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'@@@@@@$' $@@@@$ $@@@$' But together, we can end this" ,@@$' $@' ============================================================================== RESIDENT EVIL 5 FAQ/Walkthrough Copyright (c)2009-2011 DomZ Ninja ============================================================================== Author: DomZ Ninja E-mail: domzninja[at]hotmail[dot]com Updated: 07/11/11 Version: 1.1 NOTE: This guide does contain spoilers! ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ See that series of numbers to the right of each section? If you want to find a specific section in the FAQ, press CTRL + F to open a search box. Type in the series of numbers for the desired section that you're trying to find and press Enter. Whabam! The search function will take you there in an instant. [1] VERSION HISTORY.................................................. [0100] [2] CONTROLS......................................................... [0200] [3] THE BASICS....................................................... [0300] [4] WALKTHROUGH...................................................... [0400] Chapter 1-1..................................................... [0401] Chapter 1-2..................................................... [0402] Chapter 2-1..................................................... [0403] Chapter 2-2..................................................... [0404] Chapter 2-3..................................................... [0405] Chapter 3-1..................................................... [0406] Chapter 3-2..................................................... [0407] Chapter 3-3..................................................... [0408] Chapter 4-1..................................................... [0409] Chapter 4-2..................................................... [0410] Chapter 5-1..................................................... [0411] Chapter 5-2..................................................... [0412] Chapter 5-3..................................................... [0413] Chapter 6-1..................................................... [0414] Chapter 6-2..................................................... [0415] Chapter 6-3..................................................... [0416] [5] THE MERCENARIES.................................................. [0500] [6] BSAA EMBLEMS..................................................... [0600] [7] WEAPONS.......................................................... [0700] [8] ITEMS............................................................ [0800] Items........................................................... [0801] Treasures....................................................... [0802] [9] UNLOCKABLES...................................................... [0900] [10] ACHIEVEMENTS..................................................... [1000] [11] BESTIARY......................................................... [1100] Enemies......................................................... [1101] Bosses.......................................................... [1102] [12] THANKS/CREDITS................................................... [1200] ______________________________________________________________________________ [1] VERSION HISTORY [0100] ______________________________________________________________________________ FAQ/Walkthrough #41 ------------------- Version 1.0 (04/03/09) - FAQ/Walkthrough complete and submitted. Version 1.1 (04/06/09) - Minor spelling corrections and a fixed mistake thanks to Absolute Steve. ______________________________________________________________________________ [2] CONTROLS [0200] ______________________________________________________________________________ - TYPE D (DEFAULT) CONTROLS - .-----------------------------.----------------------------------------------. | D-Pad | Item Shortcut | |-----------------------------|----------------------------------------------| | Left Analog Stick | Move | |-----------------------------|----------------------------------------------| | Right Analog Stick | Move Camera | |-----------------------------|----------------------------------------------| | Start | Pause | |-----------------------------|----------------------------------------------| | Back | Skip Cinema | |-----------------------------|----------------------------------------------| | X Button | Action | |-----------------------------|----------------------------------------------| | Y Button | View Item Menu | |-----------------------------|----------------------------------------------| | A Button | Run (Up + A), Quick Turn (Down + A) | |-----------------------------|----------------------------------------------| | B Button | Co-op Action/Call | |-----------------------------|----------------------------------------------| | Right Trigger | Fire Weapon (LT + RT), Locate Partner | |-----------------------------|----------------------------------------------| | Left Trigger | Aim, Reload (LT + A) | |-----------------------------|----------------------------------------------| | Right Bumper | Display Map | |-----------------------------|----------------------------------------------| | Left Bumper | Ready Knife, Use Knife (LB + RT) | '-----------------------------'----------------------------------------------' ______________________________________________________________________________ [3] THE BASICS [0300] ______________________________________________________________________________ Advanced Commands ----------------- While "advanced" may not be the best word for describing these controls, it's best that you get yourself acclimated with them if you plan on surviving. Using Weapons - Of course, firing your gun. Press and hold the Left Trigger to aim your gun; the laser pointer will help you out when aiming at an enemy. Then, press the Right Trigger to fire your gun. You can reload by hitting A with the Left Trigger held down. Your Knife - Your trusty knife is primarily used for breaking barrels and crates, but you can also stun enemies up close with your knife. Hold the Left Bumper to wield it, then press the Right Trigger to swipe in front of you. Quick Turn - Turning on your own is somewhat sluggish, but luckily Chris can execute a 180-degree turn with the press of a button. Hold Down on the Left Analog Stick, then tap A to spin around. While it doesn't sound too overwhelming, the Quick Turn is an incredibly useful turn and can help save your hide if you're fighting or fleeing. Melee Attack - Upon stunning a Majini with a weapon, Chris can follow up with a devastating melee attack. To stun a Majini, shoot it in the head, arm, or leg (it may take more than one bullet to stun one). If you approach the enemy while it's incapacitated for one to two seconds, a prompt will appear. Melee attacks range from a right hook to a stomp that can crush a Majini's skull. Teaming with Sheva ------------------ For me, I cannot determine if I should categorize Sheva as "helpful" or "annoying". Regardless of your opinion, Sheva sticks by your side from start to finish. She certainly has Chris's back throughout the entire game, and you can even "program" her to act accordingly. Here are the two settings for Sheva: Cover - Sheva stays close by and tends to defend the two of you, usually using smaller weapons such as a pistol. She is more like a personal bodyguard in this mode. Attack - Sheva often strays from your side and equips a powerful weapon such as a rifle, while she plugs enemy Majini by herself. She tends to collect any stray items in this mode as well. While Sheva sounds like a very independent and strong woman, she often needs your help as well. If Sheva is caught by an enemy, she will scream for help as her location is pointed out to you by a yellow ring. Either shoot the enemy or press B when close enough to knock them off of Sheva. In certain parts of the game, you can perform co-operative actions with Sheva to either progress through a level or simply to make a firefight easier. For example, you can boost Sheva up onto a roof of a building so she can have a better viewpoint of an upcoming battle. When these co-op actions are available, a prompt will appear. Press B to perform said action. Dying Status ------------ Resident Evil 5 features a status not too unfamiliar with that seen in the Gears of War series. When you are depleted of your health, you will enter the "Dying Status". Chris will begin bleeding out and call for your partner's aid. You will be able to slowly crawl on the ground in search for your partner or to escape from an enemy. If your partner cannot come to your aid in about five seconds, you will bleed out: Game Over for you! If Sheva reaches you in time, she will heal you and you'll be able to fully control Chris again. The same status is also applied to Sheva. If your partner is dying, the screen will flash to help notify you. When you manage to find Sheva in due time, tap B to help her up. If you have a recovery item, pressing B will restore Sheva's health. If you do not have a recovery item, your partner will be saved but she will not regain any health. Remember that if anyone dies for good, then the game ends. It's important to take care of your partner as well as yourself! Inventory --------- Your item menu is a lot different than the one seen in Resident Evil 4. Chris can only hold a total of nine items at one time. By pressing Y, you'll open the item menu; keep in mind that the game doesn't pause, so you have to navigate the item menu in real time. .---.---.---. Your item menu looks like so. Upon opening the menu, you can | | X | | scroll through the menu and use any available items. To make |---+---+---| things easier on your part, you can select up to four items | X | | X | to the D-Pad (the slots are represented by the "X"s). The |---+---+---| items in any of these marked slots can be used by pressing | | X | | the designated direction on the D-Pad. The item on the top '---'---'---' "X" can also be used by pressing Up on the D-Pad. Notes About Pickups ------------------- Just some general notes about finding items strewn about the levels. First off, you will find loads of breakable objects, such as crates, barrels, and even piles of fruit! These objects yield items that are randomized during each gameplay. Since there is no way to pinpoint what you will find inside, I will note the name of the object in the walkthrough instead of trying to guess what you will find. Also, items on the ground are helped symbolized by small pillars of light. Each color of light corresponds to what type of item it is. Also when looking at weapon ammo, the ammo boxes are color coded for each weapon type. Blue - Currency Red - Handgun/Magnum Red - Ammo Blue - Machine Gun Green - Healing Items Green - Shotgun White - Key Items White - Rifle ______________________________________________________________________________ [4] WALKTHROUGH [0400] ______________________________________________________________________________ NOTE: This walkthrough is based on Normal difficulty. ============================================================================== CHAPTER 1-1 [0401] ============================================================================== Civilian Checkpoint ------------------- Chris Redfield (whom you will be playing as throughout the game) meets up with his sultry African partner, Sheva Alomar. The two are given their mission to head out to Kijuju, but first you must pick up your equipment. As you walk down the dirt street, I recommend turning on your map (press Right Bumper). While it's impossible to get lost here in the Civilian Checkpoint, the map and all its markings prove to be very useful in times to come. Continue past the townsfolk as you watch someone (or something) getting the tar kicked out of them by some locals. As the pair reach the butcher shop, proceed through the side door on the right. Note the blinking yellow ring on the map in relation to your position (Chris is the green arrow and Sheva is the red one); this ring points to your destination whenever available. Open the door (repeatedly tap the X button when doing so to kick it open with a rush of fury instead) and speak with the man. After the conversation with the strange man, open the shiny suitcase to find an M92F. Sheva will be given a weapon as well. The mysterious butcher man will leave, letting you explore the building. Break open the crate across from your location for a random item. To the left are two documents that you should probably read. Next up, head outside. Back Alley ---------- Use your knife to destroy the barrel in the corner next to the wagon, then descend down the stairs. Pass by the animal corpse and enter the creepy shack. Kick open the door and investigate the deer sprawled out on the table. Read the document on the table to the left of the deer, then smash the barrel and two crates. Proceed to the back of the room to reach the red exit door. Before leaving, take the Green Herb off of the shelf. As you hear a blood-curdling scream, run up the stairs and into the building. Note that the Action button is assigned to B when trying to open the door. This usually means that you need your partner's assistance in completing the allotted action, and that a cutscene usually follows. Ahh, your first enemy encounter! The Majini will immediately charge at Chris; you probably won't have time to move away. As he grabs you, move the Left Analog Stick back and forth to break free. Whenever you are immobilized by an enemy like so, press B to call out for help. If you do so, Sheva will rush to your aid. Plug a bullet into the Majini's head, then follow with a melee attack to finish the job. Enter the side room to find Handgun Ammo on the dresser. I've seen that the quantity of each ammo box is also randomized, so it's impossible to pinpoint just how many bullets you'll find with each ammo box. Turn to the nearby window and leap through. Move through the alley to alert a huge group of Majinis. The best option is to simply run away, since you have very little ammo. Speed off to the building at the end of the road and barricade yourself inside. On a later playthrough, I suggest facing off against the horde to receive a nice treasure, but only if you are fully prepared. There are well over 30 Majinis that I encountered in this narrow alley, so you'll have to be stocked up on ammo and possibly some Hand Grenades. - Treasure: Topaz (Marquise) Killing the horde of 30-40 Majinis after their initial discovery nets you this extremely rare treasure. The Majinis won't be able to get inside, so all is well for now. Grab the Red Herb off of the nearby shelf, then approach the grated door. Investigate the sturdy door, then press B to initiate a Partner Action. Naturally, you need two people to perform these types of action. Hit B to ready yourself and Sheva will automatically come to Chris's aid. With the door opened, pass by the intimidating axes overhead and knife the trio of barrels on the far end of the room. Collect the goodies, then face the hole across the way and jump down. Run through the dark tunnel as Sheva follows. The rats scurrying around occasionally drop gold when killed, but there's no need to waste ammo on the petty creatures. Climb up the ladder at the end of the way to find yourself in a small shed. Raid the place of the Handgun ammo and Green Herb before exiting into the next area. Public Assembly --------------- This place look familiar? Owners of the Resident Evil 5 demo will think so. Go down the winding path before dropping to the ground below. Snag the Handgun ammo and Green Herb before entering the house. Looks like our mysterious butcher friend doesn't receive a warm welcome here. And boy, is that one big thug! Prepare yourself for the incoming battle. As the Majini near the shack, prepare for the onslaught by scrounging around for ammo. Destroy the barrel and stack of fruit to your left. Yes, fruit contain items. Turn around and open the drawer under the TV for Handgun ammo along with the box of ammo on the adjacent table. There is also a crate and fruit on the opposite side of the shack. Stay inside the house as the Majini pursue Chris and Sheva. Aim through the window at the gate in front of the house. The Majini will climb over the gate at first. Later on, some will scale the fence on the right side of the gate. Use the Hand Grenade near the beginning of the fight, when most of the Majini have either climbed over the gate or are getting ready to. Sheva will usually cover an area that you aren't facing. If you face the window, she usually attacks enemies coming through the right door, and vice versa. Remember to aim for the head and try to use melee attacks; they can immobilize groups of enemies along with the target. After a while, Majinis will destroy the roof of the shack as they start to pour in from nearly all directions. As this happens, the huge Executioner Majini smashes down the gate with one beastly swipe. Time to get outta dodge! With the gate down, run past the executioner into the open. Chris phones for Kirk for assistance. The goal is to survive until the helicopter comes, which takes anywhere from seven to eight minutes. The Public Assembly is a fairly large area filled with shacks and various buildings of sorts. Some of the most noticeable objects here are the red explosive oil drums. A small batch is right past the gate, in front of the bus. Run past it and turn around. Wait for the Executioner Majini and a few lackeys near the barrels, then set them off with a pistol shot. You can find a few other explosive barrels in the area. You can also locate transformers, usually on top of ledges or buildings. These gray boxes are electrified, as one could easily tell by looking at it. If an enemy walks underneath a transformer, shoot it to have it fall on top of the enemy and deliver a painful shock. While survival is key, this is a great opportunity to search for items. There are plenty of items in the Public Assembly, and they will disappear once the helicopter arrives. The most important item is the VZ61 Machine Gun; picking this weapon up is a must as it's free. Run to the back of the area and search the stands on the right for a white suitcase containing the powerful gun. There are plenty of other goodies here. You can find a barrel inside the bus and a second barrel inside the shack to the left. The western house contains a Green Herb, Machine Gun Ammo, and Handgun Ammo x3. You can also find random items inside via the two barrels. The north end of the Public Assembly is mainly stands. Slash the fruit for some items and collect the Handgun Ammo and Incendiary Grenade as well. The eastern building contains Handgun Ammo, Machine Gun Ammo, an Incendiary Grenade, and a Hand Grenade. As you fend off Majini, try to collect these items to keep your supplements filled. It took me a few playthroughs to realize this, but you can also climb on the roof of the building you were first spotted in. From the broken gate, go to the left, hugging the wall as you go. Move around the fence to eventually find a ladder on the side of the building. Climb up to find a Green Herb, Handgun Ammo x2, and random items inside the crate and barrel. Before you drop down, ascend the ladder to reach the tip-top of the building to locate Hand Grenade x3. This is also a key area to pick off Majini, since very little will take the time to reach you up on the roof. There are also some other key areas to stay at. As Obi Wan Kenobi says, the high ground is frickin' awesome. Here are some basic suggestions to hold out until Kirk shows up: OPTION 1: You can climb up the execution platform via the staircase inside the eastern house. It's basically a giant square tower, so you can stand in the middle and defend yourself from all sides. The good news is that the Executioner Majini cannot climb up to reach you. OPTION 2: There is a staircase just past the western house. If you head up to the roof of the house, you can jump onto the bus and the small shed as well. Essentially, you can simply jump back and forth across these three spots over and over again. Unfortunately, Majini can climb on top of the bus and shack and it's easy to get overwhelmed up here. OPTION 3: Like I said before, head to the top of the southern building. This may be a better option than the previous ones because you do not have to defend against Majinis at all angles. Aside from runnin' and gunnin' for eight minutes, you can try to kill the super-tough Executioner Majini. It's not totally insane, since downing the hulking monster treats you with a Gold Ring worth 5000 Gold! It is incredibly difficult killing the executioner on your first playthrough, so I suggest waiting until you have better weapons before trying to net this rare treasure. If you feel you're up to the challenge, try to gather up as many grenades as you can. Search the area for some and take any from Sheva. After using the explosive barrels/transformers to damage the Executioner Majini (there are five of these in total), switch to your Hand Grenades and Incendiary Grenades. If he's still alive (he most likely will be), switch to your brand spankin' new VZ61 Machine Gun and unload clip after clip in his skull. Only use your handgun as your last resort. Chris can stun the Executioner Majini when targeting his head. As the foe falls to his knees, dash over and give him a swift uppercut. After you connect, back up and continue firing. The Executioner Majini doesn't let the two of you finish it off without trying to obliterate you as well. The mini-boss has three main attacks. The first is a charged overhead swing; simply sidestep to avoid direct contact. If Chris or Sheva is struck with the axe, they will automatically enter dying status. The second attack is a horizontal swing. As the Executioner Majini loses health, he will begin to swing his axe a number of times. This attack is a tad harder to dodge since it's quicker, but you should be fine if you keep your distance. The executioner manages to kill Majini instead of you with this attack anyways. The third and final attack is fairly rare and will only occur if you are standing right next to the Executioner Majini. He will grab Chris by the throat and begin choking the life out of him. As your health quickly decreases, call Sheva for assistance or try to free yourself. The best way to avoid this is to again, keep away from your opponent. - Treasure: Gold Ring You will receive this treasure by slaying the Executioner Majini. Once Kirk arrives - whether you slayed the Executioner Majini or not - he will firebomb the place and save Chris and Sheva. Chapter 1-1 has come to a close. ============================================================================== CHAPTER 1-2 [0402] ============================================================================== Public Assembly --------------- All of the items from the previous chapter are gone due to the firebomb, so there is no need to waste time here. Run forward through the busted gate and check the shack to find a barrel. If you drop down into the stream and walk towards the grate, you will notice a barrel on the other side. We'll get it in a second. Climb back up, then walk around the side of the hut to reach Sheva. Continue towards the hole and jump down to reach the other side of the grate. Break open the barrel for a nice helping of Gold, which certainly is useful this earl in the game. Climb back up and go through the red metal door. Urban District -------------- Enter the building in front of you, collect the Handgun Ammo on the table, and slash open the barrel. Exit the house through the other side to encounter a similar building in front of you. Near the broken ladder and press B to perform an assist jump. Sheva will be boosted up onto the awning, where she'll locate a key inside the building. We cannot enter the house just yet. Go around the side of the building to locate a hungry Majini. Defeat her, then continue down the alley and proceed to your right. Attack the Majini on the other side of the fence, then turn around to see if there are any other foes around (there are usually two others). Break the barrels against the fence, then continue down the street to find another broken ladder. A Majini will jump out of an alcove near the ladder, so take him out quickly. You may also notice a young girl getting dragged away by a Majini from beyond the fence. Strange. Assist Sheva up onto the side of the building and follow her as she makes her way across the roof. She will collect the Old Building Key and meet Chris back down on the ground. Three Majini will try and ambush you from a building window, so kill them as they drop down with Sheva. Follow your map into the building across from the ladder and open the door. Hop through the window across from you to find a crate, nothing more. Jump back out into the alley and proceed through; you'll find a barrel along the way. A Majini will jump out from hiding when you reach a stand cluttered with cardboard boxes. If you make your way around the street, you will reach your destination in the form of a red door with a metal grate on the front. However, we should probably collect some goodies beforehand. The big house next to you is locked from all openings but one. - BSAA Emblem #1 To find the first BSAA emblem, climb onto the side staircase of the locked building. Keep your back against the door and face the building across the street. Slowly turn your head to view the left side of the building. The emblem is on the side of the white house to the left, though you need to look over the wall to see it. If it helps, descend the stairs a bit to get a closer look. The only accessible opening is a door underneath the stairs. Head inside and collect the Shotgun Shells from off the counter. Stay on the first floor and enter the next room for some Gold. Unlock the door for future use, then make your way to the top floor. You will find a barrel on the balcony in front of you and some First Aid Spray on a shelf past the TV. If you near the opposite balcony, you'll be surprised by two sneaky Majini. - Treasure: Antique Clock After entering the locked building, make your way to the top floor and exit out onto the balcony. There you will find a chest containing the treasure. After collecting the valuable, jump down from the balcony and proceed towards the blinking blip on the map. Once Chris and Sheva open the door, a cutscene will begin. While the situation may seem urgent, you can dawdle around all you'd like and the outcome won't be affected. Ignore the distress calls and use the Old Building Key on the green house. Go inside to not only find a measly crate, but the Ithaca M37 as well. If I were you, I'd stick with the shotgun. If you're a lousy hog, then you can keep the VZ61 yourself, but if you have a shred of kindness, you can hand over the machine gun to Sheva. There's nothing else inside or on the roof of the building, so proceed to the other house in search of the girl in distress. The girl resembles a regular Majini at first, but you'll soon come to realize that this chick is quite different. After a successful headshot, the Las Plaga will emerge from the bloody stump. This is a Cephalo, and you must defeat this tentacle-like parasite. Test out your Ithaca on the parasite, but don't get too close or you'll get slashed by the sharp spike on the end of the parasite. - Treasure: Ivory Relief Defeat the Cephalo to earn this treasure. You must kill the Cephalo itself to get the Ivory Relief. The first time I played through this chapter, I used a melee attack to break the girl's neck: the Cephalo did not emerge, and I was not rewarded with the treasure. Majinis will pour into the building from both doors. Exit the house on the far side and rush down the stairs into the open. Target the group of Majinis out with your new shotgun; they're great for crowd control. There's a crate back inside the house if you are in desperate need of items. Otherwise, proceed around the bend to get to the other side of the locked gate. Smash the two barrels on the far end before entering the door marked on your map. Abandoned Building ------------------ Proceed down the hall to hear an eerie scream. Open the door to enter a mess of a room. There's nothing in here but rats, so swiftly move through to the second floor. Inspect the strange black goo seeping down the steps. When you round the corner, an Alpha Team member will stumble in front of you and collapse. He's dead. Pass by the body to reach a room with a blasted ceiling. First smash the barrel in the corner, then climb up to the third floor. - BSAA Emblem #2 After climbing up the ladder, look upwards past the hanging corpse to the big water tower in the not-too-far distance. The emblem is resting above a metal railing just underneath the water tower. Go around the perimeter of the floor (destroy the two barrels for goods) and pass by the door. Jump across the gap to a treasure chest, which contains various assortments of Gold. Hop back over and open the door. After the cutscene, pick up the Handgun Ammo next to the corpse and approach the blue door; break the crate to the left of the door before opening it. Another dead body, woo! Continue down the hall to reach an elevator leading to the Furnace Facility. Open the door and ride the elevator. Furnace Facility ---------------- Take the goodies from the barrel in front of you and walk down the hallway. More black goo, hmm. Go through the door ahead to find another corpse, and more importantly, some barrels. The door ahead - your destination - is locked for now, so instead continue down the side hall. You will reach the furnace room. Naturally, there is a giant furnace on the opposite side of the room. I'm one to cause trouble; if you're the same way, I suggest refraining from destroying the red gas canisters: you will sorely need them later. And when I say "later", I really mean "in like two minutes". Collect the Green Herb in the southwest corner and the items in the three barrels. Walk to the other side of the room (you can walk through the furnace if you so choose) to find a dead body. Pry the Furnace Key from his cold, dead fingers (always wanted to say that) and destroy the two barrels. If you're wondering what the lever is here, you can test it out. Doing so activates the furnace. Upon pulling the lever, the two doors to the furnace slowly close; once fully closed, the burners activate and fry anything inside to a crisp. Again, we will be needing its use in mere seconds. Leave the furnace room and backtrack to the locked door for a cutscene. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Uroboros =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Uroboros is a throbbing mass of black worm-like creatures; worms don't seem threatening, but don't get any wrong ideas. This freak is one tough cookie. In fact, put away your weapons and book it. Run back into the furnace room and when the boss follows you inside, the doors will close. You gettin' any ideas? Well, you should be. First off, lets talk about the boss's attacks. While it is not an attack, Uroboros can seep into the ground and reappear somewhere else in the furnace room. Look for the group of worms that form a puddle to see where the boss pops up next. Also use the map to spot the new location of the boss; bosses will appear as sky blue blips on the map. Uroboros has three offensive attacks. Its main attack is using its long arms. It will either stretch out its arms to punch your or even detach its arm as the limb flies towards you like a missile. Either way, dodge the attack. Uroboros will also try to charge you like a battering ram. Follow the button prompt that appears onscreen to roll out of the way. Now for the third and final attack. Sometimes the monster will grab you with both its arms. Wiggle yourself free or call for Sheva's help; if you fail to do either, it'll result in an instant death. The Normal Way -------------- First-timers, listen up! Do not even try downing Uroboros with conventional methods. Spare your ammo and grenades and pay attention. Uroboros is insanely powerful, and the best way to take it down is by roasting the sucker in the furnace. Obviously, it won't comply, so it is our duty to trick the poor sap into entering the furnace. Since the room is basically a giant square, it isn't too difficult luring Uroboros around. Since you want it in the furnace, stand inside and wait for it to slowly crawl to your location. If the boss has its eyes on Sheva (I don't blame it...), get its attention with a few pistol shots. The main problem about this fight is that the furnace doors take an obnoxious amount of time to close. You will have to activate the lever BEFORE Uroboros enters the furnace. Stay on the west entrance of the furnace and start baiting the boss. As soon as you see it crawl towards you, move through the furnace to the other side. Activate the lever so that the door starts closing before the monster is even inside. You'll want the doors around halfway down as the boss goes inside, Indiana Jones style. If you are not as successful and Uroboros escapes a certain fiery death, have no fear. Continue running away from Uroboros and stall until the furnace doors reopen - you will hear a distinct ring. This can take around a minute, so try and dodge Uroboros's attacks while running around in circles. If you manage to seal Uroboros inside the furnace, the burners will fry it like a piece of chicken. On Normal or lower, the boss battle will end here. On any higher difficulty, you will have to repeat this process a second time to finish the fight. The Unconventional Way ---------------------- You should only follow this strategy after completing the chapter at least once. You will need a load of ammo and advanced weapons to defeat Uroboros without the help of the furnace. Basically any shotgun, rifle, or even an upgraded machine gun or pistol can down this boss. In order to really damage Uroboros, you must weaken the boss. There are a few ways to do this. The main way is to destroy both of the boss's arms. Its arms are connected by bright throbbing blobs. Target these blobs to eventually break off the boss's arm. Keep in mind that they regenerate given due time. However, take out both arms to substantially weaken the boss. Otherwise, you can use fire to put a chink in Uroboros's slimy armor. The easiest way to do so is if you have a hefty supply of Incendiary Grenades; toss one at Uroboros's feet (it doesn't have feet, but just roll with me) to set it ablaze. You can also use the two gas canisters to do it for you. Press X to knock the canister over and let Uroboros roll over it. As it is lodged inside the creature, ignite it with a gunshot. When the boss is weakened, it will topple to the floor like a pile of bubbling tar. At this point, use your most powerful weapons on it. Shoot it anywhere with your rifle or shotgun. Eventually, Uroboros will regain its composure and the battle will continue. Repeat any of the three strategies to "stun" the boss, then finish it off with your weapons. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- - Treasure: Gold Ring Defeat Uroboros with conventional weapons to earn a Gold Ring. Once the menace is out of the way, return to the locked door and open it with the Furnace Key. In the midpoint of the hallway is a suitcase containing three sets of Handgun Ammo. - BSAA Emblem #3 Just after collecting the ammo from the suitcase, look on the right wall for a fence. Look through the fence to find the emblem on the other side; shoot through the links to hit it. Enter the elevator to get the heck out of here. ============================================================================== CHAPTER 2-1 [0403] ============================================================================== Storage Facility ---------------- Immediately at the beginning of the chapter, open the suitcase in front of you for an H&K MP5. Scrounge the area for items inside the many crates and barrels here in the Storage Facility. - BSAA Emblem #4 The bright blue emblem is hanging on the wall above the document on the east side of the Storage Facility. One of the very few emblems that are actually in plain sight. When you are ready, exit the warehouse. Maneuver around the first couple cargo containers to hear a Majini's yelp. Look above you to spot a bow gun Majini. Target the sucker before he can unload a few arrows on you. Before you move ahead, look in front of you to spot a trip wire right under your nose. It is hooked to explosives; back up to a safe distance and shoot the explosive on the side of the container to disarm the trap. Walk around the bend and target the two Majinis. At the fork here, take a left. Disarm the explosive and walk forward to find two barrels and a crate. Return to the intersection and go forward to reach another fork. Go to the left to find a Green Herb inside one of the cargo containers. Proceed to the right instead and near the northeast shipping container. You can enter it through the back, where you will find a barrel. Follow the main path (there will be an explosive in the way) to encounter some Adjules. Three to be exact. These annoying dogs will pounce on you in an attempt to tear your jugular out. How pleasant. When you see their head split open, target the exposed flesh for major damage. Otherwise, stick to your Ithaca shotgun or one of the machine guns. Destroy the explosives on the right and follow the path to reach a ladder. Climb on top of the containers and follow it to the other end, where you can drop down to the far end of the maze. A Big Man Majini among other foes stand in Chris and Sheva's way. I shouldn't have to say it, but that Big Man Majini... he's a big guy . This new enemy can soak up a lot of gunfire, but target the oil drums to his right (against the car) for starters. As he's coated in flames, shoot the Majini in the head. Avoid his lunging punch, which can cover a lot of ground in a hurry. Use your shotgun to stun him, then follow up with a melee attack. You'll probably get some help from the Majinis on top of the storage canisters ahead, who have such terrible aim that they most likely will hit the Big Man Majini with their molotov cocktails instead of the two agents. - Treasure: Jewel Bangle You will be rewarded with this by downing the Big Man Majini. Once the big man falls, take care of the stragglers (including a few Adjules) and hoard the place for Gold and items. Approach the large gate behind the totaled cars and have both of you open it. Bridge ------ The two crates directly in front of you usually hold some nice stuff. Start your way across the bridge, leaping across the gap in the way. As a truck barrels onto the bridge, target the well... barrels. Hit the nearest one to destroy the truck before it destroys you. There is a small group of Majini up ahead on the bridge when you pass the truck, though you can use the remaining explosive barrels to do them in. Nab the goods they leave behind and continue across the bridge, entering the warehouse on the other side. Loot the place of the barrels and crates, then leave. - BSAA Emblem #5 With your back against the warehouse, look to the right to spot a set of stairs. Walk towards the stairs and don't descend them just yet. Stand in the corner near the stairs and look out at the bridge. The BSAA emblem is on one of the support beams holding up the bridge. It can be a little tricky to spot - and even trickier to hit with a handgun. Go down the stairs and enter the murky sewer underneath. A trio of Adjules will round the corner without warning. Quickly pull out your shotgun and knock all three down with a round. There are two more wild dogs up ahead. There is nothing of worth down here in the sewers nor are there any more enemies, so make haste to the next area. Port ---- Exit out of the tunnel into a nasty sewer here in the port. - Treasure: Sapphire (Pear) After exiting out into the port sewer, turn to the left to find a Sapphire (Pear) on the ground. Look for the shine! Proceed near the Majinis lying on the floor to witness the introduction of Kipepeos. These bat-like creatures aren't very dangerous, so take out each one with a few shots from your M92F handgun. After all four Kipepeos are dead, kick open the door (it requires a few hard kicks due to the lock on the door) and move through the sewer to reach a ladder leading up to the port. - Treasure: Diamond (Pear) As you round the corner on the port entrance, you will see a Majini walking away; his casual stroll turns into a dash. He's on the other side of the stack of canoes, if you cannot spot him at first. If you use this very narrow window of opening to shoot and kill this Majini, he drops a Diamond (Pear). I find it to be very difficult to do so, but keep in mind that there are other (easier) ways to find this treasure later in the game. Collect the Green Herb against the stack of canoes and enter the building on the right. There isn't much here; just a crate and barrel. Go back out onto the port and continue down to the beach. Chris and Sheva can wade through water in Resident Evil 5. That doesn't sound like a shocking find, but you can locate some Gold and a treasure in the water. - Treasure: Topaz (Pear) This treasure is hidden in the water. It should be against the large boat; more specifically, in the corner between the side of the boat and the wooden beams sealing you off from the ocean. If you set Sheva to "Attack", she will search the waters and collect the Gold. Return to the beach and stroll across to the other half of the port. Two Majinis here bounce. Don't worry, they do not drop super-valuable treasures if/when defeated. The gate to the left is locked, so ignore it for the time being. Slash the fruit on the central group of stands for some items. One of them always holds a Hand Grenade. - Treasure: Ruby (Marquise) See the chest in the middle of the fruit stands? Use a Hand Grenade to destroy the stands, giving you access to the chest and the treasure. - BSAA Emblem #6 Walk around the port in search for a small green booth. It says "CHARGE" on the front, so that should help. Once you have located it, walk up against it (practically press your chest against the screen of the booth) and aim the camera up to find the emblem on the ceiling of the booth. In my opinion, this is probably the most concealed BSAA emblem in the game. Sheesh! From the green booth, turn around and climb up the ladder to reach the roof of the nearby buildings. - Treasure: Emerald (Square) The treasure is on top of the roof of the far building (where you find the Port Key). Use your map to locate the yellow blip. It's in one of the buildings nearby! Pick up the Red Herb from the table in front of the building and kick the door open. Inspect the gruesome sight, then shoot down the shiny object to find the Port Key. Upon doing so, the party is crashed by more Majinis. A Big Man Majini will knock open the door, so worry about him first (you may want to exit the small confines of the house to deal with the brute). Once he is taken care of, eliminate the other Majinis. When the coast is clear, use the Port Key on the gate. Head onto the docked boat and take down the lone Majini here. You will find some barrels on both ends of the boat. Climb onto the dock and grab the Green Herb down here. Hoist yourself up to the north end of the port. Majinis, bow gun Majinis, and Big Man Majinis, oh my! Luckily, Kirk radios in and helps the two of you out. Try to conserve most of your ammo here, since Kirk manages to take out most of the enemies here. Just worry about the bow gun Majinis on the ledges in the distance. Climb up the nearest ladder you see to reach the roof of one of the shacks on your right. Pick up the Green Herb and snipe any foes from here. - BSAA Emblem #7 From on the roof of the building, look across at the blue and white building just across from you. Look through the window above the awning to spot the BSAA emblem. Jump down and proceed to the solitary house across the small fence. A few Majini burst out the main door, so use a grenade or a shotgun to scatter the group. Enter the house afterward to find an S75 rifle inside! It doesn't really matter who carries it, but I love me some sniping. Just try to balance out the number of guns between the two of you. When ready, head to the yellow blip on the map and exit to the Shanty Town. As a great man conveniently named Kirk once said... STAY FROSTY!!! Shanty Town ----------- Again, owners of the demo will instantly recognize this area. Nothing new has been added here in the main game, so it is exactly the same as what you saw in the demo version. Open the blue gate in front of you and approach the front door of the house. Kick the door open with authority and clean the place out. Notice the double- bladed chainsaw on the bloody table... hey, I learned a new word in class today, and it was "FORESHADOW". *HINT* *HINT* Exit the same way you came in. Pick up the Green Herb from the ground in front of you. Open the two crates on the shelf against the house and continue down the dirt road to view Kirk's fate. Why do the cool helicopter pilots always have to die in these games? Yeah, I'm lookin' at you, Mike! Lets mourn the loss of our good fri-- oy, another broken ladder! Hoist Sheva up onto the top and go down the trail yourself. Take care of the molotov Majini on the ledge, then worry about the other guys. Sheva will normally take care of any emerging Kipepeos, leaving you to the Majinis themselves. Go up the stairs and through the door; call Sheva over if she hasn't reached you yet. To the right is a locked gate, and to the left is a barrel and a well-hidden Majini. Serving a time out, eh? Climb up the first set of stairs to the second floor. Defeat the Majini up here and the one descending the other set of stairs. On the top floor, open the two barrels and nab the Green Herb in the corner. Go onto the balcony up here. If you don't have the S75 already, request it from Sheva. Use an assist jump to toss her over to the adjacent building, then jump down the hole to the balcony on the second floor. Majinis will rush into the building occupied by Sheva, and she will need your help fending them off. Use the rifle to snipe the Majinis and also use the explosive red barrels in here as well. Avoid targeting the explosive barrels on the ground though: we'll need them a tad later. Once Sheva descends the stairs and opens the door to your building, go down and meet up with her. Defeat any stragglers and search the adjacent house for goods and dropped items. - BSAA Emblem #8 Enter the second floor of the building Sheva was inside. From the window, look out to the top of the other building; specifically, where you use the assist jump to send Sheva over the gap. Look above to spot the emblem on the edge of the roof, just above the top floor. Return to the alley and look at the base of the stairs to find a transformer on a telephone pole. 'Kay, just wanted to point that out; head up the stairs to the gate. Prepare yourself... for a fight. A Chainsaw Majini will burst out of the gate in a rush of pure, unadulterated rage. Use a Quick Turn and run past the transformer. As the Majini passes underneath, knock it on his head. Nice way to start things off here. Town Majinis will enter the alley in small waves. They are incredibly annoying to deal with, but it's probably best to ignore them for the most part. The main target is the Chainsaw Majini, and you must be aware of his whereabouts at all times. Luckily, he appears on your map as a blue marker (just like the boss from earlier). I'm sure you know, but the Chainsaw Majini only has one attack. Unfortunately, the attack will kill you automatically if it makes contact. Run away when the Majini unleashes a sadistic yelp before he can decapitate you with one swing. First off, use the various hazards here to take out a chunk of the Chainsaw Majini's overall health. Aside from the transformer, there are four explosive barrels strewn through the alley. Use all four to start off the fight, then use any grenades on the Chainsaw Majini - the explosion will also clear out the lackeys, which is a nice touch. Once you're down to guns and guns only, stick with the shotgun. Having to precisely aim with a rifle while the freak is chasing you down is never easy. Leave it to Sheva (I know there's a Leave it to Beaver joke here somewhere, but dammit, I can't find it!). After two shotgun blasts, the Chainsaw Majini will be open for a melee attack. He's got quite a bit of health (more than the Executioner Majini), so keep it up and always stay near your partner to avoid either of you getting chopped to pieces. Once the Chainsaw Majini falls, take the Guard's Key from his corpse. Head up to where the mini-boss came from and through the gate. Break the barrel along the way and open the gate with the Guard's Key. As a reward, you get to take the contents of the chest just past the gate! - Treasure: Ruby (Square) Collect this from the chest after defeating the Chainsaw Majini. - Treasure: Sapphire (Square) Collect this from the chest after defeating the Chainsaw Majini. - Treasure: Topaz (Pear) Collect this from the chest after defeating the Chainsaw Majini. - Treasure: Emerald (Pear) Collect this from the chest after defeating the Chainsaw Majini. You can also find Gold bars that are worth 3000 Gold! After collecting the prizes, proceed through the metal door ahead. Train Yard ---------- Can you say "incredibly small area"? I sure can. You can find a whole Green Herb in this whole place. It's just on the other side of the door. Take it 'n make your way into the train yard. Poor Kirk... The following cutscene is one of those nifty interactive cutscenes, so keep controller in hand. Follow the easy button prompts to complete the chapter. ============================================================================== CHAPTER 2-2 [0404] ============================================================================== Train Station ------------- There is a document right in front of you on the table, so why don't you go ahead and read it? Kids don't read enough these days! Take the Green Herb from behind you and the Handgun Ammo in the far corner of the room, then exit through the open door. As you empty out into the Train Station, go to the left. Go between the two train cars and run to the end. Be careful of the explosive tripwire at the end! After you bypass it, four Adjules will attack. Whip out the shotty and show 'em who's boss. A second pack will attack shortly after: watch for them to appear from underneath the other train cars. They're sneaky! Destroy the second explosive as you wind through the other train car. You'll probably hear some Majinis up ahead, but ignore them for now. Once at the end, run to the right to reach a dead end. - Treasure: Jewel Beetle Once at the dead end on the eastern side of the map, run past the angled shipping container and hug the wooden fence to the right. You should find a Jewel Beetle clinging onto the fence. At the end, you will also find Machine Gun Ammo. Return to the train car from before and climb up onto the stacks of wood. There is a ladder which you can use to reach the top of the train car. - Treasure: Jewel Beetle Before climbing on top of the train car, turn around and inspect the stack of girders to find another Jewel Beetle. Climb onto the train car and eliminate the three bow gun Majinis. You can jump from train car to train car to reach the enemies if you so desire. - BSAA Emblem #9 From the initial train car you climbed up on, jump to the one on the right. Facing the house where you started the chapter, look above the roof at the electrical tower in the distance. You should spot the familiar blue glimmer at the top of the tower. Use your rifle (take it from Sheva if it's not in your possession) and shoot it. You can use the handgun as a last resort, but hitting your target is more difficult. After hitting the emblem, run to the end of the car to find a large amount of Gold. Hop over to the middle car, then to the dirt-filled dumpsters to the side. Destroy the explosive in your way and run to the end, where the game prompts you to jump into the mine cart below. Before you do so, use your rifle or handgun and aim inside the tunnel below. Disable the first explosive, then jump into the mine cart below. As soon as the cart starts rolling, look forward to find another explosive trap down the tunnel. Quickly disable it before you collide with it. When the mine cart stops, wait for your partner to catch up before entering the mines below. The Mines --------- EXIT ---> .-._ `-._`. \ \ .------------------------. | | | .-. _,------._/ / | | | ,-' _,----._x '. | _,'x| / ,-' `-. \ | _,--' _,-' | | _,----._ | | | ,-' _,--' ,' '--' `--' '. | | ,' / \ | | | | x | | | | \ / | | | `.__,--._ __,--' | ,' \ \ ,-' | ,'x,'\ \ | | | ,',-' \,' | | | / / | | | | | _,---' \ | | | ( _,' | | | ,'\ _,' _ '-._ | | | ,-' ,' / ,' `._ `--.__ | \ \,' ,-' | / `-._ _,' | \ / |x| ) | | | | \| ,---.__,' \ | | | / __ / | | \ \ ,' \ | | \ `. \ `.__/ '._ | `. `. `._ _ \ | `. \ | / `.__,' | | | '-' | | | '------------------' |_| <--- START Since your GPS cannot be accessed underground, you have no way of figuring out where to do. Well, here's where I come in! The ASCII diagram should help in your journey throughout the mines. It's not perfect, but it'll certainly do. The "x"s on the map are the location of the treasures, which can also be a pain to find down here. The mines are incredibly dark and nearly impossible to navigate without a lantern. Luckily, there's one right next to your starting location! Whomever is using the lantern cannot use weapons or any other item without having to put it down first. Since there are enemies down here, I suggest letting Sheva carry the lantern. Take the Green Herb from the ground next to the lantern and proceed through the dark tunnel. Once you reach a fork, go right to find a Red Herb at the dead end. Take the left path to reach a small pool of water and a Majini. Defeat him and the Cephalo that appears. - Treasure: Ruby (Pear) After defeating the Cephalo just after the first fork, look up at the roof for a bright shine. It's much easier to spot treasures down here if you put the lantern down; finding a bright light is easier when the remaining area is pitch black. Dislodge it from the ceiling and grab it. Defeat the two Majinis ahead, then take a right at the intersection to find two barrels and two crates. Since this is a dead end, follow the upper path instead. Kill the Majini that charges towards you and continue until you reach a bridge. - Treasure: Ruby (Pear) Shoot the ruby out of the ceiling at the base of the tunnel just past the bridge. - BSAA Emblem #10 Once on the bridge, turn towards the waterfall to your right. The emblem is at the top of the waterfall, embedded in the rock. It's much easier to spot when your partner shines the light on it. The upcoming area is a bit more open-spaced, which will help you locate enemies and items. Three Majinis lie in wait here, so take them out before looting the place of barrels and crates. Continue to the next fork; to the right is an immediate dead end with two barrels, so open them before going to the left. - Treasure: Diamond (Oval) If you hug the left wall all the way around the bend, you will reach a small alcove containing a barrel, crate, and a chest. Open the chest for a Diamond (Oval). Just use the ASCII map for assistance in finding the treasure. Afterwards, follow the straight path to enter a gate. Use the crank nearby to raise the gate, letting Sheva through. Once she's through to the other side, release and focus on the wave of Majinis behind you. As Sheva tries to open the gate to let Chris through, fend off the enemies. Once Sheva open the path, relocate her in the lit, open area. There are a lot of enemies here, so make it easier on yourself by getting to high ground. Rush over to the ladder on the opposite side and climb up to the second floor. Pick off the bow gun Majinis and dynamite Majinis up here while Sheva focuses on the Majinis below. A few Majinis will snipe you from the towers above, so use a rifle of your own against them. - Treasure: Ruby (Square) This treasure is stuck on the large wheel on the central tower. Climb up the ladder and run onto the walkway, then look up at the giant wheel. The ruby is stuck on a brown circular object stuck to the side of the wheel. If you wish, you can return to the ground floor and break open the several barrels for goodies. Otherwise, climb up to the third floor. Smash the barrel directly in front of you and take the Green Herb, then follow the ledge. Continue around the perimeter, breaking the barrels and crates as you go, before entering one of two entrances to the side tunnel ahead (preferably, take the western entrance). A Majini will drop down from a ledge below and antagonize you. Defeat him and wait for the Cephalo to emerge, then blast it to oblivion. - Treasure: Ruby (Square) After defeating the Cephalo, look at the ceiling next to the ledge that he jumped down from to see a white glimmer. Shoot the ruby out from the ceiling and add it to your collection. When you reach the tunnel entrance on the left, follow it. Two bow gun Majinis and a dynamite Majini wait for you up ahead. As the Majini lights the stick of TNT, shoot it to destroy the entire group. Once the dust settles, enter the elevator and ride it to the surface. Mining Area ----------- Take the Rifle Ammo and Green Herb from the ground next to the staircase. Next, head up the stairs and enter the building to start a cutscene. Once it's over, grab the Green Herb to your left and approach the lockers in the back left corner of the room. One of them contains the powerful Dragunov SVD rifle. Equip it and take cover against the window. A Majini is firing at the building with a gun turret. Between his rounds of fire, peek through the window with your rifle and snipe him. If you run out of ammo, don't worry: the other Majinis will run to the building where you can defeat them from inside. Sniping the turret Majini is your main concern here. Run down the stairs and out the building. If another Majini gets on the turret, use your rifle (if you have any remaining ammo) or take cover to the left. Climb up the ladder to the western ledge to eventually get a good shot of the Majini. - Treasure: Diamond (Brilliant) Climb up onto the western ledge to find a chest in the far corner. Open it for the treasure. Pass by the turret and inspect the blue portable toilet. Knock on it (or press B to let Sheva do the honor) to disturb a Majini. Hey, I'd be pissed too! Collect the Handgun Ammo in the shed to the right of the ladder and prepare to climb to the cliffside above. - Treasure: Diamond (Pear) Before ascending up the first ladder, dislodge the Diamond (Pear) from the cliff wall; directly to the right of the ladder. Climb up to the top and take out the bow gun Majini. At the other end of the cliff is another ladder in which you need to use to reach the ground below. - BSAA Emblem #11 After climbing up the first ladder, take out a rifle and aim back towards the building where you encountered Irving. To the right is a tall stack of buildings stretching up the side of the cliff. The emblem is leaning against the lowest one. It's pretty easy to spot blue on white as long as you are using your rifle scope. Drop down onto a ledge, then down to the ground to reach the other end of the Mining Area. You will encounter many dynamite-wielding Majinis up ahead, so prepare yourself for a lot of sniping and a lot of dodging. Take the Handgun Ammo to the right of where you drop down, then follow the trail. Boost Sheva up onto the ledge above the broken ladder, where she will help Chris fend off enemies. Follow Sheva up the side of the hill, defeating the Majinis along the way. Things will probably get a little hairy up here, so remember to keep your distance and try to aim for the explosives themselves for an easy kill. - Treasure: Diamond (Square) After the coast is clear, jump down onto the ledge where you hoisted Sheva up onto. Dislodge the treasure out of the wall here and take it before climbing back up onto the cliffside. When you reach the green dumpster up ahead, have both Chris and Sheva push it out of the way. Now that the path has opened up, collect the Hand Grenade, Green Herb, Shotgun Ammo, and the contents of the two barrels. Drop down from the ledge for a cutscene. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Popokarimu =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Like many of the bosses in Resident Evil 5, it's more about using teamwork and strategy as opposed to brute force to dispose of Popokarimu. This large bat- beetle hybrid has the ability to fly as well as crawl on the ground. As a result, it can attack from both the ground and in the air. Surprisingly, Popokarimu spends most of its time on the ground. It has several close-range attacks that it uses quite often. Whether it be a simple swipe of its clawed wing or a swing of its armored tail, getting hit will deal a load of damage as well as knock you off your feet. Popokarimu can also charge at you, but you can easily avoid getting hurt by following the on-screen button prompt. Sometimes, the boss will also shoot a brownish-green substance out of its tail. If you are encased in this goo, free yourself before the boss gets the upper hand. If the boss takes flight, it will flap its wings incredibly slowly; the only method of attacking in air is by divebombing the two agents. Like the boss's charge attack, you can avoid it by pressing the button that appears. Most of Popokarimu's body is covered in tough armor, which makes damaging the boss a chore. Its weak point is the underside of its tail; easily noticeable by its bright pink color. However, targeting the soft flesh means that you'll have to get behind the boss enough time to properly attack it. And that's where the hard part comes in. There are two main ways of fighting this battle: with a friend or by yourself. If you have a friend, this boss fight is incredibly simple. Have one player bait Popokarimu by shooting it. While the boss is distracted, have the second player run behind and unload shotgun shells on the weak point. When the boss realizes what's up, avoid its attacks and repeat the process. If you're stickin' it solo, the battle strategy changes significantly. The two flimsy sheds are filled with Proximity Bombs. When one is equipped, you can place it anywhere you'd like with the Left Trigger. While it's down, wait for Popokarimu to set it off by crawling over it. You should keep track of two main things in regard to Proximity Bombs: first off, you can pick up bombs after placing it if you so choose. If you put it in a lousy spot, pick it up and put it somewhere else. Second, you cannot set off a Proximity Bomb if you or your partner steps on it. Also, the subsequent explosions cannot hurt you whatsoever. After Popokarimu sets off a Proximity Bomb, it'll fall to the ground and flail around like a baby for a few moments. Take this time to run to its backside and target the underside of its tail. Both shotguns and rifles deal the most damage to the boss's weak spot. Another neat trick is to use Hand Grenades to damage the boss. Since the splash damage is so wide, you can hurt the boss even if you toss the grenade near its head or side. Using two Hand Grenades can even stun the boss just like a Proximity Bomb would. You will defeat Popokarimu after shooting its weak point enough times. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- A hummer shows up just in time after the boss battle. ============================================================================== CHAPTER 2-3 [0405] ============================================================================== Savanna ------- This entire chapter takes place on a gun turret. In this situation, Chris, Sheva, and random soldier #15742 are driving through the savanna. As you drive through the savanna on the back of the hummer, motorcycle Majinis will swarm in and douse your vehicle with molotov cocktails. Use the gun turrets to shoot the enemies down. Your hummer has its own health bar, and depleting will cause a Game Over. The drive through the savanna can be broken up into four main sections for each of the four waves of enemies. The first wave of Majinis are only motorcycle Majinis. Try to target the Majinis themselves or the gas tank to destroy the vehicle itself, possibly setting off a chain reaction for any nearby motorcycle. Every once in a while, you'll have to perform a button prompt to grab onto the hummer as it makes a sharp turn. After a few groups of motorcycle Majinis are taken down, a truck will rush behind you. You can either defeat the Majinis on board or target the driver to prevent him from ramming your car. Destroy the truck itself by firing at the vehicle. After a while, it'll catch fire and eventually blow up after a few more rounds of turret fire. After a checkpoint, the third wave will show up: another truck accompanied by some motorcycle thugs. The computer-AI always spots the enemies immediately, so figure out what direction Sheva is firing at to locate the enemies quickly. After a while, two more trucks appear alongside some motorcycles. When the hummer stops, turn around to find a blockade. Immediately target the red explosive barrels on the bed of the parked truck to destroy it and the nearby Majinis. Once the barrier is down, you will have to fend off one more truck and a few more motorcycle Majinis. Hang on afterwards to eventually reach the port. Port ---- As the gang reaches the port, they are treated to a catastrophic sight. About 30 seconds later, you encounter the thing that created this disaster. You know something is badass when it wears a belt made of dead bodies. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Ndesu =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Hmmmm, looks like the developers were a tad lazy in creating bosses for this game. This big lug looks almost exactly like the El Gigante From Resident Evil 4. The battle strategy will be a lot different though, since you fight this creature with a gun turret. Since you don't really have any variety at all when it comes to offensive strategies, all you can really do is shoot the heck out of Ndesu. You can also use the gun turret to cancel some of the boss's incoming attacks as well. Ndesu will lumber over to the hummer and either try to squash you with his foot or pound you into the dirt with his two fists. The only way to avoid these two attacks is to shoot Ndesu until he covers himself up and cancels the attack. If Ndesu moves back and into a stance, he's getting ready to charge the hummer. Since you clearly cannot move, shoot the boss to cancel the attack. Sometimes Ndesu will also grab a giant boulder in an attempt to hurl it on Chris and Sheva. Instead of targeting the giant, instead shoot the boulder to reduce it to pebbles. If Ndesu hurls it at you, continue shooting during each bounce before it collides with the truck. The boulders deals quite a bit of damage, so try your hardest to destroy it. A few of Ndesu's other attacks can be dodged using proper button prompts. In two instances, Ndesu will either punch you or slam the ground to create a shockwave. In both cases, perform the necessary button command to avoid taking any damage. When Ndesu uses one of the telephone poles as a staff, you will be able to use a button prompt to avoid his horizontal swing. As for his vertical thrust, attack the boss to cancel the attack. Dealing With Everything Else ---------------------------- You have other things to worry about other than the boss, which may come as a surprise. First off, about the gun turret. I'm sure you are aware from the previous area, but your gun turret can overheat if used for a long period of time. The turret icon on the bottom screen will begin to fill up with red as you continue holding down the Right Trigger. If it reaches the top, the gun will overheat and you won't be able to attack for a short period of time. One of the keys to making it outta here alive is to never let the gun turret overheat. You can let the red line go as high as you'd like, but if it reaches the very top, that's no good. Wait until the line reaches about 3/4s of the way up before releasing the trigger and letting the line lower (which takes much less time than if you were to let the gun overheat). Aside from Ndesu, Chris and Sheva will have to deal with bow gun Majinis. They lurk on the far right side of the area; one perched on a building's roof while the other one is on the ground in front of the building. While they aren't much of a threat, they certainly can be annoying and it only takes a second to dispose of them. More Majinis will appear soon after the first two are killed, but at least you have a period of free time to concentrate on the big cheese. They are a lot more dangerous on higher difficulties, so always take the time to defeat any bow gun Majinis present. Dealing With Ndesu ------------------ You can target Ndesu with your gun turret virtually anywhere, but the boss takes the most damage by getting shot in the head. Repeatedly target his head, taking the necessary time to let your turret cool down. There are also four explosive barrels present on the battlefield which can be used to deal substantial amounts of damage to Ndesu. After getting peppered by gunfire enough, two Plagas will emerge from the boss's shoulders. These are your new targets. Fire upon one of the two Plagas to eventually destroy it, then move on to the second. Ndesu will continue using his routine attacks with his weak spots emerged, so avoid them as so. Eliminate both Plaga growths to make a giant parasite emerge from Ndesu's skull. The boss will fall to one knee, so you will have a very easy time targeting the Plaga. After it takes enough damage, the parasite goes back inside the boss's skull and four smaller growths appear again on Ndesu's body. Clearly, you will have to destroy the four Plagas to make the main parasite appear again. When all four are taken care of, target the giant head Plaga again until it is destroyed and the boss is dealt with. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- The chapter will close with a cutscene afterwards. ============================================================================== CHAPTER 3-1 [0406] ============================================================================== Marshlands ---------- The Marshlands is a colossal area composed of several main sections. Since the place is so big, I have decided to split the sectors up. From your starting location, walk across the bridge towards the dead body sprawled on the ground. Take the Beast Slate off of the floor to obtain the first of four key items in this chapter. - Treasure: Beetle (Brown) You should easily spot the shiny treasure on the wooden fence to the right of the dead body. - Treasure: Ruby (Pear) Shoot the animal skull to the left of the corpse to shatter it, releasing the treasure onto the floor. Break the vases in the corner and head back onto the dock leading back to the airboat. - BSAA Emblem #12 As you step onto the dock, look to the right out into the body of water. Equip some sort of rifle and zoom outwards towards the pole. To spot it with ease, look above your position for an identical pole. Follow the wire out into the distance to locate the wooden pillar. The emblem is hanging on the side of the pole. It's a difficult sniper spot, but if you're playing with a friend you can drive up to the pole with the airboat and shoot it there. Step onto the airboat and drive north into the swamp. Head to the blinking location on the map and get off onto the dock. The gate to the village is sealed, but we have 1/4 of the key. Insert the Beast Slate, then pick up the Slate Map to your right. Your GPS map will indicate the location of the remaining three slates. - - - It doesn't matter which order you go after the slates, so follow my commands whichever way you'd like. I'm simply going to go to the closest location, which is the southwest corner of the marshlands. Drive through the gateway and follow the long canal to reach a clutter of small huts. - Treasure: Beetle (Brown) As you go counter-clockwise around the huts, drive very slowly at the start (around 3-4 o'clock if you catch my meaning) and hug the outer wall. A Beetle (Brown) is stuck on the side of the wall, and Sheva will grab it once you get close enough to it. Go around the huts to find a dock, where you can park. Proceed up the ramp and into the closest house. Break the single vase inside, then leave. Go down the walkway to an open area containing a Green Herb, two vases, and a chest. - Treasure: Idol (Silver) Open the treasure chest in the central area between the two shacks. Head to the eastern side of the area to encounter Wetlands Majinis. They will jump out of the water and onto the wooden walkways. These foes are quicker, stronger, and just plain weirder than the Majinis encountered in the town. Most carry long spears, while others are equipped with shields. Some are left unarmed, but can still pose a threat. Stay on the central area where you found the Idol (Silver). There you can get a view of all the available entrances. You'll have to survive a few sets of Wetlands Majinis before the action dies down. While the eastern hut contains a lowly vase, the northeast hut holds the real prize: the Warrior Slate. After fully exploring the three houses and taking what you came here for, return to the airboat and head out. Before you can return to the lake, the Majinis seal the exit. Drive near the platforms and let Sheva take care of the four bow gun Majinis. Next, drive through the gateway to find a final Majini inside a tower. Once he's dealt with, the exit will open up again. - - - Next, proceed to the eastern end of the marshlands. Step onto the dock and near the body of water in front of you. It's big, but you'll have to manage it on foot. Be wary, for this lake is not empty. As soon as you enter the water, you will hear eerie music, signifying the presence of crocodiles. The crocs will poke only their heads out of the water and slowly swim towards you. They are incredibly tough and can kill you in one hit, so taking them head on is suicide. Your best bet is making a mad dash to the opposite end of the lake. Once you get underneath the hut, climb the ladder to safety. - Treasure: Beetle (Brown) You feelin' froggy? If so, you can snag a treasure while running through the croc-infested lake. From the start, run to the far left side of the lake and approach the tree. The beetle is stuck on the tree's base. Once up on the ledge, enter the house to initiate a battle between a handful of Wetlands Majinis. Leave and follow the walkway to a tiny hut at the far end. Collect the Raptor Slate inside and dispose of any lingering Majinis. Head out by jumping back down into the lake. - Treasure: Ruby (Pear) As you leave the lake, collect the Ruby (Pear) stuck to the left side of the opening from underneath the house. Collect the Ruby (Pear), then bolt back to the airboat. - - - The location of the final slate isn't much of a trip. When you get off the airboat, approach what looks to be a ceremonial table. - Treasure: Emerald (Pear) Shoot the skull at the top of the display to dislodge the treasure. Break the rest of the stuff here for some items and read the document on the shelf. Head onto the road to find two shacks. - Treasure: Ruby (Pear) Shoot the animal skull hanging on the post in front of the nearest shack to find the treasure. You'll find vases in each of the two huts here. Proceed to the north end of the area to find two towers. The ladders are broken, so hoist Sheva up with an Assist Jump. She will find the Shaman Slate in the right tower. - Treasure: Idol (Silver) Use an Assist Jump to let Sheva up into the leftmost tower to find the Idol (Silver). As soon as you collect the slate, Majinis will storm the premise. In total, there are about 10-15 enemies here; usually coming in groups of four to five. Once of the Majinis will morph into a Duvalia after its initial defeat. Duvalias are some tough suckers. You cannot target their plated clam-like head with any weapon, so instead go for the bony pink flesh at its side. After damaging this appendage enough, the Duvalia will fall and open its "mouth". Shoot the inside of its mouth with a shotgun or rifle to put it down. Once you regain your composure from the mini battle, return to the airboat. We have all the slates, but there's still plenty of exploring to do in the marshlands. Lets go! - - - You can find a poultry farm in the dead center of the swamp. It's directly to the west of the crocodile lake, so disembark immediately. - BSAA Emblem #13 Immediately after landing at the poultry farm, take out a rifle. From the dock, aim underneath the right side of the hut in front of you. The emblem is on the underside of the house. The poultry farm is a very small patch of land mainly inhabited by chickens. Who woulda thunk it? Now a chicken farm may not be the most exciting of places, but it's certainly important if you're looking for some tasty eggs. Chickens lay eggs quite often in this game, so wait around for them to lay some eggs. If a minute or so passes by and there are no eggs, either kill them or leave 'em be: they won't lay any more. If you're patient, you can eventually collect all four types of eggs here. After the chickens have done their part, you can enter the airboat and drive about five feet away to "reset" the area. That way, when you return to the farm, the chickens will have returned back to their egg-laying selves. Repeat this over and over again if you're hoping to find an extra rare Gold Egg or Rotten Egg. - Treasure: Beetle (Brown) The beetle jewel is clinging to a wooden post just to the left of the main dock. - Treasure: Chalice (Silver) Enter the hut and open the chest to find this treasure. Other than eggs and treasure... not much to do here. - - - At the northwest end of the lake is a fish farm. Unfortunately you cannot kill fish or anything of the sort, but there are a few goods we can unearth here. - BSAA Emblem #14 Immediately upon entering the fish farm, look at the ceiling of the hut to find the BSAA emblem in plain view. The fish farm consists of a pool of water enclosed in a circular walkway. First follow the bridge and climb up the ladder to a tall platform. - Treasure: Chalice (Silver) Open the chest on the upper level of the fish farm. Next, drop down into the pool. Don't worry, there are no crocs here. :) - Treasure: Beetle (Brown) The Brown Beetle is clinging to the side of the railing when wading through the pool of water. Hmm, there's REALLY not much to do here, eh? - - - You will find an abandoned ship between the fish farm and the poultry farm. If you drive diagonally from one to the other, you won't miss it. Step onto the dock, then into the ship. - Treasure: Beetle (Brown) It's to the left when entering the ship's deck, dipped in some water. The main treat here in the shipwreck is a shiny suitcase containing a Rocket Launcher! This hunk of a weapon should be saved for dire situations only, such as a boss battle. Keep in mind that you can get a Rocket Launcher every time you replay this chapter. - - - Return to the western dock and use the remaining slates to open the gate. Village ------- Drop down into the stagnant river. - BSAA Emblem #15 As soon as your feet hit the water, spin around and face the dock that you were just on. There should be a small hole in the side, revealing the BSAA emblem. Proceed down the river and take out the bomb-throwing Majini situated high up on the search tower. Move up the stairs to reach the village. The glowing blip on the map locates a rotting corpse. I know it looks soooooo enticing, but look on the ground in front of the body. See those holes? Consult to Admiral Ackbar for further information. Ignore the corpse and explore the rest of the village. Note that you can reach the corpse from the back end of the hut without setting off the spike trap. Do so, collecting the S&W M29 near the body. Turn around and make your way to the northwest end of the map. It's a circular open area containing another spike trap. Carefully pick up the Gold in the middle of the trap, then back away to set it off. Majinis will pour into the village after your presence has been given away. Alongside the horde are two Giant Majinis. These masked freaks are incredibly quick given their tall stature, able to perform jumps that would make a kangaroo blush. They can scale floors without the use of ladders, so retreating to one of the upper levels won't help. The one pro about Giant Majinis is that they're very reckless. They swing their spiked club around like it's nobody's business, whacking away foes and allies alike. The Giant Majinis will often clear a path for you inadvertently. This is a rather good time to use your Rocket Launcher if you still have it in your possession. Only use it if you can get the two Giant Majinis together in one shot; they'll be destroyed automatically if hit by the explosion. If that is not an option, you can always use the magnum you picked up about 20 seconds ago. Remember to aim for the Giant Majini's hips and legs since their faces are protected by the indestructible masks. - Treasure: Blue Enigma These treasures are always dropped by Giant Majinis. Once the dust settles, collect the loot dropped by all the Majinis. There's no need to stay inside the village anymore, so we can head out. One problem: the exit is blocked off! Return to the hut where you found the S&W M29 and search behind it for a small winding hill. Proceed up the hill and climb up the ledge to reach a locked door. - Treasure: Jewel Beetle It's stuck to the wooden fence to the right of the locked door. Use the nearby hand crank to lower the bridge below. With you manning the crank, have Sheva cross the bridge and unlock the door from the other side. There are no enemies during this ordeal, so sit back and wait for her to get the job done. There's no need to really go down the stairs unless you want to search the contents of a few vases (they always seem to be filled with snakes). Stay on the upper floor and go inside to find a Green Herb, a document, Rifle Ammo, and some Gold on the long table. Proceed down the walkway just outside the house to come to a dark tunnel. To the left is another walkway separated by a small gap. If you leap across the gap and continue down the path, you'll reach a gondola that takes you to the next area. - Treasure: Ceremonial Mask Go inside the tunnel near the gondola to find a treasure chest containing this treasure. ============================================================================== CHAPTER 3-2 [0407] ============================================================================== Execution Ground ---------------- There's a few vases and barrels inside the starting point, but nothin' else. Leave to view a short cinema. You can pick off a few Majinis on the central platform from above, but otherwise jump down to the walkway on the left. The waters below are infested with crocodiles, but there's no possible way for you to fall in. Instead, you can shoot Majinis straying near the edges of ledges or platforms to knock them in. Tasty. Run down the catwalk and kill any Majini that gets in your way. Some will jump over the tall walls surrounding the Execution Ground, creating a steady flow of enemies. Head to the central sacrificial area for Chris to spot a switch on the far end. Continue slaying Majinis until the crowd dies down, then inspect the red hand crank here. A wall is blocking you from reaching the switch, so we'll have to find an alternate path. Sheva suggests manning the crank while Chris rides the raft to the switch. At the intersection, take a left to reach the flimsy wooden raft. As the raft slowly floats through the water, crocodiles will attack at any chance they can get. When you see a button prompt appear on the bottom of the screen, perform said command to avoid getting chomped on by a hungry croc. Once you reach the other end, kick the switch to lower the bridge outta here. Meet up with Sheva at the bridge and enter the cave ahead. - Treasure: Ruby (Pear) Shoot the torch near the first ledge to shatter it as the treasure falls to the ground. - Treasure: Sapphire (Square) Destroy the torch near the second ledge to find it. Chris and Sheva soon stumble upon a small camp. The folks at Tricell didn't leave much behind here, so your stay shouldn't be too long. You can search the tall grass for Gold, but be aware that snakes love to roam through tall grass. - Treasure: Jewel Beetle You can locate this treasure by searching the two oil drums. - BSAA Emblem #16 Go through one of the two Tricell tents, and search the grass between them once on the other side to find the emblem. Make sure to pick up the First Aid Spray from the northernmost tent and the barrels in the nearby shack. Afterwards, travel down the path to reach the entrance to the oil field. - Treasure: Ruby (Square) Before entering the oil field, search the rock wall adjacent from the door to find a bright glimmer. Shoot the Ruby (Square) down from the cliffside and take it. Oil Field, Refinery ------------------- The Majinis will most likely spot you as soon as you enter the oil field, so stay at your location and wait for them to gather below. Pick them off or use a Hand Grenade to eliminate the whole bunch before dropping down. There should be a few bow gun Majinis lurking on their perches. To spot them, proceed to the central tower by taking the steps to your left or going underneath and using the ladder. Climb to the top of the tower to find a valve wheel. Turn it to turn off one of the flame jets on the west side. A few Majinis will appear over there, so take 'em out as they try to reach your position. - Treasure: Jewel Beetle It is clinging to the tower on the opposite side of the valve wheel. Drop down and go through the new area, climbing the ladder on the side. Pull the lever here to make the zip line accessible. Ride the zip line to the ledge on the far side of the oil field. As soon as your feet touch the ground, a Chainsaw Majini storms through the entrance. You have one of two options. First, you can try and be a daredevil by turning the nearby valve wheel as the Chainsaw Majini pursues you. If you want to be on the safe side, you can drop down and kill the Chainsaw Majini first. Once he's