow bulbs will end this fight instantly. +--- Chapter 5-3 ---+ +------------+ | Key Points | +------------+ 1. The Reapers You will have much more room to work with this time. So, our strategy is going to be using the Hydra. Move a fair bit away from the Reaper and stay put with your Hydra pointed at its chest. Give it a few seconds and the flap will open up to reveal the bulb. Take a shot and fire the bulbs on its back before shooting it two more on the chest to finish it off. There are three in total and you can see where they are going to drop by identifying their eggs in the ceiling. 2. The Opening Catwalks When you enter this room, immediately head to the plate but don't take cover. Instead, take out one (or maybe even two) of the Majini that are still moving to their spots. Next, take cover behind the plate and wait for them to reload before peeking out to pick them off. Continue along the catwalk to the next metal plate and take cover. A few more Majini will be hiding behind the plate directly across. Look for them to the left/right of the plate. 3. Moving Platform & Rocket Launcher Catwalks This point is referring to the moving platform the Big Man Majini and two Base Majini are standing on. They should be able to take out. I want to focus on when you actually get on the moving platform to go across. As soon as you get on, take out your Sniper Rifle and look to the right. Two Majini

will spawn here, one with an AK-74 and another with a tactical shield. Pick off the one with the AK first and you should also be able to take out the one with the shield as it makes its way to you. When it reveals itself as a Cephalo, switch to your Hydra and turn your attention to the Majini with the shield coming from the left. He's a Cephalo as well. If for whatever reason you find yourself in trouble here, you can easily dispatch of the shielded Majini by making them jump over the gap between the catwalks on the right--they will have to let their shields down to do so. As soon as you get off the moving platform, make your way to the left and you should see a brief sequence with a bunch of Majini spilling out. The goal here is to work from plate-to-plate so to speak. Move to the first plate and take cover on the right of it. Look for the first Majini with the Rocket Launcher close to the door of the control room. It will take a few shots. If you see a rocket coming, get back behind the wall. Move to the next metal plate and take cover here. Just keep moving from plate-to-plate and picking off the Rocket Launcher guys. Watch out for the Stun Rod ones who might try to sneak up on you. 4. Rotating Elevator * One rocket launcher will make this go a lot smoother. I'll provide an alternate strategy as well. * Make sure to have a couple of healing items available The key to success on the rotating elevator is to use the elevator's centre, the metal pillar/structures for cover. As soon as the elevator starts moving, three Majini armed with AK-74's will appear on the catwalk that you came from. Position yourself so you will have the centre of the elevator between you and the catwalk. a. First Stop When the elevator stops for the first time, the balcony is going to be at about the same level as you. Only one balcony has Majini on it, and all you have to blast is the guy operating the lever to get the elevator moving again. Once you do so, make sure to once again keep the centre of the elevator between you and the remaining Majini. b. Second Stop For the second stop, the balcony is below your rotating elevator. However, watch out for the "decoy" balcony here. Don't waste any ammo on them. The guy you have to shoot will always have his hand on the lever. c. The Final Stop

After the second stop, have your rocket launcher ready if you have it and look up. Keep an eye on the catwalk because this is where the Majini will be coming. As soon as you see the Majini approach, blast the rocket to take them all out at once. If you don't have the rocket launcher, it will just be a little more difficult. Our focus here will be to position yourself to make sure that you will have the centre pillar/structures of the elevator for cover you from the Majini standing along the curved catwalk. Once the elevator stops, you should start by taking out the Majini to the right (or at the very bottom of the curved catwalk). For the other three, keep manuevering yourself and looking between the cracks of the centre structure until you can pick them off: 1605201501_30178706_8338930_n.jpg There are three along the catwalk as that curves down, and also two more on the straight one. For the two on the straight catwalk, you'll have to circle to the right so you can see them through the cracks from here. 5. The Lickers Make sure Sheva has a Sniper Rifle here, and you'll need a Sniper Rifle OR Grenade Launcher w/ Nitrogen Rounds, AND the Hydra (of course). Be the one who goes up the elevator and let's get ready to do this. The first two Lickers can be handled with the Hydra. The Hydra is superior to the Magnum here because the Hydra shots will actually stagger them and stop their more dangerous attacks (tongue stab/choke + leaping attack). Continue along the catwalk and you'll see another sequence. Have your Hydra ready and blast the Licker climbing up on the wall to the right of the catwalk. Now make your way to the pile of junk you're supposed to push, but don't push it. Instead, make a quick turn and from here, you will be able to see the Lickers climb up on both walls. Pick them off from here, and if any gets through use your Hydra to clean them up. If you have the Grenade Launcher w/ Nitrogen Rounds you can just sit back and start turning them into stone. 6. Wesker + Jill Boss Battle * You will need a Rocket Launcher Normally this would be one of the more fun battles in the game. However, on Professional this is an absolute killer. That's mainly because Sheva sucks and will get destroyed by Jill if given time. Therefore, we must, for the sake of your sanity, end this as fast as we can.

All right, begin by switching to your Hydra and immediately going to the door and investigating. As soon as you the sequence ends, just fire your Hydra directly ahead a couple of times. The idea is to hit Wesker before he is able to catch Sheva with the kick. If he does, just Restart because you won't be able to save her. After two shots, make a full sprint up the stairs and down the long hallway, but stop once you get to the end of it: 1605201501_30178707_4977599_n.jpg Make a Quick Turn and have your Rocket Launcher ready. Go into the scope and watch the stairs you just came from for Wesker. The best time to let go of the Rocket is when you start to see his head. By the time he makes it to the top of the stairs, he'll have to grab the rocket. Once he does, blast it and runaway (make sure to call Sheva with you) to conclude the battle. Do note that it's best to launch the rocket when he says something like "You can't hide forever!", i.e. something that tells you he doesn't know where you are. 7. Jill This one is pretty dangerous and can be frustrating. The key to victory here is to close the distance! Her machine guns are very, very dangerous and if she starts blasting try to take cover behind the nearest pillar. Whenever Sheva is the one who Restrains her, shoot the thing on her chest and then use the Throw prompt. Next, get on her chest and start grabbing! (Yes I got it too). When she gets up, be ready for the Dodge Prompt, which will be either be the Square or X Button by default. Note that there are certain points where it is worth shooting her. Usually, the Handgun is enough to stun. For example, when she's climbing up the wall, she is ripe for a shot to knock her right off. From there, you will be able to Entreat her again. Again, you must close the distance on her so you will be able to Entreat as much as possible. Whenever you see her reaching for her gun, hide behind the pillar. Rinse, and repeat until the battle concludes. +--- Chapter 6-1 ---+ +------------+ | Key Points | +------------+ * Have at least 1 Flash Grenade handy for the Duvalia (should have like 5 to be safe) * The Stunrod will take out the Duvalia with one hit as well, but you would put yourself in danger of being swallowed.

1. Ship Deck (exterior) All right. This might seem pretty tough at first, but hopefully with this strategy you will be able to get through without too much trouble. When the Chapter begins, don't move a muscle. Instead, switch to your Sniper Rifle and look to the long raft slightly to the left. At the top of the balcony, you should see a single Majini strapped with Grenades. Take him out and jump off your platform and up the stairs ahead. You should see another Majini who's going to point at you. Shoot him in the head and immediately turn around and run back to the platform you were just on. Many Majinis that are heavily armoured will start pouring in now. You are safe from where you are though, and you should be able to blow up each of them as they try to climb up with your Hydra. I'm not sure if this is the best--but I focus my fire on their exposed arms with the Hydra. The ones without helmets should obviously be targeted at their heads. All right, after taking them out continue along and climb all the way up the raft (which was where the very first guy you killed was standing). Go to the balcony with the wooden crates and look outwards (this is the direction that you came from). You should see the crane. Take out the one close to the control console (to the right) and the rest of them as well. Now, get off the raft and jump down to the back of the ship. Go up the stairs to the right and it will activate a sequence. Immediately make a Quick Turn and blast the two dogs with your Hydra. Next, turn your attention to the two Majini. They are both heavily armoured, so you will have to either hit their legs or their arms. One of them will turn into a Cephalo. If you more than one Flash Grenade, go ahead and use it. Otherwise, your Hydra from up close will take it down in no-time. After taking care of these two, continue along the path until more dogs appear. IMMEDIATELY Quick Turn and run back up the stairs. Run back to where you fought the first couple dogs and take out this wave. There are two dogs, a Big Man Majini, and another armoured Majini. Your Hydra will get you through this wave. Continue along the path after this, but don't get too comfortable, because there's a Majini with a Stun Rod that will try to catch you off-guard from the right: 1605201501_30173851_3009993_n.jpg After this, it will be smooth sailing. Just remember that when you make it close to the door that will take you to the interior of the ship, a single dog will try to catch you off-guard. Don't get caught by this one because Sheva will not be close enough to Resuscitate. You should be able to avoid it by sprinting straight off the platform. 2. Ship Interior The walkthrough will resume when you make it to the first room with all

the Majini (immediately following the Excella cut scene basically). Begin by moving to the metal plate on the left. Blast a Majini an unsuspecting Majini from here. The rest of them won't be very difficult to take out, as long as you attack when they reload. You should be able to take out each of them from where you are. Stay behind the plate and watch for where the fire is coming from to plan your attacks. Beware of any Majini that might try to sneak past your Sniper Rifle and attack you from up close. After you take out the first batch of Majini, head on down to where they are and another alarm will sound. At this point, two crates will have Majini jumping out of them. The best spot to go now is to lean against this wall, that is between a few oil canisters and one of the crates that the Majini spill out from: 1605201501_30173852_5479098_n.jpg Lean where the Green Herb is and you will be able to take out each Majini from here. Watch out for the Majini that appear on the catwalk you were just on though. Note there are actually two crates the Majini jump out of, one is right above where you are leaning, and the second one is across the room. You should be able to see it from where you are standing. You should be able to take out all of the enemies except for one from behind this wall. Just don't forget to check the catwalk mentioned before. When you're ready, leave the safety of the wall and take out the guy standing behind the crates. Jump into the hatch on the foor next. In the hallway below, advance slowly with your Hydra ready. There are a few enemies down here but they'll be nice and close so your Hydra will make quick work of them. 3. The Gatling Gun Majini There's only one so it will be easy. Take cover at the crate and keep an eye on the gas tank to the right. When the Gatling Gun Majini gets close, blast the tank and create a huge explosion. Next, move right up to him and have your Hydra ready. Blast a shell, use the melee attack, rinse and repeat until it goes down. Grab the card from the safe and open the door. 4. Rocket Launcher Majini From my experience, it's best to not take cover behind the crates. Instead, just open fire on them as soon as you come in. Start with the guy directly in front on the opposing catwalk. The Hydra will work here. Don't forget that there is one more guy in the space below, between the two catwalks. Take the elevator to conclude this lengthy chapter. +--- Chapter 6-2 ---+

+------------+ | Key Points | +------------+ * You must have an RPG-7 Rocket Launcher 1. The Ship Interior I just want to point out that when you are advancing in the main hallway with the tentacle to the left, as well as directly in front (occurs shortly after Sheva says "It's TEARING THROUGH THE SHIP!"), you should stick as close to the right as possible. The tentacle on the left has the tendency to get a smack in, which would likely spell game over: 1605201501_30178705_5413783_n.jpg As always, keep an eye out for the Dodge prompt. Don't press the wrong button and you will be fine. The Duvalia carries the Bridge keycard, as you recall. 2. The Boss Battle Don't waste any time, pull out your Magnum if you've got some ammo and goto work on the bulbs. If you don't have any ammo, the Hydra will suffice. As soon as you take out the two bulbs, the creature's core will reveal itself. Shoot it with your RPG-7 to conclude the chapter. +--- Chapter 6-3 ---+ +------------+ | Key Points | +------------+ * You must have a Rocket Launcher. Two would be ideal, though not necessary. 1. The Opening Our coverage begins when you've taken the elevator to the ship's main deck. You will be able to take out the first group of enemies from exactly where you are standing when the checkpoint begins. Look directly across and a little to the left to find the first Majini. There's another just to the right of him, below. You'll have to move to the right a bit to see him. It's safe now to make your way down through the catwalk on the left. After you drop down the first catwalk, you'll have to drop down again before being able to continue. Don't forget about the guy standing below in the corner: 1605201501_30180448_2498517_n.jpg

Make your way to the first lever and get the bulkhead opening. Turn around and move to the following spot (X), facing to the right: 1605201501_30180449_3400223_n.jpg From here, you will be able to pick off each enemy as they come. Routinely check the catwalk above because some enemies will spawn there. If you keep an eye on Sheva, she usually spots them very quickly so you can do that instead of checking if you'd like. When you are standing on the above spot and nothing's happening, feel free to check to the right (the area you came from) and see if you can spot a few Majini this way. When the coast is pretty clear on your side, go down to the three pillars right in front of the bulkhead door and take cover. Use your Sniper Rifle to pick off the various Majini on the otherside of the bulkhead. One enemy I want to note is the guy with the rocket launcher standing on the top of the catwalk way across the room: 1605201501_30180450_5789356_n.jpg By now the bulkhead should be open so make your way across. As you approach the two levers in this room, look to the left and take out the guy with the Rocket Launcher here (there's another with an AK-74 as well). The coast should be clear for you to pull on the lever. Don't worry about any incoming enemies at this point unless it looks like they're going to get a shot on you. That's because as soon as you successfully pull the lever, it will activate a checkpoint and if you pause the game and goto "Restart" you will be able to skip the next wave of enemies. 2. The Reapers As always, have your Sniper Rifle ready and look for a shot on the chest. Again, if they get close and you still aren't able to get a shot on it, switch to your Hydra and keep backing up, while waiting for the opening. 3. The Gatling Gun Majini This is what you have your Rocket Launcher for. Without it, this could be one of the most frustrating points in the game, so you must have one for the sake of your sanity. As soon as the bulkhead opens, the sequence will activate, showing the two Gatling Gun Majini appearing. Shoot the rocket on to the ground between them to take both of them out: 1605201501_30180451_2887482_n.jpg Next, sprint to their bodies and grab the two keycards before exiting through the door behind them.

4. Wesker ("human" form) - You'll need a L.Hawk or Magnum of your choice You'll have to go around and switch off all the lights to begin with. First thing to note is there are no additional rockets upstairs. As you probably know by now, Wesker is pretty useless in the dark. When he goes on a rant, it usually means he has no idea where the heck you are. This is the time to strike with your Mangum. Blast him a few times and eventually, he will slowly fall to his knees and slump forward. As soon as you see this animation begin, sprint towards him and begin the Finishing Combo: (Control Type D) 1. Left Hook: Square Button (Action) 2. Right Hook: Square Button 3. Body Blow: Circle Button (Partner Action Button) 4. Heavy Blow: X Button (Sprint/Reload Button) 5. Finishing Combo: Square + X Button Immediately following the combo, position yourself so that when Wesker gets up he'd have his back towards you. Take a shot with your Magnum and see if you can hit him. If yes, keep shooting and start the combo process again. If no, move away and wait for him to say something again before opening fire. Combo him three times and go grab the Rocket Launcher from the glass container in the only area of the room with light. Wait for him to say something and launch the rocket at him. Once he catches it, start sprinting towards him and hope your partner blows it up. If after about a second of running and she doesn't, blow it up yourself. Go over to Wesker and Restrain him to conclude the battle. 5. Wesker (Volcano) * If you have another Rocket Launcher, you can speed this up Begin by moving to the bridge and dropping down below. Go up to the main platform and position yourself along the edge so you can see Wesker's back as he makes his way up the path. Blast him a couple of times to finish this first phase. For the next part, he's going to jump over to where Sheva's standing. Wait for Sheva to call for help and blast Wesker a few times with your Sniper Rifle. He'll turn his attention to you now, so follow the Dodge prompts to avoid getting hit. When the help prompt is over, it's time to drop down to the BOULDER (will be a perennial favourite in the GameFAQs Character Contest IMO). Follow the on-screen prompt to initiate the final phase of the battle. The key is to force him to reveal the bulb on his chest. To do that, you have to shoot the bulb on his back when he's sticking his arm up and readying an attack. Just like before, when he sticks up his arm, sprint straight past him and make a Quick Turn to be in position. The Hydra works well in this situation because your arm doesn't have to be perfect for one of the three shells to connect. Once you hit him on the back, the bulb on

his chest will reveal. If you have a rocket launcher, use it now to end the battle. If not, just whip out your Magnum and start firing. As soon as the bulb on his chest reveals, and you blast it, Wesker will be stunned. At this point, you (Chris) can run up behind him and hit "Restrain", as Sheva goes gangsta style on him. If you can pull this off, the battle will end. +--------+ __ __) | ____/ | (, ) | / | || | | /| / | ||_ | | / |/ e a p o n s | |/\\ |+----|/--|---------------------------------------------------------+ | )) | ' -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[WP00]| | // |+------------------------------------------------------------------+ | \| | +--------+ +---Explanation of Stat Categories---+ +----+ | 1. | Firepower +----+------------------------------------+ Pretty self explanatory. However, do note that a weapon's firepower does not mean DPS, or damage per second, which is the best measure for power in my view. DPS measures power per shot and firing rate. For example, the S&W M500 Magnum (Wesker Midnight's gun) has a whooping 5000 firepower when fully upgraded. Compare it to the L. Hawk now, which has a 3000 firepower when fully upgraded. On the face of things, it would be easy to conclude that the M500 is much more powerful. However, once you factor in the firing rate, this conclusion becomes problematic. The M500 Magnum is considerably slower than the L. Hawk. I would venture to guess that there is a full second before the next shot. So, we would say that the M500 has a damage per second of about 5000. When we consider the L. Hawk, it would probably be fair to say that you can get off two shots per second, making its DPS 6000, effectively greater than the M500. So what I'm trying to get at is, always consider the firing rate before making your judgment for power. +----+ | 2. | Piercing +----+------------------------------------+ Piercing is a commonality in heavy duty weapons like magnums or shotguns. The most important thing to note is the greater the stat, the more enemies in a line you can kill with one shot. So basically, the more "penetrating" your shot is. Penetrating shots can also be useful if you need to make contact with some structures behind the target.

For example, using a weapon of high piercing, you can kill a Majini, and blow up the oil canister behind it, killing the incoming wave, all in one shot. So bouncing off this penetrating analysis, a high rating would also allow you to deal with the Tribal Majini more effectively. Often, the Tribal Majini will have wooden shields. A weapon with high piercing can shoot right through these shields, as if they didn't exist. Weapons with high piercing are also useful if you want to shoot down wooden doors instead of opening them. +----+ | 3. | Critical +----+------------------------------------+ You might have noticed that, occasionally, you are able to blow some Majini's head right the hell off, so the little Uroboros "sprout" can be seen immediately. This is what we call a critical attack, an attack that kills the enemy instantly. The first thing to note is the critical attack only works on the basic Majini (Tribal, Town, Base/Army, etc). The critical stat is central to handguns and other weaker weapons. Because these type of weapons don't have much power, in order to maintain some effectiveness as you progress through the game, the developers have introduced the critical stat. So basically, the higher this stat, the more likely you are to score one of those critical attacks, killing the Majini instantly. For weapons like the M92F, upgrading the Critical is absolutely essential. It will give you a huge advantage in the earlier stages. +----+ | 4. | Reload Speed +----+------------------------------------+ Reload Speed varies by a several tenths of a second usually. Rarely (if ever) will you have the case where your upgrades increase in 1-second increments. Anyway, I would probably upgrade Reload Speed last. You should be taking advantage of advanced reloading methods, like animation cancelling, and inventory reloading anyway. +----+ | 5. | Attack Range +----+------------------------------------+ This might seem pretty self-explanatory at first, and you're right-- but it's a little different when you upgrade a Shotgun. Instead of upgrading it's distance, as in how far you can shoot, the stat will upgrade the splash radius of the shot. You might have noticed that each time you pull the trigger, you can see several shells being launched. So, the more you upgrade your attack range, the more space will be between each shell. This stat really isn't that useful. Up close, which is where the shotguns thrive, you should be able to blow up several enemies with one shot anyway. I would focus more on upgrading the Shotgun power and capacity over this one. +----+ | 6. | Scope +----+------------------------------------+

This one doesn't really need an in-depth explanation. It upgrades how much you can zoom with a Sniper Rifle. Generally, I say the Sniper Rifles zoom in enough by default. Upgrading it further seems a bit of a waste to me. Besides, the more time you spend playing around with the zoom, the slower you are firing your shots, which could be potentially problematic. +---ChaosDemon's Seal of Approval---+ If you see a weapon with *chaos* next to it, this means that I have considered it ideal for Majini slaying or survival horroring, and have given it my "seal of approval". I considered all of its objective attributes (firepower, piercing etc), but also a very subjective stat in its usefulness to the game, both in Mercenaries and in Story Mode. Ex: M3 Shotgun *chaos* = ChaosDemon's seal of approval! +---Secret Weapons---+ Here is the list of weapons that you need to fully upgrade before they appear for purchase on the buy menu. * * * * * M92F Pistol - Unlocks the [M93R] S&W M29 Magnum - Unlocks the [S&W 500 Magnum] Ithaca M93 Shotgun - Unlocks the [Hydra Triple Barrel Shotgun] VZ61 Machine Gun - Unlocks the [Gatling Gun] (for Chris only) S75 Rifle - Unlocks the [Longbow] (for Sheva only)

+---Handguns---+ The handgun class primarily serves as your set up for a couple of melee attacks. As the game wears on, the Handguns become less and less effective because of the powerful enemies that present themselves. Can you really picture yourself blowing a Licker Beta away with a M92F? With that said, they are still pretty effective against your run-of-the-mill enemies, like the basic Majini. The biggest attribute for the handgun class is how dang common the ammo is (it is especially frustrating when you need Shotgun Shells, but you break open a couple of barrels to only find this nonsense). +----+ | 1. | M92F +----+------------------------------------+ Cost: 2,000 Gold Firepower (start): 150 Firepower (max): 250 Reload Speed (start): 1.70 seconds Reload Speed (max): 1.36 seconds Capacity (start): 10x Capacity (max): 100x Critical % (start): 1% Critical % (max): 4% This is your primary handgun for the game. It is about as standard as they

come, with a mediocre firing rate and damage done. However, it does come fully equipped with a laser sight, so it will make aiming a lot easier. You should of course take advantage of the accuracy of this weapon, and look to mix in some melee attacks whenever possible. The ammo of choice is of course the Handgun Ammo (what else). The most important attribute to upgrade is the Critical %. When you combine that with this weapon's awesome accuracy, you have a pretty dangerous weapon. +----+ | 2. | H&K P8 +----+------------------------------------+ Cost: 4,000 Gold Firepower (start): 140 Firepower (max): 300 Reload Speed (start): 1.53 seconds Reload Speed (max): 0.85 seconds Capacity (start): 9x Capacity (max): 25x Piercing (start): 1 Piercing (max): % The P8 is a formidable handgun for the later stages of the game. It can only be purchased, so you are going to have to shell out the cash here. The handguns as a class start losing formidability as the game drags on. As you gain more and more ammo for your power weapons like the Shotgun, you're going to find that handguns are used less and less. However, the P8 is still a good choice to set up a neck breaker or two. It's always good idea to have an extra handgun, because of how dang common the ammo is. For the P8, the thing that stands out the most is probably its piercing. Four is very impressive for a handgun, because even the powerful M500 magnum only maxes out at 3. +----+ | 3. | SIG P226 +----+------------------------------------+ Cost: 4,000 Gold Firepower (start): 180 Firepower (max): 480 Reload Speed (start): 1.70 seconds Reload Speed (max): 1.62 seconds Capacity (start): 8x Capacity (max): 16x This weapon bares a sexy resemblance to the Socom used by Solid Snake in MGS1. However, that's about where the compliments end. The SIG P226 doesn't really offer anything worth noting. It maxes out at 480 power, which is the top of its class. It's also available for purchase only, so I can't really recommend this one. +----+

| 4. | M93R [Unlock by fully upgrading M92F] +----+------------------------------------+ Cost: 30,000 Gold Firepower (start): 170 Firepower (max): 400 Reload Speed (start): 1.70 seconds Reload Speed (max): 1.36 seconds Capacity (start): 10x Capacity (max): 30x The M93R (or Beretta 93R) is a very impressive weapon, and for 30,000 Loonies, it had better be. The first thing to note is its extreme capacity for a handgun. This can probably be explained with the fact that it's not really a handgun. It serves more as a mini-submachine gun with its 3-round burst capabilities. This is an added bonus because of how dang often the Handgun Ammo drops. You basically have a submachine gun here that uses Handgun Ammo which is just a positive at the end of the day. It also carries a hefty tag, and because burst fire weapons are probably the least desirable in Resident Evil 5, I still can't quite recommend this one. +---Shotguns---+ The Shotguns are my personal favourite class. It is among the most versatile because of its ability to cut down powerful enemies and be very effective in crowd control (which makes this akin to an explosive). For the Shotguns, the first thing to note is they are the most powerful when you go right up to the enemies. You have to take them down in-yo-face style. They start losing power the farther away the enemy, so when working on an enemy in the distance, it might be ideal to switch to an alternative. +----+ | 1. | Ithaca M37 *chaos* +----+------------------------------------+ Cost: 2,000 Gold Firepower (start): 200 Firepower (max): 400 Reload Speed (start): 3.00 seconds Reload Speed (max): 2.40 seconds Capacity (start): 6x Capacity (max): 25x Critical % (start): 1% Critical % (max): 2% The M37 is your shotgun. It packs some serious heat in the shots, so it is absolutely your boss/mini-boss weapon. It also comes with some splash capabilities, so be sure to take advantage of that whenever you can. Whenever you feel like an enemy isn't taking damage from you, or a little overwhelmed from the number of opponents, the M37 is usually a nice remedy. The key to success here is upgrading its capacity. Twenty five shells for a Shotgun is incredible because reload is often the biggest setback of this class. Power isn't really worth it at first because it only takes you up to 400 anyway. The M37 was able to earn the seal of approval for its capacity and capacity only. I can't even fathom having 25 shells to blow away before having to reload. That's amazing. The Ithaca M37 would have benefited from some more power, but it is a starter weapon after all.

+----+ | 2. | M3 *chaos* +----+------------------------------------+ Cost: 4,000 Gold Firepower (start): 300 Firepower (max): 900 Reload Speed (start): 3.00 seconds Reload Speed (max): 2.70 seconds Capacity (start): 6x Capacity (max): 10x The M3 appears to be the most powerful shotgun in the game, but this is probably not the case. From experience, I can safely say that the Hydra is much more powerful. However, that doesn't mean that the M3 isn't still one hell of a weapon. The M3, like most shotguns, is the most effective when you are right in the enemy's face. It seems that it suffers the greatest setback from the distance, where its firepower is greatly limited. It is not recommended that you engage with these weapon from afar. It's also got the smallest capacity of any shotgun. However, because upgrading is so inexpensive, and most people aren't going to have a lot of Gold in their first runs, the M3 is an essential part of your arsenal. +----+ | 3. | Jail Breaker +----+------------------------------------+ Cost: 4,000 Gold Firepower (start): 180 Firepower (max): 350 Reload Speed (start): 2.52 seconds Reload Speed (max): 1.82 seconds Capacity (start): 5x Capacity (max): 15x Attack Range (start): 7 Attack Range (max): 15 This bad boy is pretty bizarre. Probably the most noteworthy aspect of this weapon is it has long distance capabilities. From what I've seen, its firepower (albeit lacklustre) deals the same amount of damage from up close and from far away. +----+ | 4. | Hydra [Unlock by fully upgrading Ithaca M37] *chaos* +----+------------------------------------+ Cost: 30,000 Gold Firepower (start): 280 Firepower (max): 550 Reload Speed (start): 3.67 seconds Reload Speed (max): 3.30 seconds Capacity (start): 4x

Capacity (max): 10x Attack Range (start): 7 Attack Range (max): 15 The Hydra is the most powerful shotgun in the game. Don't let the firepower rating fool you, because I think that's actually talking about firepower per shell (Hydra fires three per command). If you can save up enough to unlock this one before going on a run on Veteran on Professional, it will help lots. +---Machine Guns---+ The Machine Guns are one of the weakest classes in the game (definitely in the bottom two). Resident Evil 5 seems to place emphasis on either speed or power, and the Machine Gun falls in the middle of that. Speed comes from melee attacks, and the power to cut down powerful enemies. The most relevant use of the MGs are probably when you are involved in a battle from a semi-distance. Like, not far enough to use your Sniper Rifle, but not close enough for the Shotgun either. An example of these battles can be found in Chapter 5, when you have to hide behind the crates and stuff. Other than that, I normally just chuck all of my MGs to Sheva. >___> +----+ | 1. | Vz.61 +----+------------------------------------+ Cost: 2,000 Gold Firepower (start): 50 Firepower (max): 100 Reload Speed (start): 2.83 seconds Reload Speed (max): 2.27 seconds Capacity (start): 50 Capacity (max): 300 Critical % (start): 1% Critical % (max): 3% +----+ | 2. | AK-74 +----+------------------------------------+ Cost: 4,000 Gold Firepower (start): 90 Firepower (max): 250 Reload Speed (start): 2.83 seconds Reload Speed (max): 2.55 seconds Capacity (start): 30 Capacity (max): 50 +----+ | 3. | H&K MP5 +----+------------------------------------+ Cost: 2,000 Gold Firepower (start): 60 Firepower (max): 120 Reload Speed (start): 2.70 seconds Reload Speed (max): 2.10 seconds

Capacity (start): Capacity (max): Piercing (start): Piecing (max):

45 150 2 4

+----+ | 4. | SIG 556 +----+------------------------------------+ Cost: 2,000 Gold Firepower (start): 80 Firepower (max): 180 Reload Speed (start): 2.55 seconds Reload Speed (max): 1.42 seconds Capacity (start): 40 Capacity (max): 80 +---Sniper Rifles---+ +----+ | 1. | S75 *chaos* +----+------------------------------------+ Cost: 2,000 Gold Firepower (start): 750 Firepower (max): 2000 Reload Speed (start): 3.67 seconds Reload Speed (max): 3.30 seconds Capacity (start): 6 Capacity (max): 50 The S75 is a weapon of range and power. There isn't much of a firing rate to speak of here. It is your standard Sniper Rifle, so it comes with an adjustable scope. Its shells are very powerful, so whenever you're taking on a heavy duty opponent, don't be afraid to break it out, even in close range. It will take a little more practice to be able to manuever it effectively from close range, but it's not something that should overwhelm you. You should get used to using it in short range because you will find that most of the time, you won't have too many opportunities to pick off the Majini from afar. That's just the nature of the game-- the enemies appear when you get there. As you can probably guess, you'll need the Rifle Ammo for the bullets. It becomes less useful as you find more power Sniper Rifles like the Dragunov. However, it's incredible maximum capacity of 50 rounds might make you consider keeping it. +----+ | 2. | Dragunov SVD +----+------------------------------------+ Cost: 4,000 Gold Firepower (start): 650 Firepower (max): 1300 Reload Speed (start): 2.83 seconds