dead, ride the zip line again and turn the wheel. Either way, you'll have to kill this monstrosity. A good plan is to use the nearby Proximity Bomb. Place it near the edge of the platform. Once the Chainsaw Majini jumps up onto the platform, he'll end up walking across the bomb. Once he's stunned, either follow up with a melee attack, begin turning the wheel, or simply book it. You will find yourself running around in circles constantly to try and keep a good distance between yourself and the Chainsaw Majini. All you can really do is follow the same procedure used to defeat the first one. - Treasure: Venom Fang Dropped by the two Chainsaw Majinis in the Oil Field, Refinery. Once the Majini is dead and the valve wheel is turned, one of two flame jets blocking the exit will extinguish. Return to the central tower and head to the eastern side of the oil field. Pull the lever, then ride along the zip line. Turn the wheel, then proceed towards the door to signal the appearance of a second, more powerful Chainsaw Majini! This one appears right in front of you, as he smashes open the door with his deadly weapon. You cannot drop down to the ground from here, so stand and wait for the Chainsaw Majini to attack. When he raises the chainsaw up in the air, dodge the attack and run right through the door. From here, repeat the same process to down him. You'll receive another Venom Fang. Now that the exit is open, continue past the two disabled flame jets. A small group of Majinis is your last threat here; one of them even carries around lit dynamite, so taking them down shouldn't prove to be too difficult. Enter the big metal door afterwards. Oil Field, Control Facility --------------------------- The two agents meet up with our good buddy Josh again! As Josh tries to get the elevator opened, you'll have to guard his back. Majinis will appear in waves and appear at virtually all angles. A machine gun or shotgun are advised when facing off the groups. A Big Man Majini usually shows up just as the elevator appears. If you want a Jewel Bangle, stick around and end him. If not, make a rush for the elevator and escape to the upper floor. Once up top, more opponents will attack. The following step is simple, as you have to run around the perimeter of the building to the door. Kill any Majini that gets in your way. Once you reach the door, it will be locked. Of course. Josh tries to get it to open as a Chainsaw Majini appears at the elevator. It's all about stalling here, as you have to hold off the onslaught of enemies while Josh tries to free our asses. If you wish to kill him, you'll receive a Gold Ring. It's not advised, because you have virtually no running room on these narrow walkways. Climb up the ladder and run to the corner. Stay up on this ledge and target the Chainsaw Majini from afar. When he jump down to the lower ledge, continue attacking him. If he manages to jump up to your position, switch to a shotgun to easily stun him. Keep stunning him and following up with a melee attack until the door opens up. When that happens, turn around and bolt through the door. - Treasure: Gold Ring Defeat the Chainsaw Majini in the Oil Field, Control Room. Run down the stairs and continue to a set of two red doors. Open them. Oil Field, Dock --------------- Sheva spots Irving's boat at the dock. No time to waste! There's no need to search the left side of the dock, as you will only find one measly barrel. Run to the right and head over towards the boat. You can find some barrels in the sheds on either side of the dock; one of them containing a Hand Grenade that will be useful in a few seconds. A cutscene starts once you reach the boat. - BSAA Emblem #17 Ignore the timer for now and instead of backtracking, run to the edge of the dock. Once at the water's edge, face the building on the right and peer through the window to spot the emblem! Shoot it through the window. There is also a briefcase containing a large amount of Gold on the opposite side of the landing point. You have two minutes to escape to the other side of the dock, and the swarm of incoming Majinis certainly don't help your cause! Use shotguns and any grenades to cut through the wave of enemies. Don't worry about killing them or taking their spoils. Just get your butt back to the starting point. Kick open the door and run past the shack as a Big Man Majini comes stumbling out the door. Out also come a few Adjules. These are probably the only enemies you should take the time to kill considering they're the only enemies that can actually catch up to you when running! Use any Hand Grenades coupled with your trusty shotty to finish them off. - Treasure: Gold Ring This is dropped by the Big Man Majini on the dock. Destroy the explosive on the stairs and continue past the second building. A few Majinis come outside, but you can easily run right past them. Get onto the pier and into the boat on the right to escape unharmed. ============================================================================== CHAPTER 3-3 [0408] ============================================================================== Oil Field, Drilling Facilities ------------------------------ As Josh pilots the boat, you will have to protect him as well as your own skin from incoming Majini boatmen. Use a handgun or machine gun to target the Majinis on the trailing boats. After outlasting the boats, turn around and face forward. Majinis will be targeting you from elevated platforms and bridges. Most of the Drilling Facilities are covered in giant red explosive tanks, which should be used to eliminate most of the threat here. Once Josh is stopped by a closed gate, get out. Dispose of the nearby Majinis and take out the ones stationed near explosive tanks. Why they'd do that is totally beyond me. - BSAA Emblem #18 The emblem is underneath the platform above the bridge that you passed. Face away from the closed gate and look underneath the platform to see the bottom tip of the emblem. It's easiest to target when on the walkway just before leaping to the other side. Once on the opposite side of the area, take the Handgun Ammo off the ground and pull the lever at the far end (to the right is another barrel). Now that the gate is opened, continue back to Josh and the boat. Dispose of any Majinis in the way and try more to retreat as opposed to wasting ammo fighting everyone. Again, you will have to protect Josh from Majinis ahead until you reach a second closed gate. Once you step off, break the two barrels and take the Green Herb on the other end. This facility is much larger than the last, leaving more areas to explore. Instead of jumping to the other side of the area, drop down onto the wooden pier. As you continue, two Majinis on gun turrets will attack. They are above the closed gate, so use a rifle to take them down. Run down the pier towards the small shack. There is a suitcase full of ammo inside, but the real treat is the big suitcase just outside the shack. You'll find an M3 shotgun inside! - Treasure: Sapphire (Pear) Exit the shack, then jump across the water to the eastern side of the pier. In front of you is a closed shed. On the ground to the right of the shed is the treasure. Run north up the pier towards the sealed gate. Once in front of the gate, you will find two levers (one on each side of the gate). You will need Sheva to pull one while you activate the other. Before you do that, you may want to explore on top of the gate first. If you climb up the ladder to the right of the lever, you will reach the top of the gate. There are a few barrels here, so collect the contents. Pass by the gun turret and enter the small building. - Treasure: Emerald (Marquise) Check the drawer in the corner of this building to find it. On the other side of the gate is a barrel and a Green Herb. When you are ready to use the levers to open the gate, make sure to clear the area of bow gun Majinis before you attempt to do so. Now that the gate is open, run back to Josh. The infantry after opening the gate mainly consists of Kipepeos, who can easily be avoided. You may want to kill them anyways because it usually takes Sheva a while to reach the boat. Patrol Boat ----------- Cutscene and boss time! =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Irving =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- So Irving has turned himself into a giant, hideous sea monster. Kinda reminds me of the boss battle in Gears of War 2 for some odd reason. Surprisingly enough, Irving doesn't have too many attacks. Irving spends most of the time swimming on the far side of the boat. You will be able to target it with one of the turrets on the boat. The turrets on the south end of the patrol boat are gun turrets. The ones on the north end fire explosive grenades. What to use? Whatever floats your boat really. Oh, and after the battle begins, make sure to take the First Aid Spray from the northeast corner of the boat. Irving only has one direct attack. If you see him swimming towards the boat instead of parallel to it, get ready to perform a button sequence to dodge his gaping maw. If he snags you in his mouth, it's an instant kill. Just for the record, all of the boss's attacks can be dodged by following a button prompt. Eventually, Irving submerges as four tentacles emerge from the water. Check your map to find the blue blip to locate the boss. These tentacles are tipped with sharp claws, almost like tiny hands. They will occasionally slam down on the deck; follow the button shown onscreen to avoid getting crushed. Use either the machine gun turret or grenade turret to attack the tentacles. They will slowly regenerate after being destroyed, so make sure to destroy all four in a rather quick fashion before any of them reform. Once the tentacles are cut off, Irving will resurface again. Sometimes Irving will display some other tentacles. These ones actually look like long, slimy tentacles. Yes, Irving has two types of tentacles that you should be aware of. These ones will grab and constrict you. Either wiggle the Left Analog Stick enough or call for help. Attacking these tentacles doesn't do anything, so wait for them to leave. Your main target in this battle is the pulsing "bubble" on Irving's head. Just look for its snout and you should spot it. Target this weak point with either turret type to damage the boss. It glows orange when hit, so you'll definitely know when you hit it. Unfortunately, this battle helps showcase the worst part of the game for me: the computer AI. Sheva is incapable of using the turret herself and will instead waste her own ammo trying to attack Irving. She does not attack the weak point; she just wildly fires like a barbarian. Either take Sheva's ammo away from her or assign her to a turret. Now if Irving ends up on the other side of the boat, either assign Sheva to a closer turret or just let her do whatever she wants. Useless, I tell ya! After attacking Irving's eye spot enough times, the second stage of the fight will begin. Irving will now position himself behind the patrol boat at all times. He will open his mouth, revealing his nasty tongue (which is actually Irving himself). This is your new target. While you try to attack Irving's tongue, four more claw-like tentacles emerge from the sea and serve as a distraction. Now you will have to avoid tentacle attacks and deal with them before you can hurt Irving. After a while, Irving will go back underwater and use his bite attack. Make sure to dodge; you don't want to lose this late in the fight! If you're playing with a friend, have one buddy shoot the tongue while the other goes after the four tentacles. If not, assign Sheva to one of the two machine gun turrets once this phase begins. Also remember that the machine gun turrets can overheat! Keep shooting Irving's deformed tongue to eventually win the boss battle. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Poor Irving. He was favorite character in the game! ============================================================================== CHAPTER 4-1 [0409] ============================================================================== Caves ----- Lets hope for some answers! Run through the shack to find a few vases, then continue towards the mouth of the cave. Continue past the campfire and through the tunnel to the main area. A small group of Bui Kichwas appear in front of you. These enemies are more of a nuisance than anything. They only have one attack, which you'll have to consult to your partner to free yourself from their grip. Otherwise, a few shots from your handgun or an Incendiary Grenade will clear out a pack. Pass by the ladder for now to reach a dead end. Climb up the ledge to your left to reach a treasure chest. - Treasure: Topaz (Trilliant) Open the treasure chest at the dead end to receive... a treasure! - Treasure: Sapphire (Pear) After obtaining the Topaz (Trilliant), turn around and look up at the cave ceiling for another treasure which can be shot down. When you backtrack to the ladder, a trio of Bui Kichwas will attack. Either deal with them or climb up the ladder to escape. Destroy the vases littered on the side of the stone bridge for some treats. - BSAA Emblem #19 As you cross the bridge, look to your right (more specifically, just as you pass the second skull and ribcage) and down the chasm to spot the emblem on the side of the wall. Continue across the bridge into the tunnel ahead. - Treasure: Emerald (Pear) Shoot out the first torch you see to find the treasure. A rather large swarm of Bui Kichwas confront Chris and Sheva ahead. It makes things a lot easier if you have an Incendiary Grenade at your disposal. - Treasure: Sapphire (Square) Shoot out the second torch along the tunnel. Continue towards a large stone door. Defeat any lingering Bui Kichwas here. - Treasure: Ruby (Pear) Destroy the animal skull lying on the floor to the right. - Treasure: Sapphire (Pear) Destroy the skull on the ground to the left to claim your prize. - Treasure: Topaz (Pear) Shoot out the third torch next to the door. Open the door to continue to the Ancient Village. Ancient Village --------------- Quite a change of scenery. We go from a shanty town, to a swamp, to an oil rig, and now to underground ruins. Walk forwards and drop down the hole to the lower floor. Smash the vases on the left and approach the arched doorway. - Treasure: Topaz (Square) The treasure is lodged in the middle of the doorway. Go through the doorway and drop down to the next floor. Pass through the ancient torture room. To the left is another doorway while a tomb is lying in front of you. Enlist in Sheva's help to open the tomb, where you will find a nice amount of Gold. - Treasure: Emerald (Pear) Shoot the torch lying on top of the sarcophagus in the next room. Continue forward onto the bridge for a cutscene. Chris and Sheva will be separated for the time being, but you should be able to hold your own. Jump down the collapsed bridge to the floor below, where Wetlands Majinis will attack. Collect the Green Herb on the ground in front of you, then face your attackers. Majinis will come from both directions, so you won't be able to cover your own hide entirely. Luckily, Sheva will snipe enemies from her position above. Push forwards, towards the stairs. - Treasure: Topaz (Pear) Destroy the torch in the corner along the staircase. By the time you reach the top of the stairs, only a couple Majinis should be present. Eventually, Sheva will reach your location as the two regroup. Enter the leftmost room to find another tomb. Open it for a hefty amount of Gold and a few treasures. - Treasure: Sapphire (Square) Found inside the tomb after reuniting with your partner. - Treasure: Sapphire (Pear) Found inside the tomb after reuniting with your partner. Next, head to the room on the right. - Treasure: Sapphire (Pear) Shoot the torch lying in front of the open sarcophagus. - Treasure: Ruby (Pear) Inspect the mummy to take the treasure. You can also find a Green Herb inside the open tomb. Cross the bridge ahead This one won't collapse, though opening the tomb ahead will initiate a trap. Make sure to press X as you fall for a proper landing. As Chris and Sheva fall into the basement, Majinis and Bui Kichwas attack. After defeating the small wave of foes, the exit will open up. While the door may be opened, enemies continue to spawn in the cross-shaped basement. Before leaving, there are three chests that are dying to be plundered! - Treasure: Emerald (Trilliant) Found in one of the three chests in the basement. - Treasure: Ruby (Trilliant) Found in one of the three chests in the basement. - Treasure: Sapphire (Trilliant) Found in one of the three chests in the basement. There are three shielded Majinis and two bow gun Majinis in the large room ahead. Since you have the high ground, you can use a grenade or any normal weapon to pick them off. - BSAA Emblem #20 Look at the intricate structure above the doorway on the far side of the room. A ways up, you will find the emblem above the doorway. Having a rifle certainly helps when trying to shoot it. Jump down to the floor and smash all the vases. As you approach the doorway, you'll set off another trap. This one is a bit... interesting to say the least. Giant wooden, spiked, flaming tumbleweed-looking things roll down into the room. Yeah, they're that complicated to describe. All you need to know is that these balls ricochet back and forth like a pinball and act as grenades if you come in contact with one. Run to the center of the room and up on the pedestal. Turn the lever to open the door. It will begin closing, so immediately go down the stairs and make a mad dash to the door, dodging the hazards along the way. Wow, all too similar to Indiana Jones. When you make it through, Chris will step on a switch that keeps the door open. If you don't make it in time, return to the pedestal and activate the switch again. Proceed down the staircase and through the door. Move down the hallway to eventually set off a switch and turn on another trap. Complete the interactive cutscene to reach the far end of the dreaded hallway. Jump down from the ledge and pull one of the two chains (have Sheva yank the other one) to open the entryway to the next section of the ruins. Labyrinth --------- This area as well as its name may seem intimidating, but there is really nothing challenging or confusing about this place at all. Just follow meeeeeeee!! From the start, break the vase to your left. Then, head to the right. When you reach the torch, look across the gap at a small island. Jump to it and walk up the rickety wooden stairs to the top floor, which only contains two vases and a nice treasure. - Treasure: Topaz (Square) It is lodged in the ceiling near the stairs. Return to the entrance of the Labyrinth and descend the stairs This cross- shaped area is kinda like the hub room. The east entrance is blocked off; for now just go to the left. You're given access to the northwest sector. Once you reach the end of the hall and the entrance to the northwest area, turn to your left to find a briefcase in an alcove. Open it for a Grenade Launcher! Go forward in the open area towards the blue statue. Inspect the chain. Sheva tells you to get to the one on the other side. Return to the hub room and go down the north hallway to reach the other side of the northwest sector. You can find a vase containing a First Aid Spray in the tall weeds. Pull the chains with Sheva to move the blue statue back into the wall. This opens up another part of the Labyrinth. - Treasure: Sapphire (Square) Revealed after pushing the blue statue back into the wall. The southern hall has now been sealed, but a staircase has lowered down onto the western hallway. Climb up the stairs to reach a green statue. Before pulling the two chains, head to the left. - Treasure: Idol (Gold) Just past the green statue, jump over the gap to reach a treasure chest containing the Idol (Gold). Push the green statue back into the wall to change the layout of the area. - Treasure: Emerald (Square) Revealed after pushing the green statue back into the wall. Use the walkways to return to the entrance again. Doing so will prompt the appearance of some Majinis. From the entrance, go to the right to eventually meet up with some more Majinis. Pass the island that you explored before and continue around the perimeter to reach a stairs leading back down into the basement. Climb the next set of stairs to reach a gold statue. If you go to the right of the statue, you can follow a walkway past a purple statue that leads to a chest containing Flash Rounds. Return to the gold statue and pull the chains to embed it into the wall. - Treasure: Topaz (Square) Revealed after pushing the gold statue back into the wall. Approach the purple statue in the corner to find out that it only has one chain! Order Sheva to stay here and go down the stairs into the hub room. The northeast and southeast sectors have been opened. You'll only find two vases and a Proximity Bomb in the southeast sector. In the northeast sector is a second purple statue, again with only one chain. Looks like the two purple statues match up! Unfortunately, some more Majinis stop us before we can reach the statues. Sheva eventually meets up with you to face off against the enemies. After defeating the Majinis and Bui Kichwas, have the two of you pull each chain to move both purple statues. - Treasure: Ruby (Square) Revealed after pushing the purple statues back into the wall. - Treasure: Sapphire (Square) Revealed after pushing the purple statues back into the wall. The southwest sector is now opened, so make your way there after collecting both treasures. - BSAA Emblem #21 This certainly is a tricky one. Stand in the northernmost doorway leading to the southwest sector of the Labyrinth. Look up, then to the right (towards the ledge where you found the Idol). Look way above to the top of the tall brown wall. The emblem is on the wall, just below a green bush. You can spot it much easier if you move the red statue, then climb the first flight of stairs to the central platform. From here, look above the green statue. Yank the chains on the red statue to push it back into the wall. - Treasure: Ruby (Oval) Revealed after pushing the red statue back into the wall. One final challenge stands in front of our way: Popokarimu! Yes, you read that right. Another Popokarimu (it's a different color than the first meaning that you did indeed kill the first one) flies into the southwest sector. It's very much possible to escape from the creature and retreat to the next area, but doing so costs you a "one time only" treasure. Popokarimu has the same attacks as the other one, but it's harder to dodge it in the tight confines. As a bonus, Popokarimu also cannot fly due to the claustrophobic nature of the Labyrinth. Some attacks can be automatically avoided by following button commands, but the others will be harder to dodge. The easiest and best way to defeat Popokarimu is to use your newly-found Grenade Launcher. It comes with 12 Explosive Rounds, so start unloading anywhere you'd like on the boss. Two or so should knock it to the ground, allowing you to use the remaining ten on Popokarimu's tail. Alternatively, you can use the Proximity Bomb found earlier to stun it. - Treasure: Soul Gem Defeat Popokarimu in the Labyrinth to earn this rare gem. Once Popokarimu is defeated, exit the sector and climb the northern stairs to reach the exit. ============================================================================== CHAPTER 4-2 [0410] ============================================================================== Worship Area ------------ Climb the steps to reach the two vases on the left. - Treasure: Topaz (Pear) Turn around and view the wall above the entrance. Shoot the treasure lodged in the wall and take it. Walk forward to enter the Worship Area. The exit is sealed, where you will find three indentations on the gate leading out of this place. Like Chapter 3- 1, you will have to explore this colossal area to find three key items. Also like the aforementioned chapter, you can collect the three items in any order. - - - Lets go to the left, shall we? Approach the hallway to witness one of the most annoying AND helpful environmental objects here. Large towards convert sunlight into powerful lasers that destroy anything in its path, like the Majini ahead! These hazards are hereby dubbed "laser totems" by yours truly. The laser totems go off every second, so avoid standing in the hall and try hiding in one of the many alcoves to avoid taking serious damage. From the start, go to the left and run all the way down the path to find two vases at the end. Break 'em, then go through the doorway. Head across the wooden bridge to encounter a few foes. While you deal with them, three bow gun Majinis attack on the ledge above. To reach them, ascend the staircase nearby. Once the coast is clear, take the Sea Emblem off of the central pedestal. As you backtrack, more Majinis attack, including a Giant Majini. Quickly pass them and return to the laser totem pathway. Return to the stairs near the sealed exit and turn around. The Giant Majini should be following you, but is unaware of the danger present on this hallway. Like I said, the laser totems can be just as helpful. As the Giant Majini draws closer, knock it away with a shotgun. Keep it in the path of the laser totem, so the laser can quickly sap its energy away. Keep it up until the laser totem eventually kills the Giant Majini (and any other regular Wetlands Majinis). Take the Blue Enigma it drops and return to the sealed gate. Place the Sea Emblem in the proper slot. - - - Return to the left. This time, head to the right. You will have to duck in and out of the crevices as the laser passes by until you are out of harm's way. If you're daring, you can run underneath the laser totem to find two vases. Anyways, when you reach the path to the left, don't get too comfortable. This path is also struck by a second laser totem. There are several alcoves on the left in which you can use as cover. Remember, press X when against a wall to take cover and peek around the edge to see if the laser has passed. - Treasure: Topaz (Square) Shoot the torch lying in a nearby alcove on the left. Push forward to the stairs on the right. Once you reach the horizontal hall, grab the Green Herb under the doorway. Two laser totems cover the entire stretch of the long hall, sweeping across each other to cover nearly every inch. Wait for the lasers to roast the Majinis advancing on the left, then rush past their remains (or lack thereof). There is a broken bridge ahead which can only be crossed by Sheva. Take a rifle from her if you don't have one, then perform an Assist Jump. Majinis will attack her on the other side, so use a rifle to protect your lovely partner. She will eventually take the Sky Emblem and meet back up with Chris. Another Giant Majini is on your tails, so use the two laser totems back on the horizontal hallway against him. Place the Sky Emblem in the slot at the door by backtracking the same way you came through. - - - This time, head east from the door. Avoid the laser totem here by ducking in and out of the crevices against the wall. - Treasure: Sapphire (Square) Shoot the torch lying in a nearby alcove on the right. Go north while you avoid the deadly lasers to enter a tunnel. As you round the corner, defeat the Majini and the others that drop down from above. A torch- bearing Majini also enters the hallway, so take him out from a distance. Exit the hall and climb the stairs to find the final emblem. First, clear out the enemies here before taking the Earth Emblem. Upon collecting it, s'more enemies will attack. Blast your way through and take the stairs on the left as opposed to going back through the tunnel. - Treasure: Sapphire (Pear) It's stuck in a small rock jutting out of the wall on your left after you go up the small set of stairs. Smash the vases on the right and watch for a laser before you step out into the open. Advance forward to pass under the laser totem. Well, you're back at the horizontal hallway, except now you're on the other end. Go to the right and around the corner to reach a dead end in the far corner of the area. - Treasure: Emerald (Pear) Shoot out the torch lying in the northeast corner of the area. - Treasure: Ruby (Pear) There is a treasure lodged underneath the bridge overlooking the horizontal hallway. It's tricky to get, because you have to run underneath the bridge, dislodge it, pick it up, then reach a safe spot all before the laser totems cross your path. Return to the exit and place the final emblem in the door to open it. Go across the large bridge to reach a huge set of double doors. - Treasure: Diamond (Trilliant) The diamond is stuck in the ledge above the set of double doors leading out of the Worship Area. Pyramid ------- Ah, the only puzzle in the