Reload Speed (max): 2.41 seconds Capacity (start): 7x Capacity (max): 18x +----+ | 3. | H&K PSG-1 +----+------------------------------------+ Cost: 4,000 Gold Firepower (start): 600 Firepower (max): 1200 Reload Speed (start): 2.55 seconds Reload Speed (max): 1.70 seconds Capacity (start): 5x Capacity (max): 15x Scope (start): * Scope (max): ** +---Magnums---+ The Magnums have to be the most powerful class in a shot-by-shot measure. They are absolutely your anti-boss or semi-boss weapons because of the huge stunning ability and overall power. There are a couple of drawbacks worth mentioning though: one is the ammo is ridiculously rare. That really forces you to consider this gun as a "special" class. Another small drawback is the recoil from this class. There will be a pretty big interval between shots (except for the L.Hawk), making its consistent use not really possible. To sum up, the two most noteworthy aspects of Magnums are its power and piercing. Tip to stock up on Magnum Ammo (on a difficulty lower than Professional) * In Chapter 3-1, in the Village area (after inserting all of the slates), there is a total of 18 Magnum ammo to be earned, very quickly. There's a case in the building to the left, with a ladder inside. There's another one in one of the pots in the trap area: 1605201501_30168277_7840461_n.jpg Finally, go over to the shiny object by the fallen BSAA soldier. This is the S&W M29. Now, pause the game, and go restart. Sell the M29 and it will net you 6 more Magnum shells, for a total of 18. +----+ | 1. | S&W M29 +----+------------------------------------+ Cost: 4,000 Gold Firepower (start): 1500 Firepower (max): 3200

Reload Speed (start): Reload Speed (max): Capacity (start): Capacity (max): Piercing (start): Piercing (max):

3.53 seconds 2.83 seconds 6 12 2 3

+----+ | 2. | L.Hawk *chaos* +----+------------------------------------+ Cost: 5,000 Gold Firepower (start): 1400 Firepower (max): 3000 Reload Speed (start): 1.70 seconds Reload Speed (max): 1.36 seconds Capacity (start): 5 Capacity (max): 8 Piercing (start): 3 Piercing (max): 7 The L.Hawk is found in the tomb during the boss battle with Wesker in Chapter 5-3. In my opinion, it is the best Magnum in the game. As I have explained in quite detail, when you factor in firing speed, I believe the L.Hawk can deal more damage than the M500. It's also free and that always helps. I'm definitely recommending this one because it will help you cut down the Gatling Gun Majini in Chapter 6, and is also invaluable on your subsequent playthroughs. +----+ | 3. | S&W M500 [Unlock by fully upgrading the S&W M29] +----+------------------------------------+ Cost: 30,000 Gold Firepower (start): 2100 Firepower (max): 5000 Reload Speed (start): 3.53 seconds Reload Speed (max): 3.18 seconds Capacity (start): 6 Capacity (max): 12 Piercing (start): 2 Piercing (max): 3 +---Explosive Class---+ The Explosive Class is your trump card. A well-placed Hand Grenade or Rocket Launcher can immediately win you a battle that you are otherwise losing. The explosives really shine when you are in a battle against a durable enemy like the Gatling Gun Majini. Of course, they also possess the ability to blow up an entire wave of enemies with one throw. +----+ | 1. | Hand Grenade +----+------------------------------------+ Cost: Can't be bought Damage[1]: 1500 Area of effect[1]: 1000

+----+ | 2. | Incendiary Grenade +----+------------------------------------+ Cost: Can't be bought Damage: 500 Area of effect: 500 +----+ | 3. | Flash Grenade +----+------------------------------------+ Cost: 2,000 Gold Damage: Stuns Enemy The Flash Grenade is one of the most important weapons in Mercenaries, because it is able to bring down a Cephalo or Duvalia with a single explosion. These enemies are dangerous because they have a knack to ruin your combos. In Story Mode though, you can probably get away with not using them at all. +----+ | 4. | Proximity Bomb +----+------------------------------------+ Cost: 1,500 Gold Damage: 1500 Area of effect: 1000 +----+ | 5. | Grenade Launcher +----+------------------------------------+ Cost: 10,000 Gold Explosive Rounds: 1000 damage Electric Rounds: 400 damage (stun effect) Acid Rounds: 500 damage (pierces armour) Nitrogen Rounds: 100 damage Flame Rounds: 500 damage Flash Rounds: 100 damage +----+ | 6. | Rocket Launcher *chaos* +----+------------------------------------+ Cost: 10,000 Gold The Rocket Launcher is, by far, the most powerful weapon in the game. It is a guaranteed one-hit destruction of any enemy you might otherwise consider tough. Gatling Gun Majini? One rocket will blow an entire group away. The Executioner? PUH-LEEZE. Not a chance. I guess the thing to point out about the Rocket Launcher is where to get it for free. In the very beginning of Chapter 3-1, you and Sheva get off a boat. Immediately get back on the boat, and drive to the top left tip of the map. You should see a little dot there-- that's the abandoned ship. Find the abandoned ship and you

will also find the Rocket Launcher at the front of the vessel. Use this to your advantage-- there are literally going to be tough enemies in every chapter from 4-2 onwards. It would be a pretty good habit to go back to Chapter 3-1 to grab a Rocket Launcher after completing each chapter. Ok... I know I'm going to get complaints for that suggestion, so here, off the top of my head is where I think you should have a Rocket Launcher: Chapter 5-3: Boss Battle (for the male boss) Chapter 6-2: Boss Battle Chapter 6-3: For the Gatling Gun Majini +---Special Class---+ +----+ | 1. | Gatling Gun (Chris Only) +----+------------------------------------+ Cost: 50,000 Gold Firepower: 450 Reload: 1.0 second Capacity: Unlimited Unlock: By fully upgrading the Vz.61 and purchasing from Buy Menu. The Gatling Gun is more of a flashy weapon than anything, and I personally won't recommend it. It's pretty cool because you don't ever have to reload, but that's about where the compliments end for me. It's so dang expensive that your money is better spent elsewhere (Hydra). Eventually, you'll need to buy it if you want to beat this game 100% but that's the only time you should IMO. +----+ | 2. | Longbow (Sheva Only) +----+------------------------------------+ Cost: 50,000 Gold Firepower: 1500 Reload: 1.0 second Capacity: Unlimited Unlock: By fully upgrading the S75 Sniper Rifle and purchasing from Buy Menu. The Longbow is a pretty cool weapon. It's got Sniper Rifle power but Handgun speed -- what a deadly combination. However, drawbacks are pretty quickly identified. One is it does not have the laser sight, so you'll actually have to take some time to master the technique. Second is it's available for Sheva only, so unless you are doing a playthrough with Sheva it's not really worth it. I suppose you can make a case for wanting the weapon so Sheva won't have to constantly waste ammo (seeing how it has unlimited capacity).

_______________ *Notes 1. Thanks to the Official Guide for Damage and Area of Effect data for the Grenades. +--------+ ______ | ____/ | (, / ) | || | /---( | ||_ | ) / ____) S A A E m b l e m s | |/\\ |+--(_/-(-----------------------------------------------------------+ | )) | -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[BE00]| | // |+------------------------------------------------------------------+ | \| | All right, here are the 30 BSAA Emblem locations in the game. Again, +--------+ I have stressed the detail where necessary idea, because I felt adding 30+ links to the section kind of clogs it up. The instructions themselves are very detailed already so you should have no problem finding most of them. +---C h a p t e r 1 - 2---+

+----+ | 1. | BSAA Emblem #01 (1/3) +----+------------------------------------+ Go down the alley with the Majini who jumps out of the boxes. Turn right when you can and turn into the building that is locked from the inside through the door under the stairs. Go up the stairs and head out into the balcony immediately to the left. Go to the far end of the balcony and look across. Just beyond the sacks of flour, on the wall and immediately to the left of the pillar separating the two sides is the Emblem +----+ | 2. | BSAA Emblem #02 (2/3) +----+------------------------------------+ Right after defeating the blond woman, you have to make your way into the broken down building to continue the chapter. After navigating the basement level, you will come to some stairs leading upwards. Go up the stairs and turn right to find a dead BSAA soldier who is just about to collapse. Continue past him to find a ladder. As soon as you climb up the ladder look upwards towards the water tank. You will see it in the middle, between the wood crossings +----+ | 3. | BSAA Emblem #03 (3/3) +----+------------------------------------+ After the boss battle, you will have to go through the final hallway leading to the elevator and the conclusion of the chapter. If you turn to the right in the

hallway, you can look through the fence and see the Emblem next to the left of the fan. It will be very easy to spot. +---C h a p t e r 2 - 1---+

+----+ | 4. | BSAA Emblem #04 (1/5) +----+------------------------------------+ You probably grabbed this one already. It's in the very first room of the chapter. You will see to the right of the door to leave, and to the left of the window with bars. +----+ | 5. | BSAA Emblem #05 (2/5) +----+------------------------------------+ After crossing the bridge with the truck, turn down the stairs to the left. As you go down the stairs though, look towards the structure with the white cloth and you will find the Emblem on the bottom right corner of the structure. +----+ | 6. | BSAA Emblem #06 (3/5) +----+------------------------------------+ After going through the tunnel with the dogs and you make your way to the market area with the Port Key (and the treasure chest in the centre of the stands), if you immediately turn right upon entering the market place, you will see a small stand. Go to the side with the window and the flames decoration at the bottom. Go right up to the window and aim up, you should see a slither of the Emblem here so blast it. +----+ | 7. | BSAA Emblem #07 (4/5) +----+------------------------------------+ Recall that after opening the gate with the Port Key, you can explore some boats before climbing up a small ladder to the next area. Immediately after climbing up the ladder, climb up another ladder to the right to get on top of a small house. Turn left to where the tire is and look across to the building across. In the second opening from the right, you will find the Emblem. +----+ | 8. | BSAA Emblem #08 (5/5) +----+------------------------------------+ Near the end of the chapter you will have to perform an Assisted Jump with Sheva and throw her to the roof of the building across the street. Before doing so, turn around and look to the roof, to the right. You will see that the Emblem is right in front of a little chimney with metal rods sticking out of it. +---C h a p t e r 2 - 2---+

+----+ | 9. | BSAA Emblem #09 (1/3) +----+------------------------------------+ Right in the beginning of the chapter, after dealing with the dogs and the traps for the first time, you will have to climb up a ladder to get on the top of the train cars. Jump to the train car immediately to the right. Now turn to the left and aim your Sniper Rifle to the electrical pole and look to the top, on the right to find this one. +-----+ | 10. | BSAA Emblem #10 (2/3) +-----+-----------------------------------+ Near the end of the pitch black tunnel, you'll find come to an area with waterfalls on both sides. Near the middle of the bridge, turn to the right and look towards the water here to spot the Emblem. +-----+ | 11. | BSAA Emblem #11 (3/3) +-----+-----------------------------------+ Near the end of the chapter, after climbing up the long ladder, if you turn to the left there's a Majini and a rock. Instead of going over to the rock, stay near the top of the ladder, and look towards the several buildings in the distance. You should see a set of buildings that look kind of like a staircase. Well, on the "step" on the very bottom, you will find the Emblem there, against the wall of the second "step". 1605201501_30164064_6435089_n.jpg 1605201501_30164066_1786582_n.jpg +---C h a p t e r 3 - 1---+

+-----+ | 12. | BSAA Emblem #12 (1/4) +-----+-----------------------------------+ Right at the beginning of the chapter, turn left with your Sniper Rifle and look far across to the electrical pole and aim towards the middle to blast this. It will take a few tries. Images: 1605201501_30164068_5778721_n.jpg 1605201501_30164069_6243825_n.jpg

+-----+ | 13. | BSAA Emblem #13 (2/4) +-----+-----------------------------------+ Drive your boat to the top-left tip of the map to find a secret hideout. Go to the hut and look up inside, you will find the Emblem in the very middle. +-----+ | 14. | BSAA Emblem #14 (3/4) +-----+-----------------------------------+ Drive your boat to the very middle of the map to find the chicken farm. Get off your boat and don't move too much. The BSAA Emblem is under the hut on this island. Get out your Sniper Rifle and look under the hut from the wooden catwalk. You'll have to look a little bit to the right to get a good shot. You can get a good glimpse of the emblem if you drive your boat to the back of the hut. +-----+ | 15. | BSAA Emblem #15 (4/4) +-----+-----------------------------------+ Secure all of the ancient artefacts from the islands in the beginning so you can open the door at the marker. Jump into the swamp and turn to the right. You will see the Emblem in a little window if you look towards the wall of the wooden walk you just jumped down from. +---C h a p t e r 3 - 2---+

+-----+ | 16. | BSAA Emblem #16 (1/2) +-----+-----------------------------------+ Make your way to the area with the Tricell tents. Head into the first tent to the right and leave through the back. Once outside, turn left and look to the space between the two tents. You will see the Emblem tucked away here. +-----+ | 17. | BSAA Emblem #17 (2/2) +-----+-----------------------------------+ When Captain Josh secures the boat on the other side of the dock and the timer starts, make a Quick Turn and turn into the little building to the right. You will find the emblem in the corner of the wall to the right. +---C h a p t e r 3 - 3---+

+-----+ | 18. | BSAA Emblem #18 (1/1) +-----+-----------------------------------+ When the boat stops for the first time, jump on to the catwalk to the left. Fight your way up the catwalk and face the opening that your boat came from. Notice the elevated platform above. Look just under that platform and you will see just a sliver of the Emblem peeking out.