game. And sadly, it's very easy (or in my case, thankfully. I'm not smart enough to decipher big, tough puzzles!). The pyramid consists of several floors. You need to access the elevators by moving mirrors around to create a chain of sunlight. It's all very simple, even without the following basic ASCII diagrams. Like, they're very, VERY basic diagrams. +------------+--------+------------+ | | | | - 1F - | +--------+ | | +---+ +---+ | | | 1 | | 2 | | Mirror 1 - turn left | +---+ +---+ | Mirror 2 - leave as is | | Mirror 3 - leave as is | | Mirror 4 - leave as is | | | +---+ +---+ | | | 3 | | 4 | | | +---+ +---+ | | | +----------------------------------+ After you move the northwest mirror once, the beam of sunlight will continue throughout all mirrors, opening the elevator. Make sure that you never touch the ray of light, because it will kill you automatically. Walk around the beam of light to the elevator and press B to ride to the basement. +----------------------------------+ | | - B1F - | +---+ +---+ | | | 1 | | 2 | | | +---+ +---+ +--+ Mirror 1 - leave as is | | | Mirror 2 - turn left | +---+ +---+ | | Mirror 3 - leave as is | | 3 | | 4 | | | Mirror 4 - turn right | +---+ +---+ | | Mirror 5 - leave as is | +---+ +--| | | 5 | | | +---+ | | | +----------------------------------+ First, you will have to kick down the two pillars in this room. They block the sunlight from traveling across the mirrors Move Mirror 4 clockwise (turn it to the right). Next, turn Mirror 2 left. Take the elevator down a floor. - Treasure: Ruby (Pear) This is on the raised platform on the east side of the floor. +----------------------------------+ | | - B2F, Open Tombs - | +---+ +---+ | | | 1 | | 2 | | | +---+ +---+ | Mirror 1 - turn right | | Mirror 2 - turn right | +---+ +---+ | Mirror 3 - turn right | | 3 | | 4 | | Mirror 4 - leave as is | +---+ +---+ +--| Mirror 5 - leave as is | +---+ | | | | 5 | | | | +---+ +--| | | +----------------------------------+ If you follow this step, the rooms on the west and east side of the basement will open up, giving you access to some nice treasures! And just for the record, don't bother opening the chest in the center of the main room. It's a trap that will spawn several Bui Kichwas. Before moving anything around, enter the northern chamber. Defeat the two Bui Kichwas, then inspect the gruesome sight. - BSAA Emblem #22 Inspect the wall above the doorway when inside the northern chamber to spot the BSAA emblem. Next, turn Mirrors 1, 2, and 3 to open the two side tombs. - Treasure: Beetle (Gold) Inside the western chamber, on top of a decorative box. - Treasure: Idol (Gold) On top of a decorative box in the east room. - Treasure: Ruby (Pear) Shoot the animal skull hanging on the right side of the eastern tomb. - Treasure: Emerald (Pear) Shoot the animal skull hanging on the left side of the eastern tomb. You can also shoot the load of vases for Gold, but beware that snakes lie inside many of the vases as well. When you're done looting the Pyramid out, return to the main room. To open the exit, turn Mirror 2 left, Mirror 4 left, and then tap Mirror 2 right to make the elevator accessible. +----------------------------------+ | | - B2F, Open Exit - | +---+ +---+ | | | 1 | | 2 | | | +---+ +---+ | Mirror 1 - turn right | | Mirror 2 - turn right | +---+ +---+ | Mirror 3 - turn right | | 3 | | 4 | | Mirror 4 - turn left | +---+ +---+ +--| Mirror 5 - leave as is | +---+ | | | | 5 | | | | +---+ +--| | | +----------------------------------+ If you're going for a speed run or simply don't care about valuables, you can make a run for the exit without opening the tombs. From the start, turn Mirror 1 to the right and Mirror 3 to the right as well. Then, turn Mirror 4 to the left and finally Mirror 2 to the right. With the elevator open, ride it out of the Pyramid. Move forward to view a cutscene and finish the chapter. ============================================================================== CHAPTER 5-1 [0411] ============================================================================== Underground Garden ------------------ Okey dokey, this is one of the shortest chapters in the game. - Treasure: Ruby (Square) Turn around from your starting position and comb the rock wall for the familiar glimmer of a treasure. Next, go to the right. Go around the central island towards some Tricell tents and move up against the gray/black pipe. - BSAA Emblem #23 Look underneath the walkway leading to the north end of the garden. Follow the pipe you're leaning up against as it trails into the water underneath the walkway. The emblem is lying against the pipe under the walkway. Head to the left side of the Underground Garden, towards the two structures, whether they be heaters or water purifiers. - Treasure: Jewel Beetle The beetle is stuck to one of the rocks near the water's edge, just in front of the two gray tanks. Move onto the central island and admire the pretty flowers. - Treasure: Emerald (Pear) From the central island, look way up at the north end of the rock wall. Like, I mean waaaaaaay up. It's almost directly above the northern exit. Proceed through the tent. If you wish, you can read the document before leaving. Progenitor Virus House ---------------------- Explore the side room on the left. You can find a couple crates, Machine Gun Ammo, Handgun Ammo, and an Incendiary Grenade. There are also a few files in this room if you're into like, reading. You can also turn on the computer to view additional information about... stuff. Exit and follow the hall to catch a glimpse of someone. Or something. Approach the next doorway, taking the Green Herb before entering. Take the Shotgun Shells from off the table and turn on the two computers if you wish. You can also destroy the pods to deprive the flowers of their water. Mwahaha! Exit through the other side. As you continue through the hall, you'll spot some telltale clues that something is amok. Break the lone crate in the hallway and open the hatch ahead. Chris and Sheva are treated to several mangled corpses in the room ahead. Lovely. Pull the lever to open the display window, then smash through and continue to the storage room. You can pass through and admire the animals along the way, or you can mercilessly slay them all. PETA will have none of this! Take the Green Herb in the northwest corner, then travel south to encounter a Licker Beta. These nasty creatures are blind, but have no trouble spotting You if you make too much noise. They'll attack with their long tongue, so you Are actually better off confronting it head on. Eliminate the first Licker, Then enter the display case to find the second one. It drops a Lion Heart. - Treasure: Lion Heart These are left behind by some Licker Betas. Open the hatch inside the display case and walk down the hall. Destroy the crate and enter the small room on your right. Collect the Red Herb inside and open the safe for some Gold, but most importantly, take the AK-74 from the silver suitcase. Leave, then take the Handgun Ammo from the corner before proceeding up the stairs to the upper floor. Pull the lever on the wall, then have both Chris and Sheva open the steel door lying in your way. Sheva notes that Lickers are blind and have lousy hearing. Slowly walk past the two display cases filled to the brim with Lickers. They will be aware of your location if you run, shoot, or kick doors open. Move towards the door and slowly open it. Move towards the gate ahead. The only way to open it is to kick it down, which automatically notifies the Lickers. You can either run away or face off against the six or seven Lickers. If this is your first playthrough, I suggest tucking your tail between your legs and fleeing. Run towards the elevator and hit the button to call for it. It won't arrive for around half a minute, so hold off against the pursuing threats until the elevator arrives. Once it does, quickly head inside into safety. If you choose to fight the Licker Betas, you will earn a lot of cash in the form of Lion Hearts. It is a fairly good way of earning Gold. Even after you kill the Lickers in the display case, calling the elevator will automatically signal the appearance of four or so more Lickers. Experimental Facility --------------------- Collect the buttload of ammo and grenades in the shelf. This is actually a good way to earn ammo over time. If you nab all the ammo, quit, then continue, you will return to this area with the ammo and grenade stock refilled. Keep this up until you have a sufficient amount of ammo. Continue onto the walkway for a cutscene and boss fight. Before the fight begins, you'll have to follow a simple button prompt. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: U-8 =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- This is actually one of the easiest boss fights in the entire game. This large arachnid-type creature moves around the edge of the circular platform. It will use its long claws to attack in two different ways. U-8's main attack causes it to swipe horizontally. You can easily dodge this attack by performing the selected button onscreen. In fact, some of the time the boss will swipe at you yet a button prompt does not appear. If this is the case, just run away. There are two other attacks that can be dodged with a button prompt. Sometimes U-8 uses his hind claws to attack; these ones are also avoided with a button prompt. Also, it will try to impale you with its pointed abdomen. Again, it can be avoided by a press of a button. U-8's other two attacks are totally different than its others. While it isn't really an attack, U-8 will jump and slam onto the elevator platform, stunning both you and Sheva. It doesn't hurt you, but opens up a window for another of the boss's moves. Sometimes it will actually ram the elevator; first it backs up, then charges forward. Avoid this by standing on the opposite side of U-8. If you see U-8 climb up to the ceiling, take out your shotgun. It will release tiny little bugs that fly around and divebomb you. They are easily disposed and can be taken out with one shot, so use a shotgun to take out an entire group simultaneously. It's probably best to defeat them as opposed to ignoring them, since they drop items. First off, you can find several items on the elevator at any time. The arena holds two Hand Grenades, two Green Herbs, and Shotgun Shells. Just what we need in this fight. Sheva will most likely pick these up along with any goodies dropped by the U-8 larvae. In order to damage U-8 (and most of Resident Evil 5's bosses), you need to target its weak spot. The weak spots are the patches of red flesh on its two front claws and its mouth. Since U-8 keeps its mouth shut most of the time, target its claws as it moves back and forth along the elevator. Use a machine gun or shotgun to target the red patches of skin on its claws. Doing so can be annoying if it constantly moves around and around. After attacking its claws enough, U-8 will fall to the elevator platform. While the boss is temporarily incapacitated, use your strongest weapons to target its gaping mouth. It is best to use a shotgun to damage the inside of the boss's mouth, but Hand Grenades also work wonders. Since you receive two at the start of the fight, you might as well put 'em to use. Toss the grenade next to the mouth to damage it significantly. Otherwise, run right up to U-8's mouth with your shotty and let it rip. After taking enough punishment, U-8 will get up and continue its normal pattern. Continue dodging its attacks and shooting its claws or mouth to stun it, then go crazy on its mouth to ultimately put this joke of a fight to rest. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Next chapter, please. ============================================================================== CHAPTER 5-2 [0412] ============================================================================== Experimental Facility --------------------- After the two question Excella's motives, go through the door in front of you. Power Station ------------- Smash the four boxes at the end of the hall and open the door. Proceed down the stairs to encounter the final Majini type: the Base Majini. These foes are much different than the other Majinis in the game. Mainly, for they carry guns. This is the first time where the cover system becomes detrimental to your survival. When against a wall or object, you can press X to take cover behind it. Press X again to move away or the Left Trigger to peek around the edge with your weapon. The first near the doorway won't give you much trouble as you can kill him without any cover. Next, run down the remainder of the stairs and take cover at the doorway next to the enemy's now dead body. Take out the Majini with the machine gun and the other two that charge through the door. Once the coast is clear, take the Green Herb and continue through the door. Break the three crates to your left before rounding the corner. Press up against the wall and take out the machine gun Majini. Next, advance to the metal crates and duck behind them. Take out the Majinis with the machine guns first, then worry about the ones with the stun rods. Before entering the marked door on the map, check the small side room to the left to encounter the one thing in the entire game that actually scared me. Take the Red Herb and the contents of the two wooden crates before heading to the yellow blip on the map. Round the corner and take down the first Majini, then hide behind the crate it was standing next to. Deal with the two machine gun Majinis on the ledge before trying to get up to their position. There are three explosive tanks in which you can put to use to easily clear the room of enemies. Loot their remains, then take the elevator down. Experimental Facility Passage ----------------------------- Another small area. Small, but filled with danger! Snag the Green Herb in front of you and destroy the crate for an item. Approach the front of the main passage. Lickers are patrolling the area, walking on the walls and ceiling in a circular pattern. It is very much possible to avoid all of the Lickers and prevent one huge firefight by sneaking past their patrol routes. Once you reach the other end, head down the other side of the hall. A few more Lickers will emerge from the vent and follow an identical process. If you are low on ammo, health, or just feel like it, you can proceed through this entire area without startling one Licker. However, you will miss out on a load of treasure, since five of the Lickers will drop Lion Hearts. That's a lot of Gold! Missile Area, First Floor ------------------------- As you will soon realize, the Missile Area is composed mainly of two large conveyor belts that ship waste to a large furnace. You will have to traverse across these moving belts, so try to avoid falling into the fiery pit, mmkay? Run to the right and open the crates, then drop down onto the ground next to the conveyor belt. Kill the Majini lurking in the corner next to you, then turn around to find a Red Herb and a crate. Proceed down the path to encounter a group of Majinis on the other side of the conveyor belt. Use the wall and moving containers as cover when dealing with them. Run to the end and climb the ladder to reach the other side of the belt. Deal with the remaining Majinis, then head to the far end to reach the conveyor belt. Drop onto it and run forward to avoid falling in the furnace. Your best bet is to walk between the two belts to avoid moving backwards and the cargo containers. When you reach the end, climb up on the ledge to the right and defeat the Majini. Kick open the door and pick up the items on the other end. Drop onto the second conveyor belt and move against the current. The containers moving across the belt are explosive cans, so put your weapons away; only use them to kill the grenadier Majini on the balcony above the conveyor belt. As you continue down the belt, Majinis with riot shields will enter the other end of the belt. In this case, use the explosive canisters to get rid of them easily. Pull the lever at the opposite end to stop the belt. As you descend the stairs, take care of the three Majinis that are coming up the stairs. - BSAA Emblem #24 After going down the stairs, approach the open dumpster on your left. The emblem is hiding inside. You're best off hitting it with a shotgun since its angle and height of the dumpster makes it hard to hit with any other gun. Check out the document on the nearby table and open the briefcase for an SIG 556 machine gun. There is another lever up the steps past the table, but the power is out. Go up the stairs to the right of the lever and follow the arrow down another flight of stairs. As you pass by some strange cocoons, grab the Machine Gun Ammo from the metal box. Follow the walkway to the blinking point on your map. Have the two pull both switches to turn the power on. Head back to the lever near where you found the SIG 556. Ignore the unidentifiable shriek as you pass by the cocoons again. Wait... one of them is open? Like you honestly didn't think that would happen. Walk beyond the cocoons to trigger the appearance of a Reaper. They may just look like oversized bugs, but these freaks need a whole lot of firepower to be taken down. First off, back the hell away from it immediately; it's most common (and only one of two attacks) can kill you instantly. When a white bulge appears out of the Reaper's stomach, shoot it before it goes into hiding again. The Reaper will fall as another blob appears on its shoulder. Shoot it to make another appear on its other shoulder. Shoot it. One final weak point appears on the Reaper's back; unload with your shotgun to defeat the Reaper. It's truly an annoying enemy that you will unfortunately encounter many more times. - Treasure: Power Stone Obtained after defeating a Reaper Once back at the lever, flip it to turn on the nearby conveyor belt. Notice all those dead bodies on the belt? Well, not all of them are dead. I dunno, it's really weird. Avoid the zombies (?) as they will get up and grab you, pulling you towards the furnace with them. If you are caught, free yourself or get Sheva to knock them away. - Treasure: Dead Bride's Necklace Two of these can be found attached to two random zombie things lying on the conveyor belt. - Treasure: Dead Bride's Necklace Two of these can be found attached to two random zombie things lying on the conveyor belt. Run towards the ledge at the far right corner, near where the cargo containers are coming out from. Sheva usually has a hard time maneuvering across these fast-moving conveyor belts, so I had to keep pressing B to call her for a few minutes until she finally got there. =/ Uroboros Research Facility -------------------------- You will spot familiar black goo as you trek through the hallway. Drop down to find a cluster of crates and Handgun Ammo. Take anything flame-related, such as Incendiary Grenades and Flame Rounds before going through the door. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Uroboros Mkono =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- It's Uroboros again! Well... another one! But it looks almost exactly the same as the other one! Fighting against Uroboros Mkono is very similar to the one back in Chapter 1-2. The biggest difference? No furnace. =X Nicely enough, Uroboros Mkono has the same main attacks as the first Uroboros from early in the game. I'm here if you need a bit of refreshing in terms of how to counter them. Normally, the boss will swing one of its long arms in front of it. If you get hit, you'll be knocked backwards and take a load of damage. Sometimes Uroboros Mkono detaches one of its arms as it flies towards you; follow the button prompt to dodge. While this attack only happens up close, Uroboros Mkono will grab you. Call Sheva to free yourself before you are killed. Since the boss is just as slow as you would assume considering the fight in Chapter 1-2, it can also teleport around the room. It's almost like fighting a direct rehash! Using the Flamethrower ---------------------- Like Uroboros, there are a few different ways to finish this boss off. Too bad none of them are as simple as trapping it in a furnace. Use a machine gun or shotgun to target the pulsing, bright fleshy patches on Uroboros Mkono's two arms. Once you break off both its arms, it will wither towards the ground in its weakened state. Before the boss can recover, grab the Flamethrower off of the eastern wall; the game shows you a quick clip of the location and to notify you that the weapon has charged up. Like using the lantern in Chapter 2-2, the person carrying the Flamethrower cannot use any other weapons or items in their inventory. If playing solo, I suggest having Sheva use the Flamethrower. It's one thing she's fairly competent at doing! Sheva will automatically run over to Uroboros and attack with the Flamethrower, dealing damage to its exposed weak points - long, bright orange bulbs extending out of its back. This will deal a lot of damage to Uroboros Mkono's weak spots before they retreat inside again. After a while, the Flamethrower will require recharging. You will have to take the Flamethrower and put it back where you found it to resume charging. When it has been charged up again, order Sheva to take it and resume burning the boss to a crisp. Using Other Methods ------------------- The Flamethrower isn't always the best choice. Obviously, it requires charging which causes this boss battle to drag on for a while. Second, it is a big weapon that isn't part of your inventory, meaning the person using it cannot access their inventory. Plus, every time you are hit, you'll drop the weapon and have to pick it up again. There are plenty of other options to douse Uroboros Mkono in flames. - Incendiary Grenades. You can actually find a few Incendiary Grenades through the room, among other ammo and such. After destroying both of the boss's arms, toss an Incendiary Grenade at its base to expose its weak points. You won't be able to use a grenade to damage the weak points, so instead take a machine gun or shotgun to attack the two bulbs. - Flame Rounds. If you have your Grenade Launcher in your possession, you'll be able to use these powerful rounds to expose Uroboros Mkono's two weak points. You find a few of them before the boss fight, and they're especially since they are more powerful than Incendiary Grenades. - Explosive Canisters. There are three red gas canisters scattered around the research facility. When you approach one, knock it down with X. When the boss travels over it, the explosive canister will become lodged in its gooey interior. Shoot the canister to automatically expose the boss's weak points; even if you didn't shoot off its two limbs. Using the explosive canisters should be your first priority, since they deal the most damage and eliminate the process of targeting the boss's bright pink joints. If all other options are lost, then you should resort to using the Flamethrower to defeat the boss. Just remember to eliminate its two arms before you start torching it. Destroy both bulbs to kill Uroboros Mkono. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- That wasn't that bad, right? Now that Uroboros Mkono has been reduced to a puddle of muck, the chapter comes to a close. ============================================================================== CHAPTER 5-3 [0413] ============================================================================== Uroboros Research Facility -------------------------- Exit through the open door to reach a small room with two giant fans. - BSAA Emblem #25 Look behind the fan on the right to find the emblem. Shoot it as the fan blades pass. Climb the ladder to reach a fork. Go straight ahead and into the room. Check out the document, then take the Machine Gun Ammo and Shotgun Shells from off the desk. - Treasure: Sapphire (Marquise) Open the safe to the right of the door (when facing the door) to find this rare treasure. Backtrack the fork and head the other way, taking the Machine Gun Ammo as you go. When you come to the door, knock it open. Missile Area, Second Floor -------------------------- There are four crates to your right to prepare for the battle ahead. Move forward and step out onto the catwalk. Take cover on the sheet metal nearby, then look across the chasm to spot four Majinis. Shoot 'em all down while taking cover, then enter the side room. There are five crates inside. Return to the catwalk and proceed until a Reaper drops in on you. Once it's dealt with, take cover on the sheet metal next to you. Machine gun Majinis will target you from afar while ones with stun rods try to pursue you. Defeat the stun rod Majinis by knocking them in the hole next to you, then take down the others. Jump over the gap and defeat the second Reaper that appears. To the left is a small room and north of your location is another lever. Since the power is out and the lever inactive, enter the side room and let the juice start flowin' again! You can also find a crapload of crates in here along with a Red Herb, Hand Grenade, and Rifle Ammo. Plus, open the silver suitcase for an H&K PSG-1! This badass rifle is one of the best out there. You'll be able to test it out real soon. Return to the lever and pull it to call over the moving platform, complete with two Majinis and a Big Man Majini! Use your new rifle to dispose of them before the platform reaches you. Sheva steps on the platform and tells you to start it up. As she reaches the other side, protect her from Majinis until she can set the platform back to your location and you can regroup. Take the contents of the crates from the dead end, then walk to the left. A brief cinema introduces Chris and Sheva to two rocket launcher Majinis. They stand on the other side of the area, firing missiles at you. Take cover along the wall and try to take them out with one of your rifles. If you are hit by an RPG, you'll automatically enter Dying Status! Once you reach their location, finish off any stragglers and enter the control room. A few Majinis with shields and a rocket launcher Majini will surprise you on the other side. It's very easy (and funny) to open the door, toss a grenade at their feet, then watch as the door closes and the grenade goes off. - Treasure: Royal Necklace The necklace is inside a fancy red box just to the right after entering the control room. After picking up the treasure and Green Herb, exit the room and continue to the next area. Moving Platform --------------- Grab the Green Herb and hoard the six crates before stepping onto the giant elevator. While it's reminiscent of the area where you fought U-8, it is not the same place. - BSAA Emblem #26 Once on the circular elevator, head to the opposite end of the power switch. Look up towards the gray platform high up on the wall. Use a rifle scope to scan underneath the platform to find the emblem. Approach the green glow of the computer screen and pull the two switches to activate the elevator. As the elevator slowly moves like a merry-go-round, Majinis will appear along walkways and ledges. You're best off ignoring them as the elevator will soon whiz past them. Soon after turning on the elevator, Majinis will stop it by triggering a lever on a platform on the side of the room. Once Sheva gives Chris the news, look for this platform and take out the Majini holding the lever. It's eye level with Chris and Sheva, so spin around to find the punks. Once they are killed, the elevator will start up again. A second set of Majinis stop the elevator again. The platform they're on is below the elevator a little bit; Sheva usually finds them without any trouble. Once the elevator reaches its stopping point, Majinis will appear on the walkway leading off of the elevator. Take cover behind the moving platform's central column as you kill the enemies. Collect the items they leave behind and head up the staircase to the Monarch Room Entrance. Monarch Room Entrance --------------------- Run forward to reach a grimy-looking tunnel leading out into a wide open area, which almost looks like a construction site. - Treasure: Ruby (Brilliant) Found lodged in the ceiling just before the path opens up into the large chamber. The building to the right is locked, so that option is null and void for now. Search the area for collectables; there are a few crates and some Rifle Ammo behind the elevator on the left. - BSAA Emblem #27 From behind the elevator, look down the shaft to find the BSAA emblem. Make sure to get it before you lower the elevator to the floor or else you'll miss out on it. Pull the switch behind the locked building to turn on the power, then use the lever next to the elevator to lower it. Jump in the single-person elevator and tell Sheva to hoist you up to the catwalk above. As soon as you hop over to the scaffolding, a pack of Licker Betas appear. You're best off running