Images: _30131207_1995137.jpg _30131208_2379447.jpg +---C h a p t e r 4 - 1---+

+-----+ | 19. | BSAA Emblem #19 (1/3) +-----+-----------------------------------+ Make your way through the opening and you should soon come to the scene showing the entrance of the Bui Kichwa (spider enemies). Dispose of them and move past the ladder, sticking to the right. Turn right again and look for the waterfall in the distance. Go up to the wooden railing and look for the Emblem in the corner to the right of the waterfall. +-----+ | 20. | BSAA Emblem #20 (2/3) +-----+-----------------------------------+ After navigating the opening cave involving the spiders (see Emblem #18), it will take you to a door. Head through the door and you will be standing on a balcony in an ancient ruins area. Look towards the left at the object reflecting the sunlight. Look below it with your Sniper Rifle to see the Emblem in the middle. 1605201501_30164074_120021_n.jpg 1605201501_30164075_2835352_n.jpg +-----+ | 21. | BSAA Emblem #21 (3/3) +-----+-----------------------------------+ After pulling on the chains to reveal the large staircase, head on through. As soon as you descend this first set of stairs, turn to the left and look above with your Sniper Rifle. You will find the Emblem on the wall. Images: _30131209_1895548.jpg +---C h a p t e r 4 - 2---+

+-----+ | 22. | BSAA Emblem #22 (1/1) +-----+-----------------------------------+ You will find this one in the final puzzle room of the chapter. After descending on your elevator, run across the room behind the statue. Dispose of the Bui Kichwa (spiders) and turn around facing the opening you came from. Look above the opening and you should see it. +---C h a p t e r 5 - 1---+

+-----+ | 23. | BSAA Emblem #23 (1/1) +-----+-----------------------------------+ This one is found in the very first room of the chapter. Identify the catwalk that will allow you to cross to the next area. Instead of taking it though, circle around ground below until you are blocked by some pipes. Look under the catwalk and you will find this one hovering above the stream. +---C h a p t e r 5 - 2---+

+-----+ | 24. | BSAA Emblem #24 (1/1) +-----+-----------------------------------+ Make your way to the room that has the briefcase containing the SIG-556. To the left of the SIG-556 are a couple of dumpsters. One of them has its lid open, peek inside here to find the emblem. +---C h a p t e r 5 - 3---+

+-----+ | 25. | BSAA Emblem #25 (1/3) +-----+-----------------------------------+ At the very first room of the chapter, head through the newly opened door into the next room. The emblem is here. You will see a couple of huge fans on the wall in here. Go right up against the barricades blocking the fans and look at the fan on the right. Keep looking at a few spots left of that fan on the right and you should see the Emblem peek through as the fan is doing its rotations. Image: _30147610_3110097.jpg +-----+ | 26. | BSAA Emblem #26 (2/3) +-----+-----------------------------------+ Make your way to the room with the rotating elevator, but don't activate it just yet. Instead, go up to the control console, look above, and slowly look

left (so you are slowly looking behind you). The first balcony you see is where the Emblem is. The Emblem is attached to the bottom of the balcony so look there. +-----+ | 27. | BSAA Emblem #27 (3/3) +-----+-----------------------------------+ This is probably the easiest of the three in this chapter. Make your way to the final room before the boss battle, the one with the bridge and the massive Licker Beta (frog) attacks. As soon as you enter the room, turn to the elevator on the left, and circle around the squared-hole until you are stopped by a wooden palette. Aim towards the hole under the elevator and it will be right there. +---C h a p t e r 6 - 1---+

+-----+ | 28. | BSAA Emblem #28 (1/3) +-----+-----------------------------------+ This one is completely hidden. Near the start of the chapter, make your way to the platform where you can climb up the long ladder, but don't climb up. Instead, face the side opposite of the flag and take note of the twin exhaust pipes directly ahead. Look between them with your Sniper Rifle to see a very long pillar in the distance. Aim to the very top of that pillar and you should see the BSAA Emblem glinting. Blast it to lock up this elusive emblem. Images: _30131237_7805691.jpg _30131238_5170003.jpg +-----+ | 29. | BSAA Emblem #29 (2/3) +-----+-----------------------------------+ Make your way to the area where Sheva gets captured by the cage. Turn to the left of the Sheva's cage and you will find some Majini pour out of the storage crate above. Have a Hand Grenade handy and throw it into the storage crate to procure this elusive emblem. +-----+ | 30. | BSAA Emblem #30 (3/3) +-----+-----------------------------------+ As soon as the scene with Excella is over, turn to the right and look above into those cabinets on the wall. You will find the Emblem here. Blast it for the final gem of this glorified witch hunt.

+--------+ ________) | ____/ | (, / | || | / | ||_ | ) / r e a s u r e L o c a t i o n s | |/\\ |+---/--------------------------------------------------------------+ | )) | (_/ -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-=+[TL00]| | // |+------------------------------------------------------------------+ | \| |This is the first section I've worked on since my stupid school work +--------+hiatus. Everything might seem a little rushed, because it's like 1 AM in the morning here (just a few hours away from the NA release!) I hope you understand enough of them to find these instructions useful. A better version is coming soon, I promise! (Update: I have since updated all the instructions). Note that this section will help you obtain the silver trophy "They Belong in a Museum". Remember that you do NOT have to keep the treasures after finding them. You can sell them and still obtain the trophy! Also, you have to into the Inventory (Item Management Menu) to receive the trophy! Finally note that this list is organized to match exactly how they would appear in your inventory. The best way to go about this is to check this list with your current inventory, and identify the ones that you are missing. I recommend downloading this file to your computer, and opening it up in Notepad. Then, go into treasures section and you delete the treasures that you already have from the list to make things go easier. +----+ | 1. | Gold Ring +----+------------------------------------+ I've run into this one on multiple occasions, but this location is to take out the Executioner. Taking him out within the 5 minute window or so might be difficult at first, but try to throw everything you have at him--Grenades, Sniper Rifle, etc. The more powerful the weapon the better. +----+ | 2. | Ivory Relief +----+------------------------------------+ Take care of the blond woman (turns out to be a Cephalo) who initially asks for help in Chapter 1-2 and she will drop this. +----+ | 3. | Dead Bride's Necklace +----+------------------------------------+

After restoring the power of the conveyor belt in Chapter 5-2, if you run on the black strip between the conveyor belts farthest from the lever (IE, not the conveyor belt you initially drop down on), you should be able to pick this one up. Also in Chapter 6-1, recall that there are some Majini with Rocket Launchers blocking the hallway leading to the Tricell elevator to the end of the chapter. The Majini in this room will drop this one. +----+ | 4. | Royal Necklace +----+------------------------------------+ About halfway through Chapter 5-3, you will encounter some Majini with Rocket Launchers guarding the control room. You will find the Royal Necklace on the desk and in a briefcase, in addition to a Green Herb. +----+ | 5. | Jewel Bangle +----+------------------------------------+ This one is dropped by chance by a Big Man Majini. If you don't know which one that is, it's the really fat one who attacks with punches. There's also one in Chapter 5-3 when you get off the moving platform to the other side (the platform that you need to restore power to reach; and will have a Big Fat Majini with two Grenade Majini on it at first). +----+ | 6. | Venom Fang +----+------------------------------------+ This one is dropped by any Chainsaw Majini after the first one you encounter. I picked mine up in Chapter 3-2. +----+ | 7. | Antique Clock +----+------------------------------------+ In Chapter 1-2, recall that there's an alley where a Majini jumps out from the boxes. Also recall that there's a building that's locked from the inside. If you continue down this alley, and turn right, you will be able to enter the building through the door under the stairs. Once inside, go up the stairs, turn right past the television and to the balcony. Open the treasure chest to the left to the left to find it. +----+ | 8. | Chalice (Silver) +----+------------------------------------+ In Chapter 3-1, drive your boat to the very top-left tip of your map. You will find a little island with a hut. Climb the ladder and you will find this one in a treasure chest. +----+ | 9. | Chalice (Gold)

+----+------------------------------------+ You'll find this one in Chapter 5-3, in the lockers in the room right before the boss battle. You will also find the Topaz (Brilliant) right above the exit to the boss battle. +-----+ | 10. | Idol (Silver) +-----+-----------------------------------+ Recall in Chapter 3-1 there are two assisted jumps for Sheva. The first jump is to the left, which holds the Idol (Silver) you are seeking, and the second is one of the slates needed to open the door. All of this takes place in the island at the very top of the map. +-----+ | 11. | Idol (Gold) +-----+-----------------------------------+ Recall the mirror puzzles in Chapter 4-2. If you direct the beam of light to the statue instead of turning the mirror to solve the puzzle, this will unlock a bunch of treasure chambers. You will find the Idol (Gold) in one of those. If you forgot how to work the puzzle, goto the walkthrough. +-----+ | 12. | Ceremonial Mask +-----+-----------------------------------+ At the end of Chapter 3-1, recall that there is a tunnel near the conclusion of the chapter, just before the trolley. You will find a treasure chest inside containing this one. +-----+ | 13. | Jewel Beetle +-----+-----------------------------------+ You'll find this one in Chapter 3-2. It's by the water pipe in the area with the two Tricell tents. +-----+ | 14. | Beetle (Brown) +-----+-----------------------------------+ You'll find this one on the chicken farm in Chapter 3-1. The chicken farm is in the very centre of the lake at the beginning. There are some dead fish hanging to the left on the farm, and if you look just to the left of _that_ you'll find this one on the wooden base. +-----+ | 15. | Beetle (Gold) +-----+-----------------------------------+ Recall the mirror puzzles in Chapter 4-2. If you direct the beam of light to the statue instead of turning the mirror to solve the puzzle, this will unlock

a bunch of treasure chambers. You will find the Beetle (Gold) in one of those. +-----+ | 16. | Topaz (Pear) +-----+-----------------------------------+ There are a bunch of these lying around. First one to note is in Chapter 2-1. You find this one in one of the corners by the boat. +-----+ | 17. | Ruby (Pear) +-----+-----------------------------------+ There are a lot of these ones as well. You'll find one right at the very beginning of Chapter 3-1, if you slash the skull with your knife. +-----+ | 18. | Sapphire (Pear) +-----+-----------------------------------+ Just in case you need help finding this one, you'll find one in Chapter 4-1, near the boss fight. Recall that there are some chains near the end of the chapter. If you pull on them, they will trigger a set of stairs to appear. You'll find the Sapphire (pear) in the upper level. +-----+ | 19. | Emerald (Pear) +-----+-----------------------------------+ These are all over the place. After defeating the Chainsaw Majini in Chapter 21, and you grab the Guard's Key from it, you'll find a treasure chest at the corner of the alley. The treasure is in there. +-----+ | 20. | Diamond (Pear) +-----+-----------------------------------+ In Chapter 2-2, recall that there's a stationary machine gun for your use. If you make your way to the long ladder behind it, you should be able to see a shiny object on top. Blast it, and that's the Diamond (Pear). Go directly to Diamond (Square). +-----+ | 21. | Topaz (Square) +-----+-----------------------------------+ You'll find one at the beginning of Chapter 4-1, among other places. Shortly after entering the village at the beginning, you'll have to eventually drop down a ledge, before dropping down again. You should be able to identify a shiny object here, so blast it for the Topaz. +-----+ | 22. | Ruby (Square) +-----+-----------------------------------+ You'll find it in the treasure chest after defeating the Chainsaw Majini for the first time in Chapter 2-1. +-----+ | 23. | Sapphire (Square) +-----+-----------------------------------+ You'll find one right at the beginning of Chapter 4-2. Look for it in a torch

in one of the various alcoves in the beginning of the chapter. +-----+ | 24. | Emerald (Square) +-----+-----------------------------------+ You'll find one of these as you complete the statue puzzle in Chapter 4-2. Lots of these lying around. +-----+ | 25. | Diamond (Square) +-----+-----------------------------------+ In Chapter 2-2, recall that there is a series of two Assisted Jumps. Circle up the hill and drop down on to the ledge that you helped Sheva jumped on. Look on the mountain wall to the top-left. You will see a shiny object here so blast it and the treasure will conveniently drop on to the ledge you are standing on. +-----+ | 26. | Topaz (Oval) +-----+-----------------------------------+ In Chapter 6-1, recall that Sheva will caught by a cage near the start, by some Majini operating a crane. Your goal is to prevent this from actually happening, and here's how: When you go for the Topaz, begin the chapter and work your way up the stairs to the right and climb up the initial ladder. Climb up the long ladder on this platform so you can get all the way to the top. Go to the railing where the wooden crates are, and look outwards with your Sniper Rifle. There's a Majini on the right, near the bottom. Pick him off and keep looking above him until you see another Majini at the very top. Blast him, and he's the one who drops the Topaz. Also look for the Crane Operator so you don't have to waste time to lift it yourself. This step is optional though. After that, make your way to the area that requires the Keycard, and do the sequence where you have to push the junk. After pushing it, drop down to the left and climb up the ladder directly in front. The Topaz (Oval) should be around where that lone Green Herb is. +-----+ | 27. | Ruby (Oval) +-----+-----------------------------------+ You'll find it right at the end of Chapter 4-1, before the boss battle. Go to the final (red) statue, and you'll find the treasure after pulling on the chains. +-----+ | 28. | Sapphire (Oval) +-----+-----------------------------------+ During the first encounter with Wesker and ____ in Chapter 5-3, there's the sequence where Wesker kicks you through the door. Turn around and sprint

through the corridor into the room containing the coffins. You'll find it in a pot on a shelf to the right, immediately after entering the first room with the coffins. +-----+ | 29. | Emerald (Oval) +-----+-----------------------------------+ During the first encounter with Wesker and ____ in Chapter 5-3, there's the sequence where Wesker kicks you through the door. Turn around and sprint through the corridor into the room containing the coffins. Go to the coffin that requires an Assisted Push to open to find it. +-----+ | 30. | Diamond (Oval) +-----+-----------------------------------+ This one is in the Mines of Chapter 2-2. As you make your way through the mines, and begin to see the light at the end of the tunnel, keep looking for a path to the left that will lead you to the treasure chest containing this one. +-----+ | 31. | Topaz (Trilliant) +-----+-----------------------------------+ You'll find it in Chapter 4-1, right at the beginning. Recall that there's a ladder right at the start of the chapter. Instead of climbing up, explore the area on the ground first. You should be able to see a single pot after going left for a while. Turn to the left of _that_ to find a secret ledge leading to the treasure chest. +-----+ | 32. | Ruby (Trilliant) +-----+-----------------------------------+ Recall that in Chapter 4-1 there are a series of Assisted Push coffins. After you find the last one, it'll drop you down to a tomb where you are ambushed by enemies. There's treasure chest down here that holds this one. Don't leave until you find it. +-----+ | 33. | Sapphire (Trilliant) +-----+-----------------------------------+ Same as above, except it's in another treasure chest in one of the paths down in Chapter 4-1. +-----+ | 34. | Emerald (Trilliant) +-----+-----------------------------------+ Same as above, except it's in another treasure chest in one of the paths down in Chapter 4-1. +-----+ | 35. | Diamond (Trilliant) +-----+-----------------------------------+

After inserting the final Emblem in Chapter 4-2, shoot this one above the doorway before you leave. +-----+ | 36. | Topaz (Brilliant) +-----+-----------------------------------+ You'll find it in Chapter 5-3, right after lowering the bridge by pulling the lever inside the locked room, look for it above the doorway before entering the door. +-----+ | 37. | Ruby (Brilliant) +-----+-----------------------------------+ Recall that there's a room with a rotating elevator in Chapter 5-3. Leave this room on the catwalk and goto the door. Open it, and keep looking towards the ceiling as you move through this area. You will see the treasure glinting near the final light of the exit of the tunnel, in the sand area. +-----+ | 38. | Sapphire (Brilliant) +-----+-----------------------------------+ During the first encounter with Wesker and ____ in Chapter 5-3, there's the sequence where Wesker kicks you through the door. Turn around and sprint through the corridor into the room containing the coffins. Search through the coffins and you'll soon find one that's similar to what you opened in Chapter 4. You'll need Sheva to help you out. +-----+ | 39. | Emerald (Brilliant) +-----+-----------------------------------+ Right at the beginning of the boss fight with _____ (without Wesker), sprint up the staircase to the right. Keep following the path right until you see a bunch of pots. You'll find it in there. +-----+ | 40. | Diamond (Brilliant) +-----+-----------------------------------+ Recall in Chapter 2-2 that there's a machine gun the Majini attack you with. After you dispose of the guy using the machine gun, make your way outside and towards the gun. Look for a small ladder to the left, shortly before the platform where the machine gun is, and you'll find the treasure chest to the left of that. +-----+ | 41. | Topaz (Marquise) +-----+-----------------------------------+ In Chapter 1-1, recall that there's a point where you have to jump through a window, before getting attacked by a swarm of Majini. Instead of running like usual, stay put and open fire on them. After you have defeated all of them, you will get the Topaz. It really helps if you have a weapon with Infinite Ammo here. If you want to learn how, read the Infinite Ammo section.

+-----+ | 42. | Ruby (Marquise) +-----+-----------------------------------+ In Chapter 2-1, recall that you have to shoot the Port Key from a dead body. Shortly before that, there is a market stand with a treasure chest in it. The only way to grab it is to throw a grenade at the stand and destroy it. +-----+ | 43. | Sapphire (Marquise) +-----+-----------------------------------+ You'll find this one in the beginning of Chapter 5-3. Head through the opening and go up the stairs. Take the path to the left to the room with the x-rays. You'll find this one in the safe to the left when you come in. +-----+ | 44. | Emerald (Marquise) +-----+-----------------------------------+ This one is in the beginning of Chapter 3-3. Make your way to the machine guns, and find the ladder above the gate that leads to the next area. There's a little house between the two machine guns and you'll find the treasure in there. +-----+ | 45. | Diamond (Marquise) +-----+-----------------------------------+ Recall that in Chapter 6-3, Wesker will eventually take you to the volcano. Also recall that there's a bridge that collapses in the beginning. Begin the search for this one right BEFORE stepping on to the bridge and collapsing it: Turn around and go towards the bridge, but don't walk on it. Shoot the rock that appears to be the same type of rock as the bridge, and it sticks out to the right. Hit it a few times, and if you've done it correctly, the rock should collapse. Now walk on to the bridge, and let it collapse. Once you are on the bottom, turn to the left and jump along the rocks here. You should see it the Diamond now. Retrieve it and jump back to where you were when you dropped. +-----+ | 46. | Power Stone +-----+-----------------------------------+ You'll have to kill a Reaper to pick this one up. The Reaper is that large insect that's capable of creating a duplicate of itself. They make their first appearance in Chapter 5-2, so look there. +-----+ | 47. | Lion Heart +-----+-----------------------------------+ These are dropped by Licker Betas. They are blind, and you will find them in the beginning of Chapter 5-1. +-----+ | 48. | Blue Enigma +-----+-----------------------------------+

These are dropped by the Giant Majini. You'll find them at the end of Chapter 3-1. +-----+ | 49. | Soul Gem +-----+-----------------------------------+ Kill the boss in Chapter 4-1 without going up stairs. Instead, you will need to do so by wearing it down with your guns and grenades. +-----+ | 50. | Heart of Africa +-----+-----------------------------------+ You will find this one in the fight against Wesker and ____. I highly recommend purchasing a Rocket Launcher for this. If you can't afford it, you can find one on the abandoned ship in Chapter 3-1 (the ship can be found by driving to the top-left of the map). After the battle begins, Investigate that door to the right, and Wesker will kick you through. Go into hiding, and when Wesker isn't looking, shoot him with the rocket. He will catch it, so blast the rocket to create a huge explosion. Go up to him with your Shotgun, or L.Hawk, and start blasting away. If you've done it correctly, the fight will end immediately. It's now time to battle with ____, go down the stairs and you will find the Heart of Africa between the two set of stairs. This should also earn you the Bad Blood trophy. +--------+ ________) | ____/ | (, / | || | / | ||_ | ) / r o p h i e s | |/\\ |+---/--------------------------------------------------------------+ | )) | (_/ -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-=+[TR00]| | // |+------------------------------------------------------------------+ | \| |Here is the list of Trophies, just for your reference. I will +--------+have some strategies to get each of these as the FAQ progresses. For now, I have just listed them so you don't have to keep pausing the game to check the PSN while playing. +----------------------------------------------------------------------------+ *** NOTE *** You do NOT have to get the Versus Trophies for Platnium; you just need the ones listed in this FAQ! Completion Trophies (21 Total)

,---------------------------------------------------------------------------. | T r o p h y N a m e | R e q u i r e m e n t s | |----------------------------------------------------------------------------| | Resident Evil 5 Platinum Trophy | Obtain all trophies in the game. | |-----------------------------------|----------------------------------------| | Completed Chapter 1-1 (Bronze) | Complete Chapter 1-1 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 1-2 (Bronze) | Complete Chapter 1-2 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 2-1 (Bronze) | Complete Chapter 2-1 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 2-2 (Bronze) | Complete Chapter 2-2 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 2-3 (Bronze) | Complete Chapter 2-3 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 3-1 (Bronze) | Complete Chapter 3-1 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 3-2 (Bronze) | Complete Chapter 3-1 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 3-3 (Bronze) | Complete Chapter 3-3 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 4-1 (Bronze) | Complete Chapter 4-1 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 4-1 (Bronze) | Complete Chapter 4-2 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 5-1 (Bronze) | Complete Chapter 5-1 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 5-2 (Bronze) | Complete Chapter 5-2 on any difficulty. |

|-----------------------------------|----------------------------------------| | Completed Chapter 5-3 (Bronze) | Complete Chapter 5-3 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 6-1 (Bronze) | Complete Chapter 6-1 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 6-2 (Bronze) | Complete Chapter 6-2 on any difficulty. | |-----------------------------------|----------------------------------------| | Completed Chapter 6-3 (Bronze) | Complete Chapter 6-3 on any difficulty. | |-----------------------------------|----------------------------------------| | Recruit (Bronze) | Complete all chapters on Amateur.* | |-----------------------------------|----------------------------------------| | Soldier (Bronze) | Complete all chapters on Normal.* | |-----------------------------------|----------------------------------------| | Veteran (Silver) | Complete all chapters on Veteran. | |-----------------------------------|----------------------------------------| | Secret Trophy - War Hero (Gold) | Complete all chapters on Professional. | '----------------------------------------------------------------------------' * You can also get these trophies playing on the higher difficulty. E.g. if you complete the game on Normal, you will get the Recruit trophy as well. +-----+ | 22. | Egg Hunt (Bronze) +-----+-----------------------------------+ Find all 4 types of eggs (equip all 4 in your inventory to receive this trophy). The four types of eggs are: 1)White, 2)Brown, 3)Rotten, and 4)Gold. Rotten eggs are predominately dropped by the Majini, you will find a bunch of them in Chapter 4-1 and 4-2. So begin by doing a play through of the chapter until you pick one up. The next place to be is the Chicken Farm in Chapter 3-1. The Chicken farm is in the middle of the map when you are in the boat, so drive there. If you haven't already, you can secure the White Egg to the right of the hut, outside. Now

wait for about a minute and look for one of the chickens to lay a Gold egg. After a minute has passed and there are no eggs, get back on your boat and get right back to the chicken farm. Keep waiting for about a minute for the eggs and coming back when there's nothing. You can also find the Brown egg here. +-----+ | 23. | All Dressed Up (Silver) +-----+-----------------------------------+ Purchase all available alternative costumes in Bonus Features. - To get this one you have to first shoot all 30 Emblems so all the Bonus Features are available to you. All you have to do then is to into Bonus Features and "Purchase" all of the costumes for 0 pts each. Note that you will not receive the trophy until you do that last step. +-----+ | 24. | Stockpile (Silver) +-----+-----------------------------------+ Obtain all available weapons. - Self explanatory. There are some "secret" weapons that can only be obtained if you upgrade these weapons to the max: * * * * * M92F Pistol - Unlocks the [M93R] S&W M29 Magnum - Unlocks the [S&W 500 Magnum] Ithaca M93 Shotgun - Unlocks the [Hydra Triple Barrel Shotgun] VZ61 Machine Gun - Unlocks the [Gatling Gun] (for Chris only) S75 Rifle - Unlocks the [Longbow] (for Sheva only)

Once you've unlocked each weapon you have to buy them from the Inventory. Also, here's a checklist to help you out: +------------------------------------------+ | Stockpile Checklist | +------------------------------------------+ |1. Handguns | | | | M92F................................ [ ] | | H&K P8.............................. [ ] | | SIG P226............................ [ ] | | M93R................................ [ ] | | | |2. Shotguns | | | | Ithaca M37.......................... [ ] | | M3.................................. [ ] | | Jail Breaker........................ [ ] | | Hydra............................... [ ] | | | |3. Machine Guns | | | | VZ61................................ [ ] |

| AK74................................ [ ] | | H&K MP5............................. [ ] | | SIG 556............................. [ ] | | | |4. Rifles | | | | S75................................. [ ] | | Dragunov SVD........................ [ ] | | H&K PSG-1........................... [ ] | | | |5. Magnums | | | | S&W M29............................. [ ] | | L. Hawk............................. [ ] | | S&W M500............................ [ ] | | | |6. The Rest | | | | Grenade Launcher.................... [ ] | | Rocket Launcher..................... [ ] | | Stun Rod............................ [ ] | | Gatling Gun......................... [ ] | | Longbow............................. [ ] | | Proximity Bomb...................... [ ] | | Hand Grenade........................ [ ] | | Incendiary Grenade.................. [ ] | | Flash Grenade....................... [ ] | '------------------------------------------' +-----+ | 25. | Take It to the Max (Silver) +-----+-----------------------------------+ Completely upgrade all weapons. - Pretty self-explanatory again. Upgrading weapons require Gold, so do a few treasure hunt runs (using the Treasure or Farming sections of the FAQ) to assist you. +-----+ | 26. | They Belong in a Museum (Silver) +-----+-----------------------------------+ Obtain all treasures in the game. - You will not receive the trophy until you go into the Inventory and hit R2 to "look" at your treasures. +-----+ | 27. | Badge of Honor (Silver) +-----+-----------------------------------+ Find all the BSAA emblems. +-----+ | 28. | They're ACTION Figures! (Silver) +-----+-----------------------------------+ Collect all the figurines.

- Figurines can bought from the Bonus Features menu. You must first have shot all 30 Emblems so every figurine is available to you. Also, you need to clear the game on Veteran. Buying the figures will require points (by achieving ranks in the missions or Mercenaries). +-----+ | 29. | A Friend in Need (Bronze) +-----+-----------------------------------+ Save partner 10 times when HELP is displayed. - You will probably get this one as you play through the game. There really isn't any trick to it. +-----+ | 30. | Lifeguard (Bronze) +-----+-----------------------------------+ Save partner 10 times when DYING is displayed. - Same as above. +-----+ | 31. | Exploding Heads (Bronze) +-----+-----------------------------------+ Pull off 20 headshots. - I'm not too sure on this but I think they have to be critical headshots. Either way you should probably have this by the time you beat the game. +-----+ | 32. | A Cut Above (Bronze) +-----+-----------------------------------+ Defeat 5 enemies with the Knife. - The best way to achieve this one is in Chapter 1-1. When you make it into the house in Public Assembly, and the Majini start pouring in (at the command of the megaphone guy), if you go up to the window you can keep slashing them as they try to climb in. You won't get hurt from the ones trying to come into the window, but watch out for the other guys who come in from the door. +-----+ | 33. | Cattle Prod (Bronze) +-----+-----------------------------------+ Defeat 30 enemies with the Stun rod. - The Stun Rod can be bought from the Inventory Menu after completing Chapter 2-3. A good way to get this is with the similar strategy as "A Cut Above". +-----+ | 34. | Crowd Control (Bronze) +-----+-----------------------------------+ Defeat 30 enemies with the Gatling gun. - As mentioned above, the Gatling Gun is unlocked after you upgrade the Vz.61

to the max. You must then purchase it for 50,000 points. The best, best part to get this one is in Chapter 1-1. Recall that there's this alley after jumping out of the window where the good guys get ambushed by a hoard of Majini. Need I say more? Fire up the gun and time to have some fun. +-----+ | 35. | Bull's-eye (Bronze) +-----+-----------------------------------+ Defeat 30 enemies with the Longbow. - As mentioned above, the Longbow is unlocked after upgrading the S75 Rifle to the max. You can also get it in the same spot as above (but it won't be as fun). +-----+ | 36. | Get Physical (Bronze) +-----+-----------------------------------+ Defeat 20 enemies with physical attacks. - This is another trophy you will probably end up with during the course of your playthrough. Physical attacks mean melee attacks, of course. +-----+ | 37. | The Works (Bronze) +-----+-----------------------------------+ Chain the maximum number of combos together in one go. The best way to get this one is against a Big Man Majini (fat shirtless guy). Empty out Sheva's inventory (so she has no weapons) and head to Chapter 2-1. There's a Majini right at the beginning of the chapter. You should also have a Flash Grenade (not required). When the Big Man Majini approaches you, either throw the Grenade or hit him with your shotgun to stun. Then, move in with a melee strike. With any luck, Sheva (the weaponless one) will follow up and at this point hit square for the final blow. Alternatively, you can try this strategy from ResidentGear31 of the GameFAQs Message Boards: 1. To start, you need a few Flash grenades, I took 5 in case, and a second controller. That's it! 2. Start a game on chapter 2-1 on Amateur. Press start on the second controller. 3. Go outside the starting room and clear the area with Chris until you get to the part where you have to drop down off a container into the large area with a few dogs and the fat man Majini. Stop with Chris and don't drop off the ledge yet. 4. Pick up the second controller and run Sheva to where Chris is standing on

the container. Make Sheva drop off the ledge and then back her into the corner right behind you and have her face towards the opening. Place the controller right near you within reach. 5. Pick up the first controller and have Chris enter the area and start killing the dogs and everything else EXCEPT the fat man Majini. 6. When the fatman is alone lure him into the narrow alley where Sheva is standing while backing Chris near Sheva. 7. As the fat man nears Chris and attempts an attack run behind him, he's very slow on Amateur, and throw a flash grenade. Feel free to throw other flash grenades too to set yourself up properly. You want to get it where the fat man is between Chris and Sheva with them both facing him. 8. As the fat man is stunned from the flash run up to him with Chris and press square to start the combo. Quickly pick up, or leave it on the couch next to you, the second controller for Sheva and press square for the second hit. Then press square on the first controller with Chris to finish the combo and get your trophy! - If you screwed up or messed up somehow just pause and restart. The check point is right before you drop down off the container so it's very fast to reload and try again. You can do this on any difficulty but Amateur is obviously the easiest. +-----+ | 38. | Lead Aspirin (Silver) +-----+-----------------------------------+ Defeat a Majini with a headshot while it's jumping. - This can be a little difficult. You need to get a critical hit head shot (blast somebody's head off) while they are jumping either from above or towards you. It's probably easier to get this while they are jumping towards you. Equip your fully upgrade shotgun and go to Chapter 1-1. Recall when you are waiting for Kirk to blow open the gate that there's this little gap up the stairs and along the fence. This is also a Majini spawning point. Run around with a bunch of enemies and lead them to this gap. Jump across, and wait for them to jump towards you. Have your Shotgun and aim up, towards their heads. +-----+ | 39. | Fireworks (Bronze) +-----+-----------------------------------+ Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade. - You will find many Majini who have explosives, predominately in the earlier chapters. Your goal is to shoot them when they are thrown at you, or when they

are still holding on to them. Won't be too difficult to do. +-----+ | 40. | Be the Knife (Silver) +-----+-----------------------------------+ Deflect a bow gun arrow with your knife. The best point to try this is right at the beginning of Chapter 2-2: Train Station. Recall that when you climb up onto one of the train cars there are three Majini with crossbows. It helps if Sheva doesn't have any weapons so she won't kill them. Just stand where you can see all three of them (which is right after you actually climb onto the car) and start deflecting. To deflect, you just need to take a swipe with your knife so (L1 + R2) by default. +-----+ | 41. | Meat Shower (Bronze) +-----+-----------------------------------+ Defeat 3 Majini with one grenade or proximity bomb. Get this from Mercenaries. Or, you can get it in the alley in Chapter 1-1 when the huge group of Majini come after you. +-----+ | 42. | Go into the Light (Bronze) +-----+-----------------------------------+ Defeat 2 enemies with one flash grenade. This one has to be done on two Cephalo, because only they actually get "defeated" with the flash grenade. In Chapter 3-2, right after you defeat all of the Chainsaw Majini and turn off all the gas pipes, recall that if you continue along the path a bunch of Town Majini start attacking. Two of them will always turn into Cephalo. Alternatively, you can goto Chapter 5-3. Recall that around the beginning/middle of the chapter, you'll have to actually find off two Reapers. +-----+ | 43. | Ride the Lightning (Bronze) +-----+-----------------------------------+ Defeat a Majini using the electric current from a transformer. - The transformer are those electric boxes found on the floor. You will find one on the foot of the long stairs during the battle with the Chainsaw Majini. It might be easiest to try for this one in Mercenaries mode, in the Public Assembly stage. There's one of the electric boxes beside +-----+ | 44. | Stop, Drop, & Roll (Bronze) +-----+-----------------------------------+ Defeat 3 Majini at once by setting oil canisters on fire. - Oil canisters refer to those little cans of combustibles found in mostly in