away from them entirely, passing the side of the ruins and onto the other walkway. When you reach the blue cargo container, hold down X to begin pushing it. Sheva will help you out by distracting most of the Lickers, but some still manage to catch up to Chris. If some get too close, turn around and stun them with a grenade or shotgun blasts, then continue pushing the blue container. It's not recommended - especially on your first playthrough - but you can stand and fight all the Lickers if you so choose. You'll earn a few Lion Hearts after the fight. Regardless, once you push the container out of the way, jump onto the roof of the small building and enter the hole in the roof. There's a Green Herb and a crate on the roof if you want to take them first. Unlock the door and pull the lever to lower the bridge. - Treasure: Chalice (Gold) Hidden in one of the three lockers in the building. The other two lockers contain a First Aid Spray and Magnum Ammo. Cross the bridge towards the entrance to the ruins. - Treasure: Topaz (Brilliant) Shoot it out from the wall above the door to the Monarch Room. Monarch Room ------------ The gang finally confronts Excella, which prompts a surprising boss fight! =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Wesker and Jill =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Yep, that is correct. No typos here! It's a good old fashioned tag team match here: Chris and Sheva versus Wesker and Jill. Some may not even consider this a proper boss battle, with proper reasoning of course. Wesker immediately announces that he will leave after seven minutes. If you can survive after seven minutes, Wesker flees and you will win the "battle". There are two main ways to spend your time here. As for attacks, Jill uses a machine gun to attack Chris and Sheva. Since you don't want to hurt her, all you can do is take cover and avoid her entirely. Wesker will fire his gun at you, in which you can actually dodge the bullets by following the onscreen button command. He also has several sweeps and kicks that can take you off your feet. Wesker also has a dash attack mainly used to cut the distance between both of you. He can also follow up with a devastating kick if you are nearby. Most of Wesker's attacks aren't much of a problem, since you should spend your time hiding like a scared child ready to wet himself. Surviving Wesker and Jill ------------------------- The most clear cause of action is to simply survive the battle. Wesker has incredible strength and can dodge bullets at a Matrix-like speed. If both of you are facing off, do not bother firing your gun at Wesker: he will dodge it every time. As for Jill, well, we don't really want her dead, do we? Refrain from attacking Jill. The first floor of the Monarch Room is essentially a large rectangle. There is no room for cover and the main attraction are the two Green Herbs at the bases of the staircases, so run over to the door on the right. Wesker will kick Chris through, giving you access to the second floor. - Treasure: Emerald (Brilliant) At the start of the fight, run up the eastern staircase. Follow the balcony to the right and break the two vases to find the treasure in one of them. You can collect this treasure after Wesker leaves if you so choose. Run away from Wesker, destroying the vases along the way for items and ammo. When you reach the northwest room, go inside and search for treasures; you'll find plenty of rare treasures that will disappear once the seven minutes expire. Make haste! - Treasure: Sapphire (Oval) Shoot a vase at the northeast end of the treasure room. Before Sheva runs off to deal with Jill, call her over. Run to the sealed tomb and have both partners open it to find two treasures and more importantly: an L. Hawk magnum! - Treasure: Sapphire (Brilliant) Inside the tomb in the treasure room. - Treasure: Emerald (Oval) Inside the tomb in the treasure room. And now for actually surviving the remaining minutes. Jill usually stays on the bottom floor, where Sheva may or may not confront her. As for Wesker, he must not have very good eyesight. Must be the shades. It's very easy to lose Wesker, as the treasure room is the best place to hide. Wesker always appears on your map as the light blue blip, so you will always be able to keep track of his location. He likes to talk to himself, often asking where you are hiding. You know Wesker has lost sight of you when he asks this, so you're in the clear. When he says "found you!", well, I'm sure you can figure it out. Hiding from Wesker is actually very easy, since he combs the surrounding area and moves very slowly when searching for you. Take cover to hide behind objects and walls to make Wesker's search more difficult. Even if you get caught, Chris can counterattack a few of Wesker's main melee attacks, so it's not all bad. Plus, the Monarch Room hold two Green Herbs and two Red Herbs, giving you plenty of options when injured. Fighting Wesker and Jill ------------------------ If you want to earn a valuable treasure, you can choose to fight Wesker. Yes, you can actually hurt this guy! The only way to damage Wesker is by shooting him when you're out of his sight. When Wesker makes a comment such as "you can't hide forever!", you know that he's lost sight of you. All you need to do now is locate Wesker and hit him when is back is turned. The start of the battle should be followed the same: investigate the door on the right side to get your ass kicked through it, then run away to the "treasure room". It's the best hiding place. When Wesker loses sight of you, try and get around him so that his back is facing you, then unload on his head a few times before he turns around and confronts you. The L. Hawk is an incredibly powerful gun, so you may want to get it first and use it on Wesker to deplete his health. The trick is to damage him enough before the seven-minute timer expires, during which Wesker will scoff and leave you alone with Jill. - Treasure: Heart of Africa After dealing enough damage to Wesker so he leaves before the timer has expired, this one-of-a-kind treasure will appear between the two staircases on the bottom floor. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Jill =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Once Wesker leaves - whether the seven minutes are up or you forced him to flee like a crybaby - Jill will be left alone with Chris and Sheva. Remember that we aren't trying to hurt Jill, so don't even think about shooting her. If you kill her (you certainly can), the game ends. Jill has a few attacks that you need to look out for. When she is close enough, she can initiate a few acrobatic kicks that aren't too threatening. Jill's two main attacks are used with her machine guns. Rarely, she will jump to the balcony and sweep the area with gunfire. Normally, she stays on the first floor. Jill will stand with her arms outstretched as she fires. She will slowly rotate, creating a circle of machine gun bullets. Otherwise, Jill will also fire straight ahead, which seems more logical when trying to attack Chris and Sheva. The goal of this fight is to destroy the strange piece of machinery on Jill's chest. One of you will have to hold Jill down while the other tries to pry the object off of her. When close enough, you can try calming Jill down by simply talking to her. You're probably best off having Sheva restrain Jill while you try to rip the device off. Repeatedly tap the designated button to try and pry it off until Jill knocks both of you away. You will have to repeat this process an excruciating amount of times to finally rip it off and end the fight. You can make things go a bit easier by shooting the control device. It has both its risks and rewards. If you use a strong enough gun, shooting the device will weaken it considerably and won't require as many button-tap events. However if you miss, there is a chance the bullet will kill Jill. You can also have Sheva shoot the device if you restrain Jill yourself; just get behind her and repeatedly press A. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Ready for another drastic change of scenery? Lets goooooooo!! ============================================================================== CHAPTER 6-1 [0414] ============================================================================== Ship Deck --------- Told you it was a drastic change of scenery! - Treasure: Topaz (Oval) Facing the ladder leading down to the ground, look to the right (to be more specific, look about southwest facing the ladder). Look between the cargo container next to you and the tall pole. There is a Majini standing on the walkway not too far away. Fire through the narrow gap between the objects to hit and kill him. He'll drop the treasure in which we'll get later. Take a rifle and aim up the tower to the left of your starting location. Kill him, which will alert more Majinis to your position. No, this WAS a good idea. As all the enemies try to flock towards the ladder, you can calmly and easily pick each and every one off. Drop down and go up the stairs, then go up the ladder leading up to the tower. Ignore the second ladder for now and drop to the other side. Climb up to the ship's bow to find a Green Herb and several crates. Fall back down and climb up the ladder, then make your way up the huge ladder to the observation tower. Time to do some sniping. - Treasure: Topaz (Oval) See the giant horizontal beam near the south end of the ship? Well it is actually a crane, and there are two Majinis standing on top of it. If you have a rifle (particularly the H&K PSG-1), zoom in and take out both of the Majinis; they each drop the treasures in which we will get later. - Treasure: Topaz (Oval) See the giant horizontal beam near the south end of the ship? Well it is actually a crane, and there are two Majinis standing on top of it. If you have a rifle (particularly the H&K PSG-1), zoom in and take out both of the Majinis; they each drop the treasures in which we will get later. - BSAA Emblem #28 Arguably one of the hardest emblems to find, this emblem is on top of a radio tower on the south end of the ship. You can actually spot the teeny thing in the distance with a sniper rifle, though it's still pretty hard to hit from this distance. Look near the center of the crane where you killed the two Majinis for a tower sticking above the crane. Look at the very top of the tower to see a small light circle - this is the emblem. Drop down to the lower level, then to the ground and take the stairs onto the walkway. Two Adjules crash out of a shipping container; defeat them and the pair of Majinis trudging across the walkway. Head across to encounter two more Adjules, a few Majinis, and a Big Man Majini. Focus on the Adjules first, then the big man. The last remaining Base Majini turns into a fearsome Duvalia. A Flash Grenade or Flash Rounds can finish this bad boy off in a hurry; otherwise use standard procedures. Jump down from the ledge, break the two crates, and follow the trail between the giant shipping containers to the right. To the right is a dead end and in front of you is another dead end. What to do? Notice the green button on the side of one of the cargo containers? Press it to raise it above you, opening a new path. Run through to find a similar container, however there is no button. There is a locked gate in which you cannot open just yet. However, there is a ladder next to some crates in which you can climb. Push the dumpster in front of you out of the way, then jump down. A short cutscene starts where Sheva is trapped in a cage by some Majini losers. While Sheva is stuck, Majinis start pouring out two open containers like it's some sort of black hole. Your partner will be able to help you to an extent, but most of the grunt work is left to Chris. The final Majini turns into a Duvalia, which in turn drops a Crane Keycard. - BSAA Emblem #29 Okay, my mistake. THIS is the hardest emblem to find in the game. In fact, you cannot even see it in plain sight! The emblem is only revealed to you in the form of a cutscene. It's inside the open cargo container on the left, when facing Sheva. No bullet can reach it, so the only way to get it is to toss a Hand Grenade inside. Shoot the green button next to the open cargo canister to raise the container up, then run through to the locked gate. Use the keycard on it to open the door, then follow the staircase up to the side of the crane. Upon going up the stairs, you can pick up the Topaz (Oval), which should be on the ground to the right. If you look through the crack, you'll see your starting point! Climb the ladders and defeat the Majini, then look down at Sheva's position. She'll most likely be getting picked on by two Adjules, so defeat them for her. Pull the lever up here to move the cage out of the way, conveniently forming a bridge to the next section of the ship deck. Backtrack to the area where you found the Crane Keycard and climb the ladder to meet up with Sheva. You should find the second Topaz (Oval) that was dropped by one of the crane Majinis. Take the Green Herb near the crate and break it open, then walk forward across the green container. Destroy the next crate here, then hop across the four cargo boxes to reach a dead end. Open the safe here for some Gold Bars. Two Majinis punish you for your thievery, so kill them before they get the chance and return to where you found the second Topaz (Oval). Proceed to the left for a Big Man Majini ambush! Two of them drop down on you. Jump towards the three crates to the left and deal with them from there. Take the Jewel Bangles they leave behind and hop down to the ground. Take the third and final Topaz (Oval), then climb back up the container. Walk on one of the green containers and Sheva will shoot the button, raising you up to a higher level. Let Sheva get on the second container and shoot the button on the side to have her rise up to the same plane. It doesn't really matter which one you go on; I usually take the left one. Once the two of your regroup, head to the west side of the ship deck (if you took the right path). drop down from the ladders and turn around to find another movable shipping container. Move it with the button, then go underneath to find a second safe containing more Gold Bars. After defeating the seemingly endless wave of Adjules, ascend the staircase leading up to a hatch door. Ship Hold --------- Before going down the stairs, nab the Green Herb, Hand Grenade, and Machine Gun Ammo from off the shelf. Go down the stairs and break the boxes in the corner, then jump down the hatch. As the two move down several flights of stairs, they discuss Wesker's relationship with Chris. At the bottom of the stairs you will find a few crates and a Jail Breaker. Open the nearby hatch door for a cutscene that fully displays Chris and Sheva's truly awful aiming. - BSAA Emblem #30 You ready for the final emblem? From the starting point, turn to the right and look up at the two cabinets: the BSAA emblem is inside the cabinet to the left. Take the two shares of Rifle Ammo from the table and in the glass cabinet. Turn on the computer to read up on some files if you so desire, then collect the Green Herb near the hatch door and proceed through to the open room. Note how none of the Majinis here are yet aware of your presence. If you're careful enough, you can snipe a few of the Majinis without setting off the alarm. The first Majini is directly across from the hatch spilling out into the walkway. The second is on a balcony above and to the left of the first one. The third and fourth Majinis are on the ground below. To find the fifth Majini, walk down the catwalk and before turning 'round the corner, peek around the edge and kill him before he notices you. Jump down the ladder and stand against the green metal boxes. Peek around the corner to find the sixth Majini, who is frantically looking around for any intruders. Kill him, then run forward and hop down the hatch. If the alarm goes off at any time, you will have to deal with a whole slew of enemies, fortunately, it isn't all too bad. There are some oil cans in which you can use to your advantage. After clearing out the first group, move towards the hatch to make another wave appear. Most of them arrive on the walkway above and the open shipping containers. If you want to, you can ignore them and jump down the hatch anyways. A few Majinis tend to pop around the corner down here, but it's nothing too dangerous. The final Majini turns into a Duvalia, and fighting it in the close- quarters can be a pain though. Flash Grenades make everything better though! Climb up the ladder to the other side of the hold. A Gatling Gun Majini comes down the stairs after you round the corner. This tough son of a gun has a lot of fire power and won't go down without a fight. There are many different weapons you can find in order to damage him, like Incendiary Grenades, Proximity Bombs, and the gas canisters. You can find all three lying around here, so make sure to pick them up between dodging his hail of gunfire. The best way to attack the Gatling Gun Majini is to just use a rifle and aim for his head. Take cover when the gun starts winding up, only firing during the short period of time that the Majini stops unloading lead. A sign of his weakness is when his beret falls off, which means the Majini is nearing death. Scrounge the area for items, such as Incendiary Grenades, Proximity Bombs, a Green Herb, and several crates. There is a ladder to the right of the hatch you came from; the walkway above holds a Green Herb, Proximity Mines, and s'more crates. Pick up the Tanker Keycard A from the Gatling Gun Majini's corpse, then approach the locked door. We need two keycards to open this door up. Proceed across the walkway to the right to find Tanker Keycard B in a safe. Use the two keycards to open the door to the next room. A rocket launcher Majini attacks as soon as you pour through the doorway. Hide behind the metal container in front of you and pick off the Majini directly in front of you. A second rocket launcher Majini lies below, so drop down and finish him off. Go up the stairs to find the third one at the top. Duck and cover when he's about the fire, then sprint towards him as he's reloading. - Treasure: Dead Bride's Necklace Dropped by the three rocket launcher Majinis. - Treasure: Dead Bride's Necklace Dropped by the three rocket launcher Majinis. - Treasure: Dead Bride's Necklace Dropped by the three rocket launcher Majinis. Collect the three treasures and enter the elevator at the end of the hall to complete the chapter. ============================================================================== CHAPTER 6-2 [0415] ============================================================================== Main Deck --------- Hmmm, I think THIS may be the shortest chapter in the game! Go forward towards the... pile of dead bodies for a cutscene. Looks like Wesker doesn't even care about Excella. But she was hot! An interactive cutscene follows, which takes you to the bridge. Bridge ------ Continue through the damp hallways of the bridge. Every so often, you will have to follow a button command to dock from the Uroboros monster. Pick up the Green Herb in the corner after dodging the first tentacle. When you reach a tentacle that's blocking your path, enter the room to the right. - Treasure: Chalice (Gold) Open one of the lockers here to find the treasure. Take the Handgun Ammo from the other locker and move on. Dodge another tentacle and pass by the dead body into another side room. Open the lockers here; one of them holds Rifle Ammo. Enter the next room and search the lockers for more ammo, then take the Proximity Bomb and Shotgun Shells before opening the hatch door. Go forward and up the stairs. Enter the room on the left, which contains a Green Herb and three lockers. - Treasure: Chalice (Gold) Open one of the lockers here to find the treasure. Exit the room the same way you came in and go around the hallway past a group of corpses. Of course, one could easily figure that sooner or later one of the dead bodies will turn out to be not so dead. Well, here you go. A few of the Majinis get up and start attacking. Deal with them, then go around the corner to find another Majini. Defeat it to make the Duvalia appear. Dealing with the deadly Duvalia can be a chore in this small area, but you can't get around it: it holds a Bridge Keycard that you need to open the door ahead. Once you defeat it and open the door, investigate the documents and use the keycard to gain access to the bridge. You can find Shotgun Shells, Machine Gun Ammo, a Red Herb, and Handgun Ammo here in the bridge. Also read the document on the clipboard near the exit to learn about the satellite laser. When you feel ready, climb the staircase and through the door. Bridge Deck ----------- There are two more crates here to supply you with goodies. Next up, kick open the gate to face off against the abomination. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Uroboros Aheri =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Like the other Uroboros subjects before this big lug, its main weak points are giant, pinkish-orange bulbous tentacles. Since the boss is the size of a small skyscraper, locating and targeting these weak points should not be all that difficult. Uroboros Aheri has several attacks, and like always, button prompts are needed to dodge them. Its most common attack is to use either one or two tentacles to strike Chris and Sheva in a jabbing motion. Avoid it by pressing the necessary button. Sometimes Uroboros Aheri sweeps the deck in one quick motion. A button prompt does not always appear, so dodging this attack may be difficult. The pattern of attacks depends whether you're on the lower or upper portion of the Bridge Deck. On the bottom floor, the tentacles use their stab attack. On the top, you're more susceptible to sweeping blows. The boss also gives off a signal when the tentacles are about to attack; they will glow very bright. If you see one of the bulbs on the end of a tentacle glow, attack it to prematurely cancel the attack. The battle begins with only two tentacles. I suggest staying on the top floor of the deck, but that's just my cup of tea. Regardless, target the tentacles with a machine gun, magnum, or shotgun. I'd suggest a rifle as a last-ditch effort, but the tentacles move around so much that it's hard to pull off an accurate shot. The tentacles will thrash around, sometimes flinging globs of goo onto the deck. These things then begin moving around on their own. The little Uroboros blobs are no threat and can be destroyed with one bullet, plus they always drop valuables such as herbs, grenades, or ammo. The tentacles will glow very dull when damaged, which also means that it won't be able to attack. Continue focusing on one tentacle at a time to eventually blow it up. Focus on the second one to expose Uroboros Aheri's REAL weak spot. While it looks just like one of the bulbs at the end of a tentacle, a huge orange core emerges from the center of Uroboros Aheri. Attacking this will deal the most damage to the boss, so don't spend any time dawdling around or else the core will go into hiding again. This is the best time to use the Laser Targeting Device. Use your Bridge Keycard to open the window on the lower floor of the deck and take it. Using this thing is almost identical to wielding the Hammer of Dawn from Gears of War. Also, it's like using the Flamethrower as you cannot access your inventory when holding it. Point it at the boss's core and hold down the trigger to begin charging the weapon up. It will only charge when it's given a proper target, so if you move the targeting scope off the core, the charge will reset. Once it's fully charged up, press the Right Trigger as a laser beam rains down from the sky onto your marked position. Doing so will significantly damage the core; put the weapon down and let it recharge. Once the core takes enough damage, it will retreat into the center of Uroboros Aheri and four, yes four, tentacles grow out from the boss. Now you have to deal with four tentacles. At this time, it will begin using its most dangerous attack of all. The four tentacles will rise high into the air and glow bright red. Attack one of them immediately; if you fail to do so, all four will slam down onto the deck, killing both Chris and Sheva. There is no other way to dodge this attack. The process will revert again as the tentacles begin attacking. If you wish, you can use the Laser Targeting Device on them, but it isn't advised as the dang things whip around far too much. Your flow of ammo should be steady since the little Uroboros blobs drop items all the time. Once all four tentacles are destroyed and the weak point emerges again, pick up the Laser Targeting Device (which recharges rather quickly) and stick it to the boss. Once the core retreats again, only two tentacles appear afterwards. Repeat the process a third and final time to destroy Uroboros Aheri. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Chapter over! Told you it was the shortest one yet! ============================================================================== CHAPTER 6-3 [0416] ============================================================================== Bridge Deck ----------- Guess what? Wesker IS actually serious about destroying the planet! Because ya know, I had my doubts beforehand. ;) Backtrack to the bridge. Bridge ------ There's nothing of worth inside the bridge, so quickly enter the elevator and go down into the Engine Room. Engine Room ----------- Oh no, there's a fire in the Engine Room! Before moving down the walkway, look ahead and take down any visible Majini. Collect the Green Herb in the corner and jump down the ladder. Drop down into the water and kill the single Majini creepily staring at you, then climb up the ladder to the other side. To open the bulkhead (whatever that is), go up the stairs on the right and pull the lever at the end. It will take a while to open, though. Pick up the Green Herb next to the lever and start your way back. You'll be ambushed by a few Majinis just around the bend, so deal with them. After the bulkhead opens, you will have to wait for a gate to raise, which takes even longer. You can spend your free time defeating the Majinis here. As the gate opens, jump across to the other side and take cover from the machine gun Majinis. A rocket launcher Majini is perched on the catwalk above, but deal with him last. Once the initial group of enemies have been killed, take either the left or right path to reach the upper catwalk. You'll most likely encounter a second rocket launcher Majini here as well. - Treasure: Dead Bride's Necklace Dropped by the two rocket launcher Majinis. - Treasure: Dead Bride's Necklace Dropped by the two rocket launcher Majinis. At the top of the balcony are two rooms. You can find a Red Herb and Nitrogen Rounds in the right room and a First Aid Spray and Proximity Bombs in the left room. Once you clear the area of incoming Majinis, drop back down to the central platform and have both agents pull the levers to open the bulkhead. As soon as you do, two Reapers emerge from their cocoons behind you. Keep your distance when dealing with them both. Just be happy that these are the final two Reapers encountered in the game! Finish them off and wait for the bulkhead and gate to both open. Jump across the gap to the third section of the Engine Room. TWO Gatling Gun Majinis rise from the ground in front of the duo. While defeating both enemies seems like a near-impossible task, it's actually quite easy. Immediately dash right between the two Majinis. Run down the stairs on the left and climb the ladder up to the gun turret. Unload everything you've got on the two Gatling Gun Majinis. Try to juggle the two enemies evenly; attack until one staggers, then damage the other one. While these guys are some of the toughest enemies in the game, they go down rather quickly to the gun turret. Also use the turret to dispose of the normal Majinis scampering around. Drop down from the turret and take the three Flash Grenades on the box to the left. On the other side of the Engine Room, you can find Acid Rounds and a First Aid Spray. When ready, take the Hangar Keycard A and Hangar Keycard B from the two Gatling Gun Majinis and head on outta here! Hangar ------ You ready for a fight, chump? Well I guess you better be, considering there's no getting around this boss battle. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Wesker =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- This fight is somewhat similar to the last fight with him, considering how you have to spend the majority of the battle hiding like a scared puppy dog. There are four floodlights in each corner of the hangar. Turn off three (the fourth won't turn off) to coat the room in darkness. This will certainly help in your hopes to sneak around. Solid Chris... has a nice ring to it... Wesker has the same attacks as he did back in Chapter 5-3. He can still fire bullets at you from his handgun, but they can be dodged with a quick finger. He also has various melee kicks that can deal serious damage. Some of them you can even counterattack instead of simply dodging them. If Wesker dashes with incredible speed right in front of you, get ready to counterattack an extremely powerful melee attack. Wesker also has two new attacks. If you in close range, he will grab you by the throat and literally choke the life out of you. If your partner is close enough, get her to help you. Wesker also uses another attack if close enough. He will use the same technique that killed Ozwell Spencer on Chris, so you better use the button command to avoid certain death. Late in the fight, Wesker uncovers one final trick up his sleeve. He will jump near the giant jet and hurl a rocket at you. Dodge the rocket to avoid immediate death. He usually only throws one rocket at you, which is enough. Chris and Sheva's main task is to inject Wesker with the PG67A/W serum. Just how do we do that? I'll talk about it a tad later. For now, all you should know is to shut off the lights and take the rocket launcher from the glass display case in the northwest corner of the room (across from the floodlight that does not turn off). Like in the previous battle, you can only hurt Wesker when he has his back facing you (or in extreme cases, when he's facing you yet he still cannot see you). Always pay attention to his random outbursts to figure out whether or not he can see you. When Wesker is unaware of your location, use the rocket launcher on him. He will manage to catch the RPG and struggle with it for a few moments. Quickly put the rocket launcher down and take out a gun. Shoot the RPG to blow it up and stun Wesker. Quickly run over to him and press X to restrain him while Sheva tries to inject him with the serum. Alternatively, Sheva will grab Wesker if she is close enough and you'll have to do the honors. Wesker will automatically counter; it always happens. We will have to use a few more rockets to weaken him first. The crates on the ground usually hold random items, but one of them always holds another RPG. The main supply of RPGs is the display case on the upper walkway of the hangar. Climb one of the ladders on either side, then run to the middle of the walkway to find the huge display. You should never run out of rockets in this fight. You shouldn't really spend time close-hand with Wesker, because whenever he dashes towards you, you should book it the other way. If you do become low on health, there are plenty of crates in the hangar which often hold Red or Green Herbs among ammo and other stuff. If worst comes to worst and you actually run out of rockets, you can use conventional weapons against Wesker. Like you've been taught, hide in the shadows and only shoot when Wesker's back is turned. After dealing enough damage to Wesker, he will fall to his knees just as if you blew a rocket up in his face. You usually need to "stun" Wesker like this - with rockets or not - in order to keep him down long enough to inject the serum in him. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Wesker flies away on his jet, but not before Chris and Sheva sneak on. Inside the jet, participate in the interactive cutscene to reach the volcano. Volcano ------- There are a few crates which will give you your final item drops before the upcoming battle. Yeah... we're not done yet. You honestly thought Wesker would go down so easily?! Head down the path to begin the confrontation. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Uroboros Wesker =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- For a while, we'll be running away from Uroboros Wesker. Yeah, I like that name. Turn around and start running the other way towards the stone bridge. - Treasure: Diamond (Marquise) Before stepping on the bridge, look beyond it at the rock structure. It's kinda shaped like a half circle (or a backwards "C"). It's the same exact color and texture as the bridge. Shoot it a few times to make the rocks crumble to the ground. Step on the bridge to make it collapse. Instead of jumping straight ahead, turn to the left and jump across the newly-formed stepping stone to reach the treasure. Wesker has probably reached you by now, but you can simply jump right past him without harm. Jump across the other stepping stone and go up the hill to the top; along the way, pick up the Green Herb. Make sure you avoid Uroboros Wesker when he flings his arm around like a windmill. It causes instant death, and you don't want any of that. Once Wesker meets Chris up on the plateau, dodge his attacks as Sheva shoots the weak spot on his back. In due time, Uroboros Wesker will become annoyed at Sheva and leap over to her. Now you have to protect Sheva as she runs away from Wesker. Fire away at Wesker with whatever you've got. Occasionally, he will shoot tiny balls of goo at you which can be dodged by performing necessary button prompts. Eventually, Sheva will fall and slow her down significantly. As she tries to pull herself up, continue attacking Wesker to slow him down. When Sheva finally regains her composure, she will run to the end of the path. It's a dead end, so we'll have to find another way to help before Uroboros Wesker catches up. Drop down from the plateau and run towards the big boulder. Perform a series of button prompts to eventually knock it into the lava and confirm any steroid allegations on Chris. Now that you have regrouped, return to the hill to REALLY start the boss battle. Just for the record, you will restart at this point if killed as opposed to having to repeat that other garbage. Good news! Uroboros Wesker only has a handful of attacks. He doesn't use his windmill arm attack anymore, so that's out of the picture. He rarely uses the quadruple goo sling attacks as well. A new attack: Wesker raises his arm above his head and slams it down on a target (you or Sheva of course). This can be dodged by pressing the button that appears onscreen. An even more common attack is where instead of slamming his hand downward, he extends it forward similar to the attack the two Uroboros subjects used. Again, use the button prompt to dodge. One of Uroboros Wesker's more annoying attacks, Wesker will emit a loud roar and plunge both arms into the ground. Up comes a wave of tentacles that spin around like a tornado. Anyone caught in the center will be killed immediately while you'll receive serious damage if nicked by a tentacle. Sheva tends to run aimlessly around in this fight; use the "Cover" option to keep her close to avoid having a dead partner. I remember having her be killed by this attack over ten times in a row until I realized she was in "Attack" mode. When she's on "Cover" mode, she sticks to your side like a siamese twin. Aside from using a rocket launcher to end the fight instantly, there are two main ways to defeat Wesker once and for all. Both involve targeting his two weak points: orange bulbs on both his chest and back. The one on his back is available at all times, but the one on his chest is protected by a surprisingly sturdy layer of worms. The best time to hit Wesker's back is when he raises his arm in the air to use a slam attack. Quickly get behind him and unload your shotgun on the orange patch of flesh. After taking enough punishment, Uroboros Wesker eventually counterattacks with his instant-death "tornado attack". After using this move, his frontal weak point becomes exposed. Use everything you've got on the weak spot until it seeps back into his chest. The hard way of winning this fight is to continuously damage Uroboros Wesker's front and back weak spots. Note that he only exposes his frontal weak point after using the tornado attack. It takes a long time, but you can ultimately finish him off with this strategy. There's a much easier way to defeat Wesker. After his frontal weak point is exposed, attack it a few times. As Uroboros Wesker staggers a few steps back, immediately run up to him to restrain him. You may need to repeat the process in order to get close to him. Overall, you need to grab Wesker from behind as he is stunned. Once you grab Wesker and hold him back, Sheva will deliver the finishing blow. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Perform one final button prompt in the following cutscene to successfully complete the game. Now you have unlocked The Mercenaries! ______________________________________________________________________________ [5] THE MERCENARIES [0500] ______________________________________________________________________________ The Mercenaries is a fun little minigame that is unlocked after completing the game. In short, you can pick one of eight characters and rage war against enemies in a timed environment. You earn points or defeating enemies among other bonuses, so it's up to you to see how many points you can get in one go! The game ends if one of several conditions are met. Naturally, if you are killed, then you will get a Game Over and your score will not be recorded. If time runs out, then the game is completed and you'll be presented with your score and ranking. While highly unlikely (or if you're just really damn good), you can kill all 150 enemies on the map to finish your run, while also collecting a bonus for eliminating the entire opposition. By killing enemies in succession, you will earn combos. The combo counter is in the top corner of the screen and notes how many foes have been downed in a row. After ten seconds of inactivity, the counter will reset to zero. The easiest and best way to attain high scores is to keep your combos going. .---------.----------------. The following scores are only for Solo mode. | Ranking | Score (Points) | Clearly, Solo mode is designed for people that |---------+----------------| want to play by themselves. It's just you, so | D | <10,000 | you'll have to cover your own back. If you |---------+----------------| enter Dying Status when playing alone, you'll | C | 10,000+ | have to resuscitate yourself. Repeatedly tap B |---------+----------------| to fill your health back up to one quarter to | B | 20,000+ | regain composure. |---------+----------------| | A | 40,000+ | In Duo mode, it's all about teamwork. Two |---------+----------------| people will be able to work together for one | S | 60,000+ | goal. Since the odds are a bit higher when you |---------+----------------| have a friend, the score requirements for each | SS | 80,000+ | rankings are higher (they are all doubled with '---------'----------------' the exception of an SS-Rank, in which you'll need 150,000+ points). ============================================================================== Tips and Tricks ============================================================================== - Time Bonuses are scattered around each level (ranging from 5-10) that will increase the time on the clock. The bonuses award you with 30, 60, or 90 additional seconds to your current time. It's key to find these pillars of yellow light to increase the amount of time during the run. More time to spend means more enemies to kill. - Instead of hoping to stumble upon a Time Bonus when slaying foes, spend the start of each run collecting all Time Bonuses on the map. After you have done so, you can use the remaining time (possibly over five minutes) to run 'n gun. - You can also find Combo Bonuses tucked away in chests throughout the level (ranging from 2-4). When you collect a bonus, any enemies killed in the next 30 seconds will nab you an additional 1,000 points. - If possible, try to collect Combo Bonuses when surrounded by many enemies. That way, killing them all afterwards will earn you many more points. - You can find chickens in each of the levels (two in The Mines). At first glance, this isn't anything important. However, chickens will earn you a whopping 2,000 points AND also increase your combo. If there are no enemies around and you happen to stumble upon a chicken, take it out to keep the streak alive. They also drop eggs - especially the rare ones - which makes getting the "Egg Hunt" achievement quite easy. - Wasting time is the worst thing you could do. Since each map is loaded with collectibles and enemies drop items as well, ammo conservation is not that important. You're best off shooting barrels and crates instead of wasting the one or two seconds to open it with your knife. - On the same topic, reloading also wastes some time and can put you in a dangerous situation is cornered by Majinis. You can access your inventory when doing such things as climbing ladders. Try to manage your inventory when performing such acts to conserve time. You can manually reload by combining ammo with the designated weapon, meaning you can reload while climbing ladders and such. Also assign your gear to the four D-Pads to avoid having to access the item menu so often. - Try to down enemies with melee attacks. Eliminating a Majini with a melee attack adds on an additional five seconds. It also saves ammo, and hitting a Majini with a melee attack will temporarily stun any nearby foes. - You will encounter various Las Plagas in The Mercenaries, such as Cephalos, Kipepeos, and Duvalias. Like in the main game, they appear after killing a Majini. You can prevent the appearance of these enemies (most of the time) by performing some melee attacks. Not only are these foes tough and require much effort to take down, but they can also mess up your combo counter. One of the most disappointing feeling is to seemingly kill an enemy as your counter is flashing away, only for a parasite to emerge, nullifying the kill. For example, Cephalos only appear when a Majini's head is lost, so prevent this by using a neckbreaker to kill the enemy instead. ============================================================================== Characters ============================================================================== There are eight characters in total, each with their pros and cons. Each comes equipped with their own weapons, so picking who you are to use is much more than personal appearance. Chris (BSAA) ------------ Unlock: Default .---.---.---. 1 - Hand Grenade Chris is nothing special, though he's | | 1 | | 2 - M92F a winner when you really have no one |---+---+---+ 3 - Ithaca M37 else. He has two manageable weapons, | 2 | | 3 | 4 - First Aid Spray a nice supply of grenades, and a good |---+---+---+ healing item. Fun early on, though | | 4 | | you may ditch him once you manage to '---'---'---' unlock all the characters. Chris (Safari) -------------- Unlock: Earn an A-Rank on Village .---.---.---. 1 - Rocket Launcher My favorite character. Yes, he has | | 1 | | 2 - SIG P226 two freakin' ROCKET LAUNCHERS in his |---+---+---+ 3 - M3 possession. Only use these bad boys | 2 | | 3 | 4 - Rocket Launcher against the boss characters. His SIG |---+---+---+ P226 is a surprisingly good handgun | | 4 | | and his M3 is arguably better than '---'---'---' the Ithaca. The only downside? No healing item. Chris (S.T.A.R.S.) ------------------ Unlock: Earn an A-Rank on Experimental Facility .---.---.---. 1 - Grenade Launcher Chris sacrifices his "trademark" | | 1 | | 2 - SIG 556 shotty for a S&W M29 magnum, which is |---+---+---+ 3 - S&W M29 a fairly decent trade. It is a very | 2 | | 3 | 4 - N/A strong gun, but sacrifices the |---+---+---+ ability to scatter enemies. He also | | 4 | | has a machine gun (which is less '---'---'---' accurate than a handgun) and a nifty Grenade Launcher (Electric Rounds). Sheva (BSAA) ------------ Unlock: Default .---.---.---. 1 - Dragunov SVD Sheva really isn't that good on her | | 1 | | 2 - M92F own. All of her weapons are fairly |---+---+---+ 3 - VZ61 weak, though one could find the SVD | 2 | | 3 | 4 - First Aid Spray quite useful (and she has a First Aid |---+---+---+ Spray). One thing I hate about Sheva | | 4 | | is that her character positioning and '---'---'---' the rest of the HUD is mirrored. Sheva (Clubbin') ---------------- Unlock: Earn an A-Rank on Ancient Ruins .---.---.---. 1 - S75 Like Chris (S.T.A.R.S), Clubbin' | | 1 | | 2 - AK-74 Sheva is missing out on one of her |---+---+---+ 3 - Jail Breaker slots. Boo. She has much better | 2 | | 3 | 4 - N/A weapons than the default Sheva, |---+---+---+ including the deadly Jail Breaker. | | 4 | | That, and your AK-74, will probably '---'---'---' be the two weapons that save your butt in any of the maps. Sheva (Tribal) -------------- Unlock: Earn an A-Rank on Missile Area .---.---.---. 1 - Incendiary Grenade Tribal Sheva is a hit or miss. She | | 1 | | 2 - Longbow comes equipped with a Longbow, which |---+---+---+ 3 - Grenade Launcher has unlimited ammo. Yet, it can be | 2 | | 3 | 4 - Flash Grenade hard to use due to the lack of a |---+---+---+ targeting reticule. As a backup plan, | | 4 | | one could use the wide supply of '---'---'---' grenades and the Grenade Launcher (Nitrogen Rounds). Jill (BSAA) ----------- Unlock: Earn an A-Rank on Public Assembly .---.---.---. 1 - Flash Grenade My initial reaction to Jill was | | 1 | | 2 - Px4 "ughhhhhhhhhhhh", but after using |---+---+---+ 3 - H&K MP5 her for a substantial amount of time | 2 | | 3 | 4 - First Aid Spray I realized that she isn't half bad. |---+---+---+ Her unique handgun is badass, and she | | 4 | | has her own supply of Flash Grenades '---'---'---' that can be used to take down those pesky parasites. Jill (Battle Suit) ------------------ Unlock: Earn an A-Rank on Ship .---.---.---. 1 - Hand Grenade Funny; I don't really like Battle | | 1 | | 2 - VZ61 Suit Jill at all. Aside from the five |---+---+---+ 3 - H&K PSG-1 Hand Grenades at her disposal, she | 2 | | 3 | 4 - Herb (G + G) doesn't pack much firepower. Maybe it |---+---+---+ is just because I hate machine guns. | | 4 | | If you're a good sniper, then you '---'---'---' could probably have fun with Jill. Wesker (Midnight) ----------------- Unlock: Earn an A-Rank on The Mines .---.---.---. 1 - Hand Grenade Whoah, Wesker is cool. He packs some | | 1 | | 2 - H&K P8 serious heat, has strong melee moves, |---+---+---+ 3 - S&W M500 and even has special abilities! Click | 2 | | 3 | 4 - Proximity Mine the Right Analog Stick to dash (which |---+---+---+ saps some health) and press X mid- | | 4 | | dash to use a Knee Cannon attack. '---'---'---' His H&K P8 is a gnarly handgun and the magnum is the best weapon by far. Wesker (S.T.A.R.S) ------------------ Unlock: Earn an A-Rank on Prison .---.---.---. 1 - L. Hawk Wow, I think this Wesker is even | | 1 | | 2 - Samurai Edge better than the last! He comes with |---+---+---+ 3 - Hydra the same techniques, but has arguably | 2 | | 3 | 4 - N/A better weapons. The Samurai Edge is |---+---+---+ the best handgun in the game, the L. | | 4 | | Hawk is fantastic, and the Hydra is '---'---'---' the best shotgun in the game. Check freakin' mate. ============================================================================== Maps ============================================================================== Legend ------ T - Time Bonus C - Combo Bonus X - Chicken l - Ladder Public Assembly --------------- Unlock: Default Enemies: Majini (Town), Executioner Majini __________ both in sewer | | / ____________________.----.____________ | -----|/___| | T | | | __ TC|____ _______ |_ / X | | l|l | \ |__| _____|___________| |_____________| |,---'--' \ / | | `--' ____________ __________| | / | | .---------. | | | | | | | | | | | | | | | |___ | |T '---------' | | | | |__________ | |____ on roof | | | | | / | \ | | -----'-------. |------\_____ | | T | | __ | | _| | | |__| | | | ____ | | | | | T | `----' |__ __| | T | _____| ,'\ '--|___ |-----. | | | ,' ,' | '-._ | |_____ '--' ,'T ,' _____| | | | ___ ,' ,'\ | __| | | | \ \C,' on roof | .------| | | |___'---' | | | | | | | l| |_________| | | |__ `. | | | | \ `. `. '---------' | / \ `. l`.__ / _________,-' | `.__[ |___ ___________,' | __ | ,' | | on roof | |_ _,-' ) | | | | l / | `-.__,-' / ,' |---.-' '---------. | ,' ,' |___|C T | / / / ,' | --| | | | ,' |___ |__| \ \ | | __ | `. `._| |_C_____|__|l_| `. |l _/ \ `--'---' on roof The Public Assembly in The Mercenaries is nearly identical to the level found in the main game. The biggest differences are the northern and western areas (which were technically accessed in Chapter 1-2) and a few layout changes to the southern house. You will find red explosive barrels and oil cans in the same places as in Chapter 1-1. Unlike the main game, where they were mainly used to defeat the Executioner Majini, explosive barrels are great for setting ablaze groups of Town Majini for large combos in a short amount of time. The first Executioner Majini appears after at least 20 enemies have been killed. The Executioner Majini is much easier to defeat than the one found in Chapter 1-1. Also, defeated sub-bosses in all maps will bubble and explode, damaging anyone close enough (even you). The Mines --------- Unlock: Earn a B-Rank on Public Assembly Enemies: Majini (Town), Big Man Majini, Reaper __ ___,---------.__ / | ,-' X `--' / ,' T _,----------.__ '. / ,-' `-. \ | / `. | | | _,----------.__ | | on tower \ \,-' `-.| / \ ) _,----------._ \,. ,./ ,-' C `-. ,' ,' `.T`./ _,---------.__ `.`.' \ / `./l /C l `. l\ \ | | |_____.-----. \ \ | | |T _____ .-. |______| | | | /| / | '-' ______ l| | \/_|--' '-----' T | | / / `._ l |__/--' in alcove `-. ,-' on ground floor `---._ ,-' | / | | \ \ | / | | / / | | | \ _,---.____,' | / / | ,-. T ,' \ '-' / ,-' T _ ( / ,-' `. `-._____ / X / `-. C T \ | | `._ ,---' | | _,-' '. '.C_| ,--. / | / `./ / \ ___ ,' `. ,' \ '-._ | `.___/ \ / T | \____,----.___,-' As you can see, The Mines is basically a straight line. The northern end is fairly wide open, composed of three floors. The top floor has access to a side tunnel, where you can find a Time Bonus and chicken. The second floor is basically just a ledge that allows you to reach the central tower. The bottom floor is pretty empty aside from a few explosive barrels on the bottom. The rest of the map is a narrow, winding tunnel that eventually leads to a dead end. While it's easy to get cornered or surrounded by Majinis, you can also make great use of the Proximity Bombs here. Aside from finding some scattered around the map, they are dropped by Big Man Majini. Place them in the tight confines of the tunnel and wait for groups of enemies to set it off. The first Reaper appears after at least 30 enemies have been killed. It is crucial that you flee from Reapers if you are in the close confines of the tunnel, and it's pretty clear that facing off against Reapers in the open area is much safer. The fastest way to defeat these enemies (aside from a Rocket Launcher) is with Hand Grenades and Proximity Mines. Village ------- Unlock: Earn a B-Rank on The Mines Enemies: Majini (Wetlands), Bui Kichwa, Giant Majini ___ .-----.________ ( T `-| | `--._| ------| | | | | | | | ________,------------'-._ _,-' '.--.___ ,' ___________ | `-.__ |T _,----. / `. T ____,---'. \ |___| |_| |--| \ | C | | _,-' _,--| .-. | | `. C ,-'/ / | |_,----._ | | `._,-' ,' / \ `. `. | | ,-' ,' `._ `. \ | | _,-' ,-' |X`. `._ \/ '.__,---'-._ '-._ | / _T) | `-. | | | | _,---._ \ | | '-. / ,' __ T\ | \| _| __/ _,'__\_/ | |__| _,' | ______| | |`--' |_|\ `-. \ _|____________ l | ,--.__) | | __ | ||| | ( T __ | | | | ||| \ `--' ) \ | |C | | | `.___,-' | | |__|l | | | |________T| | ___ _ \ | | / `----' `-. `. '-._ ,'\ \ `. \ `--.__,' ,' `-.____ \ | \,' ,---. `--.___,' | | / \ C _,-' | \ / ,------.____,--' | `---' ,' \ T ,' `-.____,--' The Village is a fairly small map and is nearly identical to the village in Chapter 3-1. It's pretty easy to locate all of the Time and Combo Bonuses. The northern section is accessible by several areas and is elevated. The rest of the Village is on the ground level (aside from a few houses). There are two spike traps in front of the main bridge and the circular area to the left of the bridge. Nearby are switches that can be used to trigger the spikes. They're best used in Duo Mode when one player can stand next to the switch and activate it as the second player baits Majinis into the trap. The chicken will flee the area shortly after the start of the run, so if you are interested, hunt it down quickly. The Wetlands Majinis are clearly tougher than the Town Majinis. Bui Kichwas also appear in small groups: they are annoying, but incredibly weak and help boost your combo count in a flash. Aside from that, there is a small chance that Kipepeos will emerge from defeated Majinis; you can easily defeat them with a Flash Grenade (that also take down swarms of Bui Kichwas as well). The first Giant Majini appears after at least 20 enemies have been killed. These guys can be tough to take down, and avoiding their close and long-range attacks can be quite a chore. Use a powerful weapon, such as a shotgun or magnum, to target their chest and legs. If you're lucky, you can vanquish one instantly by using a spike trap. Ancient Ruins ------------- Unlock: Earn a B-Rank on Village Enemies: Majini (Wetlands), Giant Majini _____________ | l | _______ | T .----. | | C | |_ _| | | |__ __| / / | | | | / / | | | | _ | | | | | | |T| | |____ _| |__________________| |_______________| | |______] [_______________ _____| |lT__________ __| _| ___| | | | | |_ | .-. [ ] | | _| | |T| | | _| | |_ | | | | | __|_ |_____ _| | | | _| |_ | T_| |__ | |_ | | |___| |_____| |_ | | | | _| | | ___ T _____ _|| | | | |_ |_| | |_ _| | |_ | |__| | _| _ | | | | _|| | | |_ | | |_ | | _| |_ | .--| | '-' | _| | | |C _|| | | | ,---. | | __| |__ | | | | | |___ | T \ | | | | | |__| | |_____ `--.| | ___ __| '--' '--. | | '--------' C | __,----' / | _______ __| | | | __________,---.___/ ,'C__,---. | | | .-' '----' |T|_| /_,' | |___,---' \ | |_| | ___,---. \ |_ __,----' __ | | / |\ `.____| | ,' `. | | / | \ X T '--. ,' `. | | |___| `------. C | `. T / / / '-----' `.__,. `./ / `. / /_/ This place can take quite a while to get fully acclimated. Unlike the other maps, it's very tight and consists mostly of halls, tunnels, and walkways. This can both be a blessing and a death wish for players. While it helps cramp enemies together as they try to rush into a narrow space simultaneously, you don't have much moving room and using explosive items can be harmful to your own health. The laser totems have been disabled here, which could be a good thing or a bad thing. It would have been nice to taunt enemies into getting their butts fried, but it's probably best to exclude them since you're also a big target for the laser beams. The three main dead ends (where you found the three emblems in Chapter 4-2) hold Time Bonuses, Combo Bonuses, and grenades. It's pretty tricky to fight here since there's only one way in and one way out (aside from the northwest sector), meaning you'll have to either clear the way or run past waves of deadly Majinis. You will also encounter a rare type of Wetlands Majini that uses a pair of torches to attack. When it nears you, it'll breathe the flame into your face. Try to target it from a distance; strike the torches to ignite the Majini. Giant Majinis also appear in the Ancient Ruins: The first Giant Majini appears after at least 10 enemies have been killed. Using Hand Grenades and other types of explosives seems like the way to go, but it's tough to survive the explosions unscathed in such tight confines. You can also use shotguns and magnums to eliminate them. Experimental Facility --------------------- Unlock: Earn a B-Rank on Ancient Ruins Enemies: Majini (Base), Licker Beta, Rocket Launcher Majini ______________ | | | - Second/Third Floor - | l | T | _____|----'----. | | | | | .-------. | |____________ _____|___|_______| | | .---| | |________ | | | |___| | l | | | l | .----------.---| | C |____________ | | | C | |_________________| | T | | | | | |_________________| | |___| | | X | | | | '---' | | | |______________| | | T | |__________________| ________________ | _____ ___ | - Basement/First Floor - | | | _______________| | | ___ | T | | | | ___________ ___ ______ | |___| |___| |_____ _______| | l | | | ___ | | | | | | ___| |____ | | |___| | C | | '-. | .--------'-. | | ________________ | | l | | C |------. | | | '------. | | | |_ | | | | |----------| ,-' || | | | | | | T || T | '----------| |----------| |----------'|___________ _| | | | | | | | | | | | | '---' | | | | _| |_________ _| |_ | | | '-----------' | | | | | | | | .-----------.