Chapter 1. The best spot to get this one is in The Mercenaries in the Public Assembly, because you can just let a big group of Majini build up and start shooting. But do note that the oil canisters cannot kill any Majini with full health. Therefore, you will have to soften up the Majini before blowing up them up. The best way to do this is to use a melee attack (I used Wesker's Mustang Kick) on each Majini, and lead three who survive to the canisters. Here is a map showing you where the two oil canister locations are: P u b l i c A s s e m b l y M a p

______ | |---, _____ | ____|__,-------------| 2 |-------, | |1 a\ _ -----'-| |-' * | | --,- \ ._,' '-----| |---|-----' | _____l|l ,-' | |/ ,--------------| [Unlockables] | ________ | | A Rank: Jill (BSAA) | |xxxxxxxx| | | B Rank: The Mines | |xxxxxxxx| | | (stage) | |xxxxxxxx| |__ | | |xxxxxxxx| | | `, |3 '--------' | |_____ | | '------here| ||||||| | | [Legend] | , ---------|----,_____ *: Chicken | | 6 | | _|||||| 1-8: Time Bonus | _| | | | |--| a-d: Combo Time | | | | |___--| l: Ladder | | ,--,---| | | | | 5 | __ -___ |4 | ------' / / ----| ,---| | |__| / / ____| '- | '---| ,---\ /7 / | |-| | |__|___, /b_/ | |----| | | | | | |______| | | |__ -, here l| | , \ -, ' __ '-------' , _______,` \ '_ l| | ________/ | | '--| |-| | __,-`. / | | | | \____/ / / |--|-' |---l--, / / ,|__|c 8 | | , / -' | --| | | | | |----|--| \ | | house __ | \ --|l |d_____|xx|_| `___|,-'--' +-----+ | 45. | Baptism by Fire (Bronze)

+-----+-----------------------------------+ Defeat 3 Majini at once with a drum or gas tank explosion. - These are any of the orange tanks found in the various chapters. +-----+ | 46. | Masters of Removing (Bronze) +-----+-----------------------------------+ Work together to save someone special. - You will get this one ONLY if Sheva is restraining ____ when you are removing the device in Chapter 5-3. I.E. you will NOT get it if you have ____ "mounted" and are trying to remove it yourself. If you are doing it right, Sheva will be standing behind _____ and restraining her arms. +-----+ | 47. | Secret Trophy - Bad Blood (Bronze) +-----+-----------------------------------+ During the first fight with Wesker in Chapter 5-3, get kicked through the door. Then, damage him enough to end the fight immediately. The best way to do this is to use a Rocket Launcher, and shoot at rocket him while he's not looking. He will grab the rocket, so blow it up and go up to him and shoot until it is over. You can also hide and keep blasting him with a Magnum and doing the finishing combo (check Chapter 5-3 Boss 6.5 in the Walkthrough). +-----+ | 48. | Drive By (Silver) +-----+-----------------------------------+ Stop an armored truck by taking out the driver. - You get this one by taking out one of the drivers in Chapter 2-3 during the vehicle chase. Focus on shooting down the plating blocking the windows of the front before picking off the driver. +-----+ | 49. | Egg on Your Face (Bronze) +-----+-----------------------------------+ Defeat a Majini with a rotten egg. - Shoot the Majini a few times with a weapon, and finish it off by throwing the Rotten Egg. You can throw it like it's a grenade. +-----+ | 50. | Heart Stopper (Bronze) +-----+-----------------------------------+ Defeat Licker Beta (the frog) by stabbing it in the heart. You first need to knock it on to its back by blasting it with a Shotgun. Then, stand over it and keep pressing the Action Button close. You will soon get the prompt to stab, which will earn you the trophy. +-----+

| 51. | Who Do You Trust? +-----+-----------------------------------+ Build up a high level of trust with your partner. - You can do this by "thanking" Sheva by hitting the Partner Action button. You can only thank her when she: 1. Gives Chris Ammo. 2. Heals Chris. 3. When Sheva gets a critical hit headshot. If you are having trouble, try starting a mission with Sheva having an empty inventory. Find a secluded spot and give her all of your items/weapons. Then, request for them back and keep thanking her. +----------------------------------------------------------------------------+ +--------+ __ __) | ____/ | (, /| /| | || | / | / | | ||_ | ) / |/ |_ e r c e n a r i e s I n - d e p t h | |/\\ |+-(_/---'----------------------------------------------------------+ | )) | -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[MR00]| | // |+------------------------------------------------------------------+ | \| | Welcome to the Mercenaries section, everyone! Mercenaries is +--------+ absolutely my favourite aspect of Resident Evil, and I play it whenever I can. Unfortunately, we are just about to head into finals season, so again, we're probably going to experience some delays in the progress department. However, I spent the last few days coming up with some maps and laying the ground work for you to succeed. I know I'm going to enjoy writing this section, so happy reading! Note that when this section is complete, it's going to follow the format of Public Assembly, detailing each time bonus, combo time, and chicken. But for now they will just be the maps as I work through them. +----+ | 1. | Important Ranks +----+------------------------------------+ Here are the important ranks for Mercenaries. Everything below these are kind of pointless and not worth noting: SS S A B Rank: Rank: Rank: Rank: 90,000 60,000 40,000 20,000 pts, 150,000 pts, 120,000 pts (Unlocks pts (Unlocks pts pts new new if duo if duo character) 80,000 pts if duo stage), 40,000 pts if duo

Also note that you can accumulate these points for Bonus Features. +----+

| 2. | Basics +----+------------------------------------+ - The maps detail all the floors. So by default, you are not going to be able to identify each structure until you go up some stairs, or down some stairs. - ===, |||, etc represent stairs on the maps - # represents unwalkable terrain - The name of the game is to rout as many enemies as you can. Standard enemies will earn you 300-400 points per kill, while B.O.W's (Cephalo, Licker Beta, Big Man Majini) will earn you 800-1000 points and Bosses (Giant Majini, Chainsaw Majini) will earn you anywhere from 5000 to 10 000 pts. - It is ideal for you to "combo" the enemies as well. This means to kill each enemy within about a 10 second window to keep the combo going. - Combo Time markers (c on the maps), when activated, will add 1000 points to each combo kill. - If you discard a gun (ie your handgun) the enemies will no longer drop that ammo. This is ideal if you have a machine gun or a shotgun. - You can reload with the inventory by moving (Action Button) the ammo on to the weapon. You can do this at ANY time, whether you are climbing up ladders, getting attacked by enemies, etc - Put the ammo either directly above or below the gun, so you can do it really quickly. - Don't pick up every grenade you see. Hand Grenades are good enough. Flash Grenades are also very useful, because they can bring down the B.O.W.'s with one explosion. - Be very mindful of Cephalo/Duvalia. These guys can be really annoying because they are essentially "combo breakers". If you see a parasite exploding out of a Majini's head, either unload a Flash Grenade immediately, or take 1 shot at the B.O.W, then kill a basic Majini before going back to the B.O.W again to keep your combo going. - You get a 5 second bonus for killing an enemy with a melee attack - When you start, don't bother attacking any enemies at first. Instead, go around and find the Time Bonuses and punch them all. I started having much more success when I did this. - By now you should have a big group of enemies on you, lead them to a Combo Time and start racking them up.

- Find the chicken and blast it for 2000 points right away. You can also use it to continue a combo. Note there are two chickens in The Mines. - Chris (BSAA) is awesome. Discard the M92F so you will have unlimited Shotgun Shells to pick up. Go up close to deal lots of damage (especially on the B.O.W). - Take time to play through a single map several times. Your scores will almost increase exponentially. - Before anyone asks, my favourite is Wesker (Midnight). +----+ | 3. | Table of Points for Bosses +----+------------------------------------+ ,-----------------------------. Although bosses are not terribly ideal when | Boss | Points | going for the massive scores (in the 6 figure |--------------------|--------| range), they will go a long way in helping you | Executioner | 5,000 | unlocking a new character and achieving the | Giant Majini | 5,000 | A Rank. This is especially in the case in the | Reaper | 6,000 | later stages, where enemies like the Gatling | Gatling Gun Majini | 10,000 | Gun Majini and the Executioner+ yields more | Chainsaw Majini | 7,000 | than 10,000 points (25 or 35% of what's | Executioner+ | 15,000 | needed!) '-----------------------------' Therefore, it is absolutely essential that you take advantage by taking them down. Use your Grenades, and Proximity Mines, with Shogun/Magnum support to wear them out quickly. Be very mindful of their powerful attacks. +---C h a r a c t e r O v e r v i e w----+ Item Setup __ __ __ | |a | | "a" represents the corresponding direction on your control pad, as |__|__|__| "b" the left direction, and so on. |b | |c | |__|__|__| | |d | | |__|__|__| S o l o C h a r a c t e r s -

+----+ | 1. | Chris (BSSA) +----+------------------------------------+ ,-----------------------. Chris is a very powerful starting character. As | a: Hand Grenade x5 | mentioned above, it is absolutely essential for you | b: M92F Handgun | to drop the M92F Handgun so you will have unlimited | c: Ithaca M37 Shotgun | Shotgun Shells to pick up. He also comes with a First | d: First Aid Spray | Aid Spray, so don't hesitate to use it if you get in

'-----------------------' trouble. For Chris, the key is to get up close and personal with the Shotgun, to make sure the enemy takes the maximum damage possible. If you are close enough, most Majini will go down with a single shot. Not even the B.O.W's or bosses can take many shots from your shotgun. I firmly believe that Chris (BSAA) is among the most powerful characters in the game in the earlier stages, but as you venture deeper into the Mercenaries Mode you might want to consider switching up. +----+ | 2. | Albert Wesker (Midnight) [Unlock in The Mines] +----+------------------------------------+ ,-----------------------. Wesker is a power, power, power kind of guy. You can | a: Hand Grenade x5 | play him in two different ways, each are equally | b: H&K P8 Handgun | effective. The first way is the standard--go around, | c: S&W M500 Magnum | procure all of the Time Bonuses, and picking off the | d: Proximity Mine x5 | Majini as they build up with your S&W M500 Magnum '-----------------------' (while discarding the Handgun). The second way is to take advantage of the extremely powerful "Cobra Strike" melee attack, which can be set up with a stunning blast to the face with the H&K P8, while accumulating a bunch of 5 second bonuses in the process. You should still hang on to the Magnum in this case, because you will need to it take down powerful enemies. Speaking of which, the Magnum is the most powerful weapon in the game, hands down. However, it's also very slow. When using the Magnum, make sure to take proper aim before firing. It's also got a very small clip (6) so it is ideal for you to use the Inventory Reload as much as possible. It is capable of bringing down even the Bosses with one or two shots, so always use it for heavy duty clean-up. The Proximity Mines are also very awesome. When you are getting chased by a big group of enemies, drop one on the ground to take them down instantly. You can also use it for bosses, but you have the Magnum for that, so I would say using it to rack up a bunch of kills is much more ideal. Finally, I want to talk about Wesker's special attacks. He's the only one in the game who has them. They are as follows: 1. Dash: R3 Button (press down on the right analog stick) 2. Change Direction during Dash: Right Analog Stick + Run Button 3. Knee Attack: R1 Button during Dash. (I'm not sure if the 360 has an equivalent of pressing down on the Right Analog Stick. Please let me know.)

The Dash is very useful, used. You can use it to escape are running low on time, your way over there and knock

but it will deplete some of Wesker's health when when cornered. It is also very useful when say, you but you know there's a Time Bonus up ahead. Dash it down.

+----+ | 3. | Chris (Safari) [Unlock in Village] +----+------------------------------------+ ,-----------------------. The Safari version of Chris is pretty similar to the | a: Rocket Launcher x2 | BSAA version. I would say the same strategy applies-| b: SIG P226 Handgun | ditch the P226 and use your Shotgun to eat up the | c: M3 Shotgun | competition. Safari is ideal in the later stages, '-----------------------' when our friends the Gatling Gun Majini and the Executioner makes their appearances. Having a Rocket Launcher to cut them down quickly will open up the door to more combinations and even more Boss farming. The M3 Shotgun is more powerful on paper, but it comes at the cost of a downgraded capacity compared to the Ithaca. It is important, then, for you to utilize the inventory reloads frequently. Basically, every reason why Chris (BSAA) is a good solo character applies to his Safari variation as well, except the Rocket Launchers of course. ,----------------------------------------------------------------------------. | Map Navigation | |----------------------------------------------------------------------------| | If you can identify some characteristics of the stage when you look at | | these maps, you will be in a much better shape to find them useful. To help | | you become familiar with these maps, I recommend having one next to you as | | play through a stage. Take a glance at my map, and compare it to the one in | | the game (R2 by default). I think you will quickly be able to identify | | where you are in the game in the ASCII map this way. Once you become | | familiar with the general setup of the level, you will be able to see, "hey,| | there's a time bonus" on these maps and procure it immediately. | '----------------------------------------------------------------------------' +----------------------------------------------------------------------------+

1. P u b l i c

A s s e m b l y

______ | |---, _____ | ____|__,-------------| 2 |-------, | |1 a\ _ -----'-| |-' * | | --,- \ ._,' jump '-----| |---|-----' | _____l|l ,-' | |/ ,--------------| [Unlockables] | ________ | | A Rank: Jill (BSAA) | |xxxxxxxx| | | B Rank: The Mines | |xxxxxxxx| | | (stage) | |xxxxxxxx| |__ | | |xxxxxxxx| | | `, |3 '--------' | |_____ | | '------| ||||||| | | [Legend] | , ---------|----,_____ *: Chicken | | 6 | | _|||||| 1-8: Time Bonus | _| | | | |--| a-d: Combo Time | | | | |___--| l: Ladder | | ,--,---| | | | | 5 | __ -___ |4 | ------' / / ----| ,---| | |__| / / ____| '- | '---| ,---\ /7 / | |-| | |__|___, /b_/ | |----| | | | | | |______| | | |__ -, l| | , \ -, ' __ '-------' , _______,` \ '_ l| | ________/ | | '--| |-| | __,-`. / | | | | \____/ / / |--|-' |---l--, / / ,|__|c 8 | | , / -' | --| | | | | |----|--| \ | | house __ | \ --|l |d_____|xx|_| `___|,-'--' +----+ | 1. | Using this map +----+------------------------------------+ Most of the convoluted stuff on the bottom are structures on the 2nd floor. You will have to either climb a ladder or go up the stairs to reveal those parts of the map. The two buildings on the right (on top of each other) really don't have anything useful. You'll find some Grenades and stuff in there, but aside from that, going there really isn't required. The top portion should be pretty clear--this is where the that strip of sewage is, along with the small cabin to the right. +----+ | 2. | The Time Bonuses

+----+------------------------------------+ Once you get the hang of the map, you should be able to find them (this applies to all maps). But just in case, here are some written instructions to compliment the map above: 1. This one is actually down where the sewers are, in the same strip as the Chicken. 2. This is the small cabin just above the sewers. There's a little ramp leading to it. 3. If you keep an eye out for this one, you can't miss it. 4. This is right outside the house to the side here. 5. This is INSIDE the house. 6. Go up the nearby stairs and turn left to find this one on the roof of the house of number 5. 7. This is on the bus. 8. Climb up the ladder to find this one immediately. You can't miss it. +----+ | 3. | Finding the Combo Times +----+------------------------------------+ a. This is right beside the ladder leading to the sewers below. b. This is inside the bus, so below the Time Bonus. c. It's tucked away in a corner to the right of the Time Bonus, in the shades on the same level. d. If you drop down from the hole on the roof of this house (or enter through the door/window) you will find it. Just note that it's inside. +----+ | 4. | The Chicken +----+------------------------------------+ The chicken is found in the sewers portion of the map, at the very top. To get down to the sewers, you can either take the ladder at the top left portion of the map, or you can jump down the platform/stairs labelled jump. +----------------------------------------------------------------------------+ 2. T h e M i n e s ___

*: 1-8: a-d: l: p: #:

,-'----------, / / 4 * \/ / / .----------. / / ,-'############\ \ / _'################\ \ , ,####,-----,#######| | \ \##' a '-,####| | \ ,-------, '##/ , /l ,-' -,_ / ,-' ,---------, `, ' , 3 / ,- l \ \ / l/ -_ b_ ____ `, , \ , | | ` __ |______\ | | \ \1 `---- |__| 2 l, , \ \ |____`------| /p \___\-`, l /_,'-` ,-` [Legend] `, `-' [Unlockables] Chicken -. ( A Rank: Wesker (Midnight) Time Bonus | \ B Rank: The Village (stage) Combo Time | / Ladder / | Proximity Mine \ | Inexplorable terrain | | | | [Enemies] | / 1. Big Fat Majini , `, 2. Reaper | / 3. Cephalo _,_,--,_, / 4. Town Majini ,` 5 ,` . _ _' `, (_) / ,-` / / 6 /`, ` , ,` \ `-,_____ | , `._ d7| |* | `-. |-` | | /`,_ ,` \ | | ,` `_/ | \c_| | / \ ,--'-. _/ ` | , (_ ,` `-._.| \ \ p ` \ ,`._ 8 , `--`----` ,-'

+----+ | 1. | Using this map +----+------------------------------------+ This one is probably as straight forward as it gets. The two arcs at the top represent the upper levels of the stage. The design in the centre that makes the circle look like a Pokeball is also an elevated terrain. The bottom parts is obviously the actual caves. To reach the top arc, where the Time Bonus and the Chicken are, you must climb

up the ladder in the middle circle (which is the ground) on the top, then circle around to the ladder on the right of the map. Note that the Time Bonus on the very left is a whopping 90 seconds bonus, which can be reached by climbing up the nearby ladder. Be very careful of the Reaper on this stage. It can really be a nightmare if you are not careful. When it appears, back away from it, and look for the emblem in its chest to reveal itself, then blast it. Carelessness when a Reaper is present is a quick way to die. Note that I have labelled where the proximity mines are, because they can be very useful in not only dealing with the special enemies, but also a large wave of Majini. +----+ | 2. | The Time Bonuses +----+------------------------------------+ 1. This one is found in a little tunnel of sorts. 2. At the end of the suspended bridge. 3. First you have to climb up one of the ladders from the ground floor to the 2nd level up. Then, circle around to the nearby ladder and climb up to find this one all the way at the top of a small platform. 4. It's in the tunnel. You have to climb up from the ground to the 2nd level. Then, go to the ladder on the right of the map and climb up there. 5. To the right shortly after entering the tunnel. 6. Shortly after entering the tunnel, you should see a fork to the right, that leads upwards. It's in there. FYI this is the same area where you would find the Diamond (Oval) in Chapter 2-2. 7. Remember the fork we noted in #6? Instead of going up the hill, take a left and you will find it with a combo bonus. 8. From #7, go to the next area of the cave and keep sticking to the left. +----+ | 3. | Finding the Combo Times +----+------------------------------------+ a. Find this one on the 3rd level. Climb up the ladder to the right of the map and circle to the treasure chest here. b. This one is on the ground, just behind wheel where you would open the door for your partner in Story Mode, and close to the nearby ladder to the 2nd floor.

c. After entering the tunnel, look for the hill to the right. You'll find this in the treasure chest at the top of the hill. d. You probably won't have any trouble finding this one. Shortly after entering the tunnel, you will come to the fork mentioned in c. Instead of going up the hill, stick to the path to the left to find it. +----+ | 4. | The Chickens +----+------------------------------------+ The one at the top of the map is found in a tunnel at the 3rd level. First climb up the ladder on the ground to the 2nd level, and goto the ladder on the right of the map. From there, you should be able to see the entrance to the tunnel. The second one is more straight forward. Upon entering the tunnels portion of the map, if you go deeper in you should be able to see a small passage to the right. It looks like a hill. You'll find the chicken along this passage. +----------------------------------------------------------------------------+ 3. T h e V i l l a g e

____________ ,--._| ||||||| | [Unlockables] | 5 | '-----| | A Rank: Chris (Safari) '--, | | | B Rank: Ancient Ruins `-. | | | | | ,-----------|,__ __, ,-.,_ ,`---------,-` ,_____________ sp | '-,__ / ,_______ |###############|6 |`----` , / 7 / |__|###############|_,|###/ d ,----__| `---' |c_|###############| |###|,__/####/ , | |###############| |##########' / \ `,_,-'-`---,####| |####|#| , --` [Legend] `._,_ . -.##| |####,-, `---`. *: Chicken \* ` `,_ ,#, `-'` \ 1-8: Time Bonus | / _8) | ,----._ | a-d: Combo Time | | |_ | | ,-.4/ | l: Ladder | | | --' `|||| | sp: Spawn Point \| __| / | ,----,_ | '--'__,-'` `__, --. ` ,` _|___________ | |`3 `--` \ [Enemies] |,---, | ||| ` `._. `, 1. Giant Majini || | ||| \,____\ \ 2. Cephalo || |l | |-`-, 3. Bui Kichwa ||_b_| 2| | ,---_____ '-, 4. Tribal Majini |--------' | (#########`-. \ ,_ | \###########` \ `'-,__ -` __ `-----######) \ `'. ,' `. __a `---` | | ( ) |` `-,-,____sp____,`

| `.___,` | | _, `._ 1 ,-' `-----` +----+ | 1. | Using this map +----+------------------------------------+ The map consists of two main levels. The stuff at the top of the map is predominately the upper levels. There are also some 2 storey buildings spread out across the camp area. Other than these two notes, the map is probably as straight forward as it gets. +----+ | 2. | The Time Bonuses +----+------------------------------------+ 1. Behind the circular cottage (which you go inside to find some pots). 2. Inside the building, to the left of the entrance. 3. Is on the ground, in that area where you found in the Magnum in the story mode. 4. Up the stairs, and on the 2nd floor of this building. 5. It's in a little alcove on the ground. 6. Up the nearby stairs from #5, and you will find it here. 7. It's in the tunnel after going up the suspension bridge on the 2nd level. 8. After getting the one in the tunnel, go outside and turn right (as if you were heading to the chapter exit in story mode), and jump across the gap. You'll find it in the cottage here. (Worth 90 seconds!) +----+ | 3. | Finding the Combo Times +----+------------------------------------+ a. This is on the ground outside. It's close to the spawn point--and you can't miss it. b. Up the ladder inside this building. c. This one is on the GROUND. So enter through the opening of the circular area (with the traps at the entrance) and find it there. d. This one is on the 2nd level. Go up the stairs at the top of the map and turn left. Open that door with the baton on it to find this one. +----+ | 4. | The Chicken

+----+------------------------------------+ The chicken is on the ground in the circular camp area, where you found combo c. +----------------------------------------------------------------------------+ 4. A n c i e n t _____________ | l | | ,--| |_ t__|###| | / /######| | / /#######| | | |########| | | |########| | point | |########| |____________________| |-------|######| | =: Stairs |_______) / ____ _______ |l_________ '--`-------------| |=| |####| |########\ | _| |#| |####'-| |-'########\ | [Unlockables] |_ |#|2|######| ||#######,-- | A Rank: Sheva (Clubbin') _| |#| |######| ||######/___ |____ B Rank: Experimental |_ |#| |######| |####### t| _ | Facility _| |#| |####| 1 |####| |_| |#| | |_ ||| |||||-_ _,_|||c _| |#| | [Enemies] |_|=| |---- | |####### _| |#| | 1. Giant Majini |=| |######| |#####,# _| |#| | __ ,---. 2. Duvalia | _|####| |#####|c |_| |#| ||| ,--/ t \ 3. Cephalo | |##| |####| |_| -----|| ||| c / 4. Tribal Majini | |##| |####| | |_ ___|||_/--,_____/ |- |==|___ __|#| | | ,---------, | ,#####|===|####| |t ___| / _____ / | \#####|=== |==|___| /c/ | | ______| \###'-===_-'-|/ | -`______ _ \####| -| _______ | / / \ \ * 3 | |_ | | | | '---' ------|c sp | | | | | |_____| | t | /==| |_______|,-'==, | -` /___/ +----+ | 1. | Using this map +----+------------------------------------+ Although the map may look very convoluted, this might actually be one of the simpler stages. The three islands on the top left, bottom left, and middle right are where you grabbed your Emblems during the Story Mode. Each of them holds valuable Time Bonuses. When you go for the Time Bonus at the top left, you can jump across the two platforms to go quickly, instead of opting for the ladder at the top. R u i n s

,-----. |sp c| '-, ,-' | | | | | |

____ |####| |####'-.-. |######|t| |######| |

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[Legend] Chicken Time Bonus Combo Time Ladder Spawn

The island at the very top is where you would leave Chapter 4-1 if you were playing story mode. It's a pretty good spot to stand when you have a group of enemies incoming because you can see them all. There's no best way to navigate the Ancient Ruins. Because this stage is so open-ended, I can't really establish a logical path like the other maps. So, I have decided to identify only the first 3, to help you become familiar with the ASCII map and you should be able to take over from there. +----+ | 2. | The Time Bonuses +----+------------------------------------+ 1. This is in the very centre of the map, and should be the Time Bonus you use as a marker to build familiarity with the ASCII map. IE, you should telling yourself that "if I go right from here, it will bring me to #2, etc." 2. As stated, from number 1, if you turn to the stairs on the right (assuming you came from the spawn point at the top) to find this one. 3. From #2, sprint straight down the passage and turn left to find the alcove containing this one. Also where the chicken is. +----+ | 3. | The Chicken +----+------------------------------------+ As mentioned, it is found right where Time Bonus #3 is. +----------------------------------------------------------------------------+ 5. E x p e r i m e n t a l F a c i l i t y

,----------, | l | 2 | .----' |-| | | | | | |_______ ,---'--------, | | 2nd floor/ from here .----| |__|-----| 3rd floor l | | spawn |l | .----------|----|a |_________ | | |b |----|____________| |1 | [Legend] | | |----| |-----------' *: Chicken | |__|----| |*_| 1-7: Time Bonus | |----| a-d: Combo Time | |----| l: ladder |----------|----| | stairs | 3 | '----------'----' ______________ | |

| ,----- --- | | | | ___ [Unlockables] ,-----------' 6 | | | A Rank: Chris | ___ ______ | |___| (S.T.A.R.S) | |-------' | Basement/ B Rank: Missile '---' ----- |-------` ,---. 1st Floor Area | l | | | | | | | | | '---' __| |____ | |_ ___________ | | | \ | | [Enemies] | _________|_ | c| | | 1. Licker Beta | | to here | | /------. | | 2. RPG-7 Majini | |_l____ |_____| -' | | | 3. Duvalia | | |stair| | |_|5 | 4. Base Majini |d_______| |_____| | |___________, | | | | spawn|___| |--| | | | | 7| |--| | | _| |__________| |--|_ | | | `---------' | | |_____| ______________| | | | | | | | | `---------' | | | |___|___|___| |_4_| +----+ | 1. | Using this map +----+------------------------------------+ The Experimental Facility consists of a nice and small stage, making getting around and pounding the Time Bonuses an easy task to do. Note that the two maps are split up into the 2nd floor/3rd floor and Basement/1st floor. Watch out for the Rocket Launcher Majini here. Your friends, the Licker Beta will also make appearances, so be very careful of them. The part of the map labelled "From here" is where you would enter the Basement/1st floor from the 2nd/3rd floors. +----+ | 2. | The Time Bonuses +----+------------------------------------+ Note: it is probably easiest if you quit the game if you don't get spawned in the 2nd/3rd floors. It will be a lot easier to follow if you start there. 1. From the spawn, jump down the platform and turn right to see a little alcove. Chicken is here as well. 2. Go down the hallway across from #1 and you'll find this one here. 3. Go down the flight of stairs after you see the flower bed with the sprinklers. You'll find it along the route. 4. After jumping down the ladder labelled "From here", continue down the next

hallway and look to the right to find it. 5. From #4, walk on to the catwalk and procure it to the left when you get there. 6. Jump on to the platforms from #5 to make it to this one. 7. This is can be reached from #6 if you goto the nearby ladder. +----+ | 3. | Finding the Combo Times +----+------------------------------------+ a. Right behind you at the spawn point. You miss it if you are careless. b. Turn to the right before you jump down the "From here" portion of the map. c. When you reach Time Bonus #4, sprint straight ahead towards #6 and keep an eye out to the right to find it. d. You'll find this one when you jump down the ladder near #6 and to the second spawn point. +----+ | 4. | The Chickens +----+------------------------------------+ Very easy to spot. In the alcove to the right when you jump down from the spawn point in 2nd/3rd floor. +----------------------------------------------------------------------------+ 6. M i s s i l e A r e a

__ ______________________ ____ _____ |p .__| ||////| | [Legend] |8 l l ||////| | *: Chicken ,-----------,-.-------------,-.-|////| | 1-10: Time Bonus |///////////| |///////////7 | | |////| -| a-d: Combo Time '-----------'-'-------------'-'-|////| d-| f: First Aid Spray |----.||| ,----. _l__|////|_|||-| p: Proximity Mine |spawn| | __||______|//| | l: Ladder |__________________| |______ |////|l .--' ///: Conveyor Belt | | | |////|___| [Unlockables] | | c | |////| [Enemies] A Rank: Sheva (Tribal) | | | |////| 1. Gatling Gun Majini B Rank: Ship Deck | | p |_|////| 2. Town Majini | | | |////| 3. Cephalo | |______|_|////|_________ | ____ __________ e | | | l | | |////| | | | | | | |////| |____p| | |____| | |////|

_____|__ _| |////| | |____| ||////|--------. | 4 ||||||__||////| | missiles| | 5 | |___9__|l f | | |____| |////|-| | | | |////| | 6 | `----- |____.---|////|_| | | ||||.___|////|_ | |________| |////| '------' | | |////| | .----. | |////|---. -` | 10 | | |////| | '_ | | `.-----------------. | |----'.----------------. 2| | |-----. | | | | | | | .-| | | | l |_ | | | | | | `._____| | | | | | | | | | ___| l | | ,------------,b f * | | .-|_ _______ |-------------| | |/| a | |///////////3/| | | | | |_____________| | '-|1 spawn | '---------'------------------' +----+ | 1. | Using this map +----+------------------------------------+ First thing to note is the notation for a conveyor belt--which is ///. You should remember that each conveyor belt can go two directions, either left/right, or up/down. Simple enough right? Ok. In terms of navigation, the area in the top left (where the spawn is) is where you first encounter the conveyor belt in the story mode. Most of the action consists of taking the long vertical conveyor belt and jumping off at various areas to find the goodies. Gatling Gun Majini is the boss of the Missile Area. They are pretty tough, but they also yield 10,000 points plus a First Aid Spray. The key to beating down any durable boss is the same--never stay too still. +----+ | 2. | Finding the Time Bonuses +----+------------------------------------+ 1. This is found when you spawn in the control room. You can't miss it. If you spawned in the other location, you have to make your way up the ladder on the bottom right of the map (where the Chicken/combo time are). 2. After exiting the control room spawn point, turn right on the catwalk and continue in this direction to find it. 3. This is on the conveyor adjacent to the table with the combo time, and first aid spray. The chicken is also around here.