______| | |________| | | | | | | | |____________ | | | |____|____|____| | T | '----' The Experimental Facility is one of my favorite maps because it's pretty small, easy to memorize, and doesn't feature many huge threats. There are also a few traps here as well, such as a transformer that generates a shockwave of electricity whenever shot. You can also find red explosive barrels underneath the gratings of the floor, which can be targeted and ignited. The Base Majini are covered in various types of armor, meaning you will have to properly aim and actually take some time to avoid deflected shots. These punks are very tough, though luckily you won't counter any wielding machine guns - just Stun Rods. If you see one turn into a Duvalia, either use a Flash Grenade or your most powerful weapon/traps. Aside from Majinis, Licker Betas appear in the Experimental Facility. They can scale walls and stay low to the ground as they attack with their long, deadly tongue. I personally hate these Lickers, because getting wrapped up in their tongue wastes a lot of time and can deal a load of damage. Plus, it seems like there is always a huge wave of Lickers chasing after you. You can find elevators on some of the floors, which take you from one floor to another in short time. While safe inside the elevator, take the time to heal, reload, and rearrange your inventory. Majinis carrying Rocket Launchers take the place of sub-bosses in this map. The first Rocket Launcher Majini appears after at least 10 enemies have been killed. One of the reasons why I like this level is that these sub-bosses aren't that threatening. They are very slow to attack and the rocket itself is easy to avoid if you take note of the green laser pointer. Missile Area ------------ Unlock: Earn a B-Rank on Experimental Facility Enemies: Majini (Town), Gatling Gun Majini on conveyer belt __ ______________________________ ____/________ | T'---' | | |/ | | |____________l____________________l___|__| T| | | | | | | | | | | | |-----------| |------------------| |-----| | |C | | |___________|_|__________________|_|_____| | |____| | |______| ____ l______|__| | |_____| | | _| |_________| | | '-------------------------| |--------. | | |l .---' | | |__| | |___| | | | | | | | | C |--| | | | | |--| | | | |________|__|__|__|______________ | _____ T | | | l | _______________ | | | | | | | | | | | |_____| | | | | |_______| |__ __| | | | .-------' |_____|-----| | |--------------. | ___________|__|__|__ | | T | | | T |l | | | T | '-------|__ | | |_____| | | | | | '-------. | ____| | |__| | | |______| | | | | | ___________| | |__ | | | | | | |___________| |___________| | | | | _____ | | | | | | | | | | |----. | | | | | | | | | | | |__|__|__|_|__|________________ | | T | | | |_____|______________________________ T| | | | | | | | | |------.-' _| | | | |l |--. | | | | | | `._____| | | | | | | | | | --' l| | __|__|____________ X | | __| |C______________________| | |__|-- ----------. |_______________________| | |__| C | |_______________________| T| |__| | |_______________________| |\ | T | \ |_______________|_____________________________| \ down below on the conveyer belt This is a very big map (though I made it look a lot bigger with the ASCII diagram), composed of three floors. The ground floor is split up into several main sections, while ladders and staircases helps the journey from one side to another. On the upper levels, you can use the conveyer belts to easily traverse the Missile Area (they do not move). Strangely, the Missile Area is occupied by Town Majini instead of Base Majini. They are a lot easier to take down than the latter, so I guess I shouldn't be complaining. They only carry household weapons and are identical to the ones seen in the first two maps. The first Gatling Gun Majini appears after at least 20 enemies have been killed. These monsters can rip you to shreds in a matter of seconds. Fortunately, the map is filled with available cover; with the conveyer belts being the only real area where you're left out in the open. When you see one appear, quickly find an object to hide behind. Ship Deck --------- Unlock: Earn a B-Rank on Missile Area Enemies: Majini (Town), Chainsaw Majini .-. _|T|_ _,-' X `-._ ,'\__________C/`. * - Rocket Launcher ,' | l \ `. / | | \ / |___l__ | \ / | l | | \ / |.---.| | \ / ||T *|| | \ / |'---'| | \ | |_____| | | | _______| |_| |__ | | | ______________| | / | | | l | \ / | | '-. | \ / | | | T '--------. \ / | | |____ \ \ | _____| | ____|___ | | | | | |] | l |____| | | ____| | || | C \ | / | C |l | | ____________] \ / |____|_____ | | | \ | | T | | | | / ________| |_________| |_____________ \ | |________ ___ __ __ ______| | |---. | l| | | | | | | | T | | | |_____________|______|__l|_|__| |__|_|__| _|_ | | | | | | | | | |l | | | |---- | | | | | | | | | | |_____T_______| |________|____| |_______|_| | | | |l |l| | | | |l | | | |_________ ____| |_ | _| | ____|_____| | | | | | | | | | | | |l | l| |l | | | | | T| | | | _|l |__| | |__| ___|_ | | |l__|__|__|-'-' | | | | | | | | | | | | [l _C_] | | l| | | T | | | | | | | | T| |__|___ | |l_|____|____|___| |__| | | | |____ T l| | | l _| | [________] __ |_|__ _|_ ___ |*| | | l| | | |l | | |l '-| | |________| | |_____| |_| _|__| | | | | C | | | | T | | | '-----' '-------' | | | | .-------' ___| | | | | | | '---------' | | | | | '-----------------------------------------------------' If you thought the Ancient Ruins was claustrophobic, then wait until you get a taste of the Ship Deck. Navigating through the deck is a big pain, considering you have to use the many ladders to get from one place to another. However, the use of many ladders means you can manage your inventory when jumping down or climbing up. There are many elevated shipping containers in the ship, meaning you can gain the upper hand by targeting enemies below while they try to reach your location. Chainsaw Majinis, on the other hand, can jump right up to your position without the use of a ladder. There are two zip lines you can use to quickly get from one side of the Ship Deck to another. The first is on the giant mast on the north end of the ship, and the second is on the southwest platform. You can find two Rocket Launchers on the mast before taking the zip line. If you ride the second zip line, it'll take you to a tiny platform on the southeast end of the ship, which contains two Rocket Launchers. You can also collect a Grenade Launcher on the southwest platform before riding the zip line. There are six Chainsaw Majinis in total. Four of them are "normal", and the first and last Chainsaw Majinis wear blue pants and are much stronger. The first two Chainsaw Majinis appear after at least 20 enemies have been killed. It's probably best to use a Rocket Launcher on one of the suped-up Chainsaw Majinis. After downing them, they will stay on the ground before getting up and wildly swinging their weapon in a fiery rage. A few more shots with a shotgun or rifle will finish them off for good. Prison ------ Unlock: Earn a B-Rank on Ship Deck Enemies: Majini (Town), Big Man Majini, Executioner Majini (Red) - Second/Third Floor - .-----------. _____________________________________ |_____ | | / | | | | | T _,--.___,-' | .-' | T | | __,' |____ __| '-----------' | | '--._____T_____ \| | | | l `--.__ `. | | | .---------. .-------`. \ | | | | | | \ | | | | | | | | | | | | | _|__|_ ___,' | | ,------| |__|__,----' `---' | | / | | T ___ | | | | | __,----.______.----' ) | | | l|__| | | | / /___| | | | | | | | '.______| C | |T | | | |\____|_________| |________|--| | | C | | | | '-----| |--' '---------------------' ,--. - Basement/First Floor - \ T| to basement \ `-._____________________________________.-----------. \__ _,-' ________ |_____ | | |_,' | `. X | |__|__ __ ___|_________|_________________ C | / | | | T | ,-----------' | | | | | / | | |------- -----------| | | | | | | | \ / | | `.___ | | |_____________________|__ __/\ | | | | | | | |__C_| | | |l ____ ____ l| | | | / l | | | | | | | | | | | ,--------| | | | | | | | | |,--._ / | | | | | | | |__| / \ | |__ | | | | |T* | | \ |\__l,' | l| | | |____| |____| | | | | \ | | | | | T | | | to basement '.________|__|___|_____________________| | | / '--._ \ l | | | | | | T ] | |_T_______ ______ | | | |`._/ \ | | | | | | | | |_ ______________| | | | | \ \ _________|___| |,' | `._ (_ _,-' / `--.____,--.__ `.____,-' _,--' `. __,--' * - in basement `--._____,------' The Prison is an entirely new level featured only in The Mercenaries. The top floors are pretty empty; a small series of catwalks that lead to the main area on the first floor. Again, the player will encounter Town Majinis throughout this creepy map. Once in a while, you may find a Big Man Majini thrown in through the ranks. Note that the basement is essentially a straight line leading from the northwest area of the Prison to the southeast area. I could not include it on the ASCII diagram, but the only important item down there is a Time Bonus inside one of the three cells down there. You will encounter an Executioner Majini in this map, though he is much different than the one you're familiar with. Aside from the major loss of clothing, this foe carries a flaming axe and is MUCH more powerful than the other sub-boss. Overall, the red Executioner Majini is stronger, faster, and a heck of a lot more durable. The first Executioner Majini appears automatically at the start of your run. His main weak point is a pink fleshy substance on his back, so try to get behind the enemy and target it with a shotgun or magnum. You can also use Proximity Mines and Hand Grenades in the small hallways to nearly ensure a direct hit. ______________________________________________________________________________ [6] BSAA EMBLEMS [0600] ______________________________________________________________________________ Chapter 1-2 ----------- - BSAA Emblem #1 To find the first BSAA emblem, climb onto the side staircase of the locked building. Keep your back against the door and face the building across the street. Slowly turn your head to view the left side of the building. The emblem is on the side of the white house to the left, though you need to look over the wall to see it. If it helps, descend the stairs a bit to get a closer look. - BSAA Emblem #2 After climbing up the ladder, look upwards past the hanging corpse to the big water tower in the not-too-far distance. The emblem is resting above a metal railing just underneath the water tower. - BSAA Emblem #3 Just after collecting the ammo from the suitcase, look on the right wall for a fence. Look through the fence to find the emblem on the other side; shoot through the links to hit it. Chapter 2-1 ----------- - BSAA Emblem #4 The bright blue emblem is hanging on the wall above the document on the east side of the Storage Facility. One of the very few emblems that are actually in plain sight. - BSAA Emblem #5 With your back against the warehouse, look to the right to spot a set of stairs. Walk towards the stairs and don't descend them just yet. Stand in the corner near the stairs and look out at the bridge. The BSAA emblem is on one of the support beams holding up the bridge. It can be a little tricky to spot - and even trickier to hit with a handgun. - BSAA Emblem #6 Walk around the port in search for a small green booth. It says "CHARGE" on the front, so that should help. Once you have located it, walk up against it (practically press your chest against the screen of the booth) and aim the camera up to find the emblem on the ceiling of the booth. In my opinion, this is probably the most concealed BSAA emblem in the game. Sheesh! - BSAA Emblem #7 From on the roof of the building, look across at the blue and white building just across from you. Look through the window above the awning to spot the BSAA emblem. - BSAA Emblem #8 Enter the second floor of the building Sheva was inside. From the window, look out to the top of the other building; specifically, where you use the assist jump to send Sheva over the gap. Look above to spot the emblem on the edge of the roof, just above the top floor. Chapter 2-2 ----------- - BSAA Emblem #9 From the initial train car you climbed up on, jump to the one on the right. Facing the house where you started the chapter, look above the roof at the electrical tower in the distance. You should spot the familiar blue glimmer at the top of the tower. Use your rifle (take it from Sheva if it's not in your possession) and shoot it. You can use the handgun as a last resort, but hitting your target is more difficult. - BSAA Emblem #10 Once on the bridge, turn towards the waterfall to your right. The emblem is at the top of the waterfall, embedded in the rock. It's much easier to spot when your partner shines the light on it. - BSAA Emblem #11 After climbing up the first ladder, take out a rifle and aim back towards the building where you encountered Irving. To the right is a tall stack of buildings stretching up the side of the cliff. The emblem is leaning against the lowest one. It's pretty easy to spot blue on white as long as you are using your rifle scope. Chapter 3-1 ----------- - BSAA Emblem #12 As you step onto the dock, look to the right out into the body of water. Equip some sort of rifle and zoom outwards towards the pole. To spot it with ease, look above your position for an identical pole. Follow the wire out into the distance to locate the wooden pillar. The emblem is hanging on the side of the pole. It's a difficult sniper spot, but if you're playing with a friend you can drive up to the pole with the airboat and shoot it there. - BSAA Emblem #13 Immediately after landing at the poultry farm, take out a rifle. From the dock, aim underneath the right side of the hut in front of you. The emblem is on the underside of the house. - BSAA Emblem #14 Immediately upon entering the fish farm, look at the ceiling of the hut to find the BSAA emblem in plain view. - BSAA Emblem #15 As soon as your feet hit the water, spin around and face the dock that you were just on. There should be a small hole in the side, revealing the BSAA emblem. Chapter 3-2 ----------- - BSAA Emblem #16 Go through one of the two Tricell tents, and search the grass between them once on the other side to find the emblem. - BSAA Emblem #17 Ignore the timer for now and instead of backtracking, run to the edge of the dock. Once at the water's edge, face the building on the right and peer through the window to spot the emblem! Shoot it through the window. Chapter 3-3 ----------- - BSAA Emblem #18 The emblem is underneath the platform above the bridge that you passed. Face away from the closed gate and look underneath the platform to see the bottom tip of the emblem. It's easiest to target when on the walkway just before leaping to the other side. Chapter 4-1 ----------- - BSAA Emblem #19 As you cross the bridge, look to your right (more specifically, just as you pass the second skull and ribcage) and down the chasm to spot the emblem on the side of the wall. - BSAA Emblem #20 Look at the intricate structure above the doorway on the far side of the room. A ways up, you will find the emblem above the doorway. Having a rifle certainly helps when trying to shoot it. - BSAA Emblem #21 This certainly is a tricky one. Stand in the northernmost doorway leading to the southwest sector of the Labyrinth. Look up, then to the right (towards the ledge where you found the Idol). Look way above to the top of the tall brown wall. The emblem is on the wall, just below a green bush. You can spot it much easier if you move the red statue, then climb the first flight of stairs to the central platform. From here, look above the green statue. Chapter 4-2 ----------- - BSAA Emblem #22 Inspect the wall above the doorway when inside the northern chamber to spot the BSAA emblem. Chapter 5-1 ----------- - BSAA Emblem #23 Look underneath the walkway leading to the north end of the garden. Follow the pipe you're leaning up against as it trails into the water underneath the walkway. The emblem is lying against the pipe under the walkway. Chapter 5-2 ----------- - BSAA Emblem #24 After going down the stairs, approach the open dumpster on your left. The emblem is hiding inside. You're best off hitting it with a shotgun since its angle and height of the dumpster makes it hard to hit with any other gun. Chapter 5-3 ----------- - BSAA Emblem #25 Look behind the fan on the right to find the emblem. Shoot it as the fan blades pass. - BSAA Emblem #26 Once on the circular elevator, head to the opposite end of the power switch. Look up towards the gray platform high up on the wall. Use a rifle scope to scan underneath the platform to find the emblem. - BSAA Emblem #27 From behind the elevator, look down the shaft to find the BSAA emblem. Make sure to get it before you lower the elevator to the floor or else you'll miss out on it. Chapter 6-1 ----------- - BSAA Emblem #28 Arguably one of the hardest emblems to find, this emblem is on top of a radio tower on the south end of the ship. You can actually spot the teeny thing in the distance with a sniper rifle, though it's still pretty hard to hit from this distance. Look near the center of the crane where you killed the two Majinis for a tower sticking above the crane. Look at the very top of the tower to see a small light circle - this is the emblem. - BSAA Emblem #29 Okay, my mistake. THIS is the hardest emblem to find in the game. In fact, you cannot even see it in plain sight! The emblem is only revealed to you in the form of a cutscene. It's inside the open cargo container on the left, when facing Sheva. No bullet can reach it, so the only way to get it is to toss a Hand Grenade inside. - BSAA Emblem #30 You ready for the final emblem? From the starting point, turn to the right and look up at the two cabinets: the BSAA emblem is inside the cabinet to the left. ______________________________________________________________________________ [7] WEAPONS [0700] ______________________________________________________________________________ ============================================================================== M92F ============================================================================== Found: Chapter 1-1, Civilian Checkpoint Buy (2000 Gold) Firepower Reload Speed Capacity Critical --------- ------------ -------- -------- 150 (Start) 1.70 (Start) 10x (Start) 1 (Start) 170 (2000 Gold) 1.62 (1500 Gold) 13x (500 Gold) 2 (3000 Gold) 190 (3000 Gold) 1.53 (2000 Gold) 16x (500 Gold) 3 (8000 Gold) 210 (4000 Gold) 1.36 (2500 Gold) 20x (500 Gold) 4 (13000 Gold) 230 (5000 Gold) 25x (500 Gold) 250 (6000 Gold) 30x (1000 Gold) 33x (1000 Gold) 37x (1000 Gold) 40x (1000 Gold) 45x (1000 Gold) 50x (1000 Gold) 60x (1000 Gold) 70x (1000 Gold) 100x (1000 Gold) ============================================================================== H&K P8 ============================================================================== Found: Buy (4000 Gold) Firepower Reload Speed Capacity Piercing --------- ------------ -------- -------- 140 (Start) 1.53 (Start) 9x (Start) 2 (Start) 160 (2000 Gold) 1.36 (2000 Gold) 11x (500 Gold) 3 (5000 Gold) 180 (2000 Gold) 1.19 (3000 Gold) 13x (500 Gold) 4 (9000 Gold) 200 (3000 Gold) 1.11 (3000 Gold) 15x (1000 Gold) 5 (12000 Gold) 220 (4000 Gold) 1.02 (3000 Gold) 17x (2000 Gold) 240 (4000 Gold) 0.85 (7000 Gold) 19x (2000 Gold) 260 (5000 Gold) 21x (3000 Gold) 300 (6000 Gold) 25x (5000 Gold) ============================================================================== SIG P226 ============================================================================== Found: Buy (4000 Gold) Firepower Reload Speed Capacity --------- ------------ -------- 180 (Start) 1.70 (Start) 8x (Start) 220 (1000 Gold) 1.62 (2000 Gold) 10x (1000 Gold) 240 (2000 Gold) 12x (1000 Gold) 260 (2000 Gold) 13x (2000 Gold) 280 (3000 Gold) 14x (3000 Gold) 300 (3000 Gold) 16x (4000 Gold) 320 (4000 Gold) 340 (4000 Gold) 350 (5000 Gold) 370 (5000 Gold) 390 (7000 Gold) 410 (7000 Gold) 430 (10000 Gold) 480 (15000 Gold) ============================================================================== M93R ============================================================================== Found: Buy (30000 Gold), fully upgrade M92F Firepower Reload Speed Capacity --------- ------------ -------- 170 (Start) 1.70 (Start) 10x (Start) 190 (2000 Gold) 1.62 (1000 Gold) 12x (500 Gold) 210 (2000 Gold) 1.53 (2000 Gold) 14x (1000 Gold) 230 (3000 Gold) 1.36 (3000 Gold) 16x (1500 Gold) 250 (3000 Gold) 18x (1500 Gold) 270 (4000 Gold) 20x (2000 Gold) 290 (4000 Gold) 22x (2000 Gold) 310 (5000 Gold) 24x (2500 Gold) 330 (5000 Gold) 26x (3000 Gold) 350 (7000 Gold) 30x (8000 Gold) 370 (8000 Gold) 400 (15000 Gold) ============================================================================== Ithaca M37 ============================================================================== Found: Chapter 1-2, Urban District Buy (2000 Gold) Firepower Reload Speed Capacity Critical --------- ------------ -------- -------- 200 (Start) 3.00 (Start) 6x (Start) 1 (Start) 230 (2000 Gold) 2.85 (500 Gold) 7x (500 Gold) 2 (5000 Gold) 260 (2000 Gold) 2.70 (1000 Gold) 8x (500 Gold) 300 (3000 Gold) 2.40 (3000 Gold) 9x (500 Gold) 330 (4000 Gold) 10x (500 Gold) 360 (4000 Gold) 12x (1000 Gold) 400 (5000 Gold) 13x (1000 Gold) 300 (6000 Gold) 15x (1500 Gold) 16x (2000 Gold) 17x (3000 Gold) 18x (4000 Gold) 20x (5000 Gold) 22x (7000 Gold) 25x (10000 Gold) ============================================================================== M3 ============================================================================== Found: Chapter 1-2, Oil Field - Drilling Facilities Buy (4000 Gold) Firepower Reload Speed Capacity --------- ------------ -------- 300 (Start) 3.00 (Start) 5x (Start) 320 (1000 Gold) 2.70 (3000 Gold) 6x (1000 Gold) 350 (1000 Gold) 7x (1500 Gold) 370 (2000 Gold) 8x (2000 Gold) 400 (2000 Gold) 9x (2500 Gold) 420 (3000 Gold) 10x (3000 Gold) 450 (3000 Gold) 480 (4000 Gold) 500 (4000 Gold) 550 (5000 Gold) 600 (5000 Gold) 650 (8000 Gold) 700 (10000 Gold) 900 (12000 Gold) ============================================================================== Jail Breaker ============================================================================== Found: Chapter 6-1, Ship Hold Buy (4000 Gold) Firepower Reload Speed Capacity Attack Range --------- ------------ -------- ------------ 180 (Start) 2.52 (Start) 5x (Start) 7 (Start) 200 (2000 Gold) 2.38 (500 Gold) 6x (1000 Gold) 10 (6000 Gold) 220 (3000 Gold) 2.24 (1500 Gold) 7x (1000 Gold) 15 (15000 Gold) 250 (4000 Gold) 2.10 (2000 Gold) 8x (1500 Gold) 300 (7000 Gold) 1.96 (5000 Gold) 9x (1500 Gold) 350 (10000 Gold) 1.82 (7000 Gold) 10x (2000 Gold) 11x (2000 Gold) 12x (3000 Gold) 13x (4000 Gold) 15x (6000 Gold) ============================================================================== Hydra ============================================================================== Found: Buy (30000 Gold), fully upgrade Ithaca M37 Firepower Reload Speed Capacity Attack Range --------- ------------ -------- ------------ 280 (Start) 3.67 (Start) 4x (Start) 7 (Start) 290 (2000 Gold) 3.30 (2000 Gold) 5x (1000 Gold) 10 (6000 Gold) 310 (3000 Gold) 6x (1000 Gold) 15 (15000 Gold) 330 (3000 Gold) 7x (1000 Gold) 350 (4000 Gold) 8x (1500 Gold) 380 (4000 Gold) 9x (1500 Gold) 400 (5000 Gold) 10x (2000 Gold) 420 (5000 Gold) 440 (7000 Gold) 460 (7000 Gold) 500 (10000 Gold) 550 (13000 Gold) ============================================================================== VZ61 ============================================================================== Found: Chapter 1-1, Public Assembly Buy (2000 Gold) Firepower Reload Speed Capacity Critical --------- ------------ -------- -------- 50 (Start) 2.83 (Start) 50x (Start) 1 (Start) 60 (2000 Gold) 2.69 (1000 Gold) 60x (500 Gold) 2 (5000 Gold) 80 (3000 Gold) 2.55 (1000 Gold) 80x (500 Gold) 3 (15000 Gold) 100 (4000 Gold) 2.27 (2000 Gold) 100x (1000 Gold) 120x (1000 Gold) 140x (1500 Gold) 160x (1500 Gold) 180x (2000 Gold) 200x (3000 Gold) 220x (4000 Gold) 240x (5000 Gold) 260x (6000 Gold) 280x (7000 Gold) 300x (10000 Gold) ============================================================================== AK-74 ============================================================================== Found: Chapter 5-1, Progenitor Virus House Buy (4000 Gold) Firepower Reload Speed Capacity --------- ------------ -------- 90 (Start) 2.83 (Start) 30x (Start) 100 (2000 Gold) 2.55 (1000 Gold) 35x (500 Gold) 110 (2000 Gold) 40x (1000 Gold) 120 (3000 Gold) 45x (1500 Gold) 130 (3000 Gold) 50x (3000 Gold) 140 (3000 Gold) 150 (3000 Gold) 160 (4000 Gold) 170 (5000 Gold) 180 (5000 Gold) 190 (6000 Gold) 200 (8000 Gold) 220 (10000 Gold) 250 (10000 Gold) ============================================================================== H&K MP5 ============================================================================== Found: Chapter 2-1, Storage Facility Buy (2000 Gold) Firepower Reload Speed Capacity Critical --------- ------------ -------- -------- 60 (Start) 2.70 (Start) 45x (Start) 2 (Start) 70 (2000 Gold) 2.55 (1000 Gold) 55x (500 Gold) 3 (3000 Gold) 80 (3000 Gold) 2.40 (2000 Gold) 65x (500 Gold) 4 (12000 Gold) 90 (4000 Gold) 2.10 (3000 Gold) 80x (1000 Gold) 100 (6000 Gold) 90x (2000 Gold) 120 (8000 Gold) 100x (2000 Gold) 110x (3000 Gold) 120x (4000 Gold) 130x (4000 Gold) 150x (6000 Gold) ============================================================================== SIG 556 ============================================================================== Found: Chapter 5-2, Missile Area, First Floor Buy (4000 Gold) Firepower Reload Speed Capacity --------- ------------ -------- 80 (Start) 2.55 (Start) 40x (Start) 90 (2000 Gold) 2.41 (1000 Gold) 45x (500 Gold) 100 (2000 Gold) 2.27 (2000 Gold) 50x (500 Gold) 110 (3000 Gold) 1.98 (2000 Gold) 55x (1000 Gold) 120 (3000 Gold) 1.70 (3000 Gold) 60x (1000 Gold) 130 (4000 Gold) 1.42 (4000 Gold) 65x (2000 Gold) 140 (4000 Gold) 70x (4000 Gold) 150 (6000 Gold) 80x (6000 Gold) 160 (8000 Gold) 180 (12000 Gold) ============================================================================== S75 ============================================================================== Found: Chapter 2-1, Port Buy (2000 Gold) Firepower Reload Speed Capacity --------- ------------ -------- 750 (Start) 3.67 (Start) 6x (Start) 800 (1000 Gold) 3.30 (3000 Gold) 7x (500 Gold) 850 (1000 Gold) 8x (500 Gold) 900 (2000 Gold) 10x (1000 Gold) 1050 (2000 Gold) 12x (1000 Gold) 1120 (3000 Gold) 15x (2000 Gold) 1200 (3000 Gold) 17x (2000 Gold) 1270 (3000 Gold) 20x (3000 Gold) 1350 (4000 Gold) 22x (4000 Gold) 1420 (5000 Gold) 25x (4000 Gold) 1500 (5000 Gold) 40x (8000 Gold) 1700 (8000 Gold) 50x (10000 Gold) 2000 (12000 Gold) ============================================================================== Dragunov SVD ============================================================================== Found: Chapter 2-2, Mining Area Buy (4000 Gold) Firepower Reload Speed Capacity --------- ------------ -------- 650 (Start) 2.83 (Start) 7x (Start) 700 (1000 Gold) 2.69 (500 Gold) 9x (500 Gold) 750 (1000 Gold) 2.55 (1000 Gold) 10x (500 Gold) 800 (2000 Gold) 2.41 (1500 Gold) 12x (1000 Gold) 850 (2000 Gold) 13x (2000 Gold) 900 (3000 Gold) 15x (2000 Gold) 950 (3000 Gold) 16x (3000 Gold) 1000 (3000 Gold) 18x (6000 Gold) 1100 (4000 Gold) 1300 (5000 Gold) ============================================================================== H&K PSG-1 ============================================================================== Found: Chapter 5-3, Missile Area, Second Floor Buy (2000 Gold) Firepower Reload Speed Capacity Scope --------- ------------ -------- ----- 600 (Start) 2.55 (Start) 5x (Start) 0 (Start) 650 (1000 Gold) 2.41 (1000 Gold) 6x (1000 Gold) 1 (3000 Gold) 700 (1000 Gold) 2.27 (2000 Gold) 7x (2000 Gold) 2 (8000 Gold) 750 (2000 Gold) 2.13 (2000 Gold) 9x (3000 Gold) 800 (2000 Gold) 1.98 (3000 Gold) 11x (4000 Gold) 900 (3000 Gold) 1.70 (5000 Gold) 15x (5000 Gold) 1000 (3000 Gold) 1200 (3000 Gold) ============================================================================== S&W M29 ============================================================================== Found: Chapter 3-1, Village Buy (4000 Gold) Firepower Reload Speed Capacity Piercing --------- ------------ -------- -------- 1500 (Start) 3.53 (Start) 6x (Start) 2 (Start) 1700 (2000 Gold) 3.36 (1000 Gold) 7x (3000 Gold) 3 (3000 Gold) 1900 (3000 Gold) 3.18 (2000 Gold) 8x (4000 Gold) 2100 (4000 Gold) 2.83 (3000 Gold) 9x (6000 Gold) 2400 (6000 Gold) 10x (6000 Gold) 2700 (8000 Gold) 11x (7000 Gold) 3200 (10000 Gold) 12x (10000 Gold) ============================================================================== L. Hawk ============================================================================== Found: Chapter 5-3, Monarch Room Buy (5000 Gold) Firepower Reload Speed Capacity Piercing --------- ------------ -------- -------- 1400 (Start) 1.70 (Start) 5x (Start) 1 (Start) 1600 (2000 Gold) 1.62 (2000 Gold) 6x (1000 Gold) 5 (5000 Gold) 1800 (3000 Gold) 1.53 (3000 Gold) 7x (1000 Gold) 7 (10000 Gold) 2000 (4000 Gold) 1.36 (6000 Gold) 8x (3000 Gold) 2300 (6000 Gold) 2600 (8000 Gold) 3000 (12000 Gold) ============================================================================== S&W M500 ============================================================================== Found: Buy (30000 Gold), fully upgrade S&W M29 Firepower Reload Speed