4. Drop down from the catwalk close to where #10 is and find this one up above. 5. Climb up the ladder slightly ahead of #4 and to the right. Then, jump to this one. 6. There are stairs to the right of #4 that leads to the little area where you'll find this one. 7. Make your way to the combo time and proximity mine on top of one another and enter the conveyor belt. Turn left and sprint in this direction. When you can leave the conveyor belt to the right, do so, and head through the door. Go down the stairs from here. Drop on to the conveyor belt to find it. 8. You'll have to climb up the ladder below #7 and walk across the catwalk to drop down to this side. 9. This is on the conveyor belt, and not on a catwalk as it appears. 10. I have no frickin' clue. +----+ | 3. | Finding the Combo Times +----+------------------------------------+ a. Inside the control room spawn point. b. Drop down from one of the ladders on the catwalk close to the control room. c. It's on the table. Follow the path from #4 to find it. d. On the table right beside the door leading to the conveyor belt. +----+ | 4. | The Chicken +----+------------------------------------+ Drop down from the catwalk close to the control room to find it down there. +----------------------------------------------------------------------------+ 7. S h i p D e c k ,--. | t| ,-| *|-, [Enemies] 1. Chainsaw Majini 2. Town Majini _,-' '-,_ / \ _.-------.c/ \ / `| l |` \ / | | \ , | __l_ |-| , / \/ \|-| \ [Legend] Chicken Time Bonus Combo Time Rocket Launchers ladder Proximity Mine Railing

*: t: c: r: l: p: aa:

| _l | | . | /t \ | | || || | \ , ',\__/ ,-| , , ______`---`'-'____ , | | _______________| | , | | | l| , , | | '--, t | , | | | |_____ + | | |___ \ + / ____| |_ ___|___ \ \ . | |==|| | | | . `____| |==|| | l '__|_` || | |==|| | c \ | |_c_|l____ | | ___________\ . | | | | , / | t | | | \ | _______| '----------' '--------, | .---, |_______ ,---. ,-. ,-. ,-.---. . | | | l| | | | | | | | t | | | |_________|_____|___|_|_| |_|_|_| _|__ | | ||||||| | | | | | | |l | | | | t | | | | | | | | | | |---------' '-,-.-------' '-----'-' | | | | |l| | | | |l | | | |l______ ____| |_ | __| | ___|_____| | | || | | | | | | | | | | |l | | | || | | | | |l | | | |_| | | | | ||t|-'-' | ,--' | | | | ,-----. | | |l__||_| | | l| | | | | | | | | | |l_ c| |_|____ | |l|___|___|___| |_| | | _|t|__ t l| | | | l | | | |p aa| __ |_| _|_ |_______| _| | '------' | |-------, | | | | _ |r|<--- there they / are! | | l| | | |l | | | |=| -| | '-----' | '---| '-' --'-'=| | | | c| | | | t | | | |____| |_______| | | | | ,------| | | | | stair.--' | | |_______| | | | | | |____________________________________________| +----+ | 1. | The Rocket Launchers +----+------------------------------------+ There are two rocket launchers on this stage, which are very useful when a bunch of the Chainsaw Majini pour in. To reach them you have to make your way to the railing (labelled aa on the map) and glide over. And to do _that_, first you have to make your way to that console situated just before the area where Sheva gets caught in the cage is. Go through the gate here (with a Time Bonus on the other side), and up the stairs. Follow to the end of the catwalk and

climb up the ladders to find the railing. Note the Combo Time, Time Bonus, and even Proximity Mine up here as well. +----+ | 2. | Using this map +----+------------------------------------+ This map looks nice and crappy at the bottom. Don't be intimidated though-just know that there really isn't very much space to walk around on the ground. Most of your navigation of the lower portion of the map involves climbing up the ladders and moving from storage crate to storage crate. I'm not going to bother with the written instructions for the Time Bonuses and such on this one--because it will probably end up being more confusing than useful, as mentioned. The best thing to do is to focus on becoming familiar with it. +----------------------------------------------------------------------------+ 8. P r i s o n 2nd Floor/3rd Floor _________ |||||||| | | t | ,-------------,--------------. |_________| | t _ ,__/ | _| | _,` `-` |____ | | | .______t___ /`_ | [Legend] | | ______ `-.____/ , | *: Chicken | | |######| |#######\ | | t: Time Bonus | | |######| |########| | | c: Combo Time _____| |__|#####,---.#######, | | l: Ladder / __| |#####| t |######, / | p: Proximity Mine |to | ,-----, ,------. ,= | |here l| | `---' / ,=_| . | c | |t| | | [Unlockables] \ |`.__|______| |_______|__| A Rank: Wesker (S.T.A.R.S) `----' | c | | B Rank: None | | | |____| |__| `----------------`

Basement/1st Floor __ ` t| ____\ |_ _,-` |_____________________ ,-` \_ ,--___ `,__________ \ / ___|######|_____________ ||||||| | `./ ,` | |t | * | ` | | | | ___p__c___| | | |----- -----------| | \

| | |--. | .-----------------, ---, .c | | | spawn| || |`--` [Enemies] . l | |l __ __ l| _|| / 1. Executioner+ |-----| \ |##| |##| | |-|| |___ 2. Cephalo , | | |##| |##| | |-|, ` \ 3. Town Majini .from .--, | |##| |##| | |-. ._l_\ |here |--| | `--` `--` | `-|\ | , |--| | | t || | \-----|--|_|________________| || `--. \ l |t . | || .t | \ |--------. | | || |`--` `. | | | | || | \ '- ---------| | | |\ \ \ `________|__| \/ , `,__ ___. `..######\ / -` `, /####,-` _.-` \_._,______..`` +----+ | 1. | The Executioner+ +----+------------------------------------+ You will encounter a new type of Executioner in this stage. He's basically the same as before in terms of attacks--one drop of the axe will put you to dying status. The only difference comes from the Executioner+'s incredible durability. Even with the M500 Magnum, he can eat like 5-7 rounds. It's pretty nuts. My best advice is to use all sorts of explosives on this guy, and keep moving. In combat sports they call it a "stick and move" strategy--blast him, stun him, melee him, and get the hell out. Be very, very careful of his axe attack. In other cases, such as the Chainsaw Majini, you are immune to an attack from the boss if a Majini is holding younot the case against The Executioner. If you get attacked by the axe attack animation, you WILL be put immediately into Dying Status. When you defeat this nasty bugger, he will drop a First Aid Spray to replenish your health. +----+ | 2. | Using this map +----+------------------------------------+ This one is not too difficult. Most of the Time Bonuses are exactly as you see them on this map. The only exception is the one just below the middle (square) platform in floor 2nd/3rd. That one is actually below that platform, so you will have to make your way below to procure it. As usual, focus on building up your time and stringing together big combos as the Majini pile up. Beyond bringing down a bunch of Majini, the key to scoring the A rank and to unlock Wesker (S.T.A.R.S) is bringing down as many of The Executioner+ as you can. Each one is worth 15000 points, so if you manage to take down two, then you are well on your way.

/ | ,

+----------------------------------------------------------------------------+ +--------+ ) ___ | ____/ | (__/_____) | || | / | ||_ | / l o s i n g | |/\\ |+-/----------------------------------------------------------------+ | )) | (_______) -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[CC00]| | // |+------------------------------------------------------------------+ | \| | Well, here we are, another FAQ completed. Resident Evil 5 was met +--------+ with quite a bit of criticism (RE 4.5 anyone), but I can honestly say that I enjoyed this game very much. There's just so much replayability and so much stuff to unlock that it's definitely a bang for your buck. You also have to find a friend to play this game with, because that has to be the way Capcom intended this game to be enjoyed. I'm also always a sucker for excellent graphics, and I think Resident Evil 5 represents the pinnacle in that department as of April 2009, the writing of this message. As for this FAQ, I really hope you enjoyed this one. I really did my best to come up with the best guide I possibly could, and I hope it shows. It's been a while since I wrote one, so I thought I would make this one count. My focus from the start was to create a guide that was truly just that--a guide. I didn't want to make a file that would play the game for you, and I hope I succeeded there. I have also did my best to provide the highest level of spoiler protection, and I haven't received any complaints for spoiling the game yet, so I hope that worked. Also, to my surprise, there really weren't many enemies in this game that would make the average gamer jump, I think. The only one was the guy in the alley in 1-2, which I conveniently left out of the walkthrough for your enjoyment. Finally, I would have to say that my FAQing future looks bleak at best from here on in. Through this writing process, I have come to realize that I'm no longer 14 or 15, and finding the time to sit down and really hammer out a guide is getting increasingly difficult at my age (19). Also, I'm just getting deeper and deeper into my university education, and it won't get easier. I really don't know if you'll ever see a FAQ from me again, but I also don't want to officially announce my "retirement", because we all know how sturdy those are. If this is indeed my last FAQ, I want to personally thank all of my readers over the last 8 years. Although most of my FAQs were pretty much unreadable during the beginning of my run, I hope I at least made up for a bit of that with my more recent projects. Thanks for the entertaining e-mails and especially those that managed to make me laugh (albeit accidently most of the time). I also want to thank Dallas for all of the advice during my early years,

AstroBlue for the same advice, and especially in the department of ASCII greyscale art. Without him, you probably wouldn't find that "5" logo at the top of this file. Thanks to CJayC for posting those very poorly written FAQs of mine in the early days, which is what arguably got this 8 year hobby started. SBAllen, thanks for awarding me with my very first FAQ of the Month Award, which became a FAQ goal of mine and having won one will make "hanging them up" easier. I can't forget Stephen Ng of IGN, for sending me Street Fighter IV, naming me FAQ Writer of the Month, as well as being there to exchange pointers for Resident Evil 5 and to talk casually about the perilous issues of modern FAQ writing. Sorry for making such a long-winded closing there, but I really needed to get everybody in. Although judging by this closing, you might think that I'm as good as gone, don't be so sure! I'll give it some more thought here and there, and if the right game presents itself during a favourable time, you will see me again. Until then, everyone. Keep playing the games and doing the homework. --- ChaosDemon +----------------------------------------------------------------------------+ If you have any questions, comments, or suggestions, please feel free to drop me an email any time at chaosdemonN[at]gmail[dot]com. Please try to make sure your question isn't already answered in the FAQ before e-mailing. I understand it would be quite unreasonable to expect you to read the entire FAQ before thinking about contacting me. However, I do expect that you make a pretty good effort to find your answer by using the CTRL+F function, and searching for your answer. If I receive an e-mail that seems like the reader didn't even bother to try, I will not answer it. Usually though, I am pretty good with e-mails so I am going to do my best to respond to all legitimate messages. Also, note that there is an extra "N" after the "demon": chaosdemonN[at]gmail[dot]com. Also, if you are writing to thank me, it's really not necessary. I do this mostly for fun, and I don't really expect anything in return. Thanks for those who have taken the time to extend their gratitude, but the best way to thank me is probably by hitting "Recommend" in the black bar at the very top (if you are reading at GameFAQs). +--------+ | ____/ | ) ___ (__/_____)

| || | / | ||_ | / r e d i t s | |/\\ |+-/----------------------------------------------------------------+ | )) | (_______) -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[CR00]| | // |+------------------------------------------------------------------+ | \| | +--------+ ASCII Art Farts: For the "Zombie Pooh" in the Game Basics section. IkaeYokohama: For a correction in the Herb section. Keibalaipry: For a finding an error in the Ranking information. Lemur_H: For information on Infinite Ammo. Lokado: For a quick-jump correction in the walkthrough. Luke M: For correction in Treasure section. osrevad: For his PS1 controller that I slightly modified to create a PS3 equivalent. Nikki: For a correction in the Treasures section. ResidentGear31: For the excellent strategy to get "The Works." SBAllen: For hosting this FAQ, dealing with my Feedback tickets, and keeping the GameFAQs train running. Tyler C: For correction in Chapter 3-3. +--------+ _ | ____/ | ___/__) | || |(, / | ||_ | / e g a l D i s c l a i m e r | |/\\ |+/-----------------------------------------------------------------+ | )) | (_____ -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+[LD00]| | // |+------)-----------------------------------------------------------+ | \| |This FAQ is copyright (c) 2009 ChaosDemon. Please do not post this +--------+FAQ on your website without asking for permission first. However, if I granted you permission to host one of my FAQs before, feel free to host this one without asking for my permission again. This applies to all future FAQs written as well. If I grant you permission to host this FAQ, you now have my permission to host any FAQ I may write in the future without re-obtaining my permission. I hope this makes life a little easier for you webmasters. Otherwise, you can email me at chaosdemonN [at]gmail[dot]com to ask for

permission. I will very rarely deny permission but I do have some very reasonable requirements that I must ask of you when posting this guide: * Please do not place any ads on the same page as the FAQ * Please do not edit this FAQ (like adding or deleting text) * Please present this FAQ as close to the way you see here on GameFAQs as possible ============================================================================= == Copyright 2009. All rights reserved. Just another FAQ brought to you by... ______________ _____ __ ____/__ /_______ ________________ __ \___________ ________________ _ / __ __ \ __ `/ __ \_ ___/_ / / / _ \_ __ `__ \ __ \_ __ \ / /___ _ / / / /_/ // /_/ /(__ )_ /_/ // __/ / / / / / /_/ / / / / \____/ /_/ /_/\__,_/ \____//____/ /_____/ \___//_/ /_/ /_/\____//_/ /_/ @@@@ @@@@@@ @ @@@ @@@@@@ @ ################# @@@@@@ ### #### ## @@@@@@ ## @@@@@@@@@ @@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@## @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ ### ### @@@@@ ## ### @@@@@ @@@@ ## ### #@@@@@@@ @@@@@@# # ### #@@@@@@@@ @@@@@@ # ### # #@@@@@@@@@ @@@@@@ ########### ## ## @@@@@@ @@@@@ ############### #### ## @@@@@@ ## # # ############## #@@@@@@@@@@@@@@@ ## # ## ############## #@@@@@@@@@@@@@@ ## ### ############ #@@@@@@@@@@@@@ ## ### ########## ###@@@@@@@@@@ @@@ ###### # ## #### ### ## # # @@@@@@@@@ ###### ##### # ## ## # @@@@@@@@@@ #### ##### ###### # @@@@@@@@@@@ # ### # ## # # ##@@@@@@@ @@@@@ @@@@@@ ### # ###### #########@@@@@@@@@@@@ @@@@@@@@@@@@@ ## ## #### # # # # @@@@@@@@@@@@@@ @@@@@@ @@@@@@@ # # ###### # ## ##@@@@@@@@@@@@@@@ @@@ @ @@@@@@@ # ############@@ @@@@@@@ @@@@@@ @@@@@@@@ # ## # ###### # @@@@@@ @@@@@ @@@@@@@@ # ## # ## @@@@@@@ @@@@ @@@@@@@@@ # # @@@@@@@@ @@@@ @@@@@@@@@@ ###### ## @@@@@@@@@ ; @@@@@@@@@@@ ############## @@@@@@@@@@@ ; ;; @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ ;; ;; @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ ;;;; @@@@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@

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Resident Evil 5: FAQ/Walkthrough by ChaosDemon Version 1.50, Last Updated 2009-05-07 View/Download Original File Hosted by GameFAQs Return to Resident Evil 5 (PC) FAQs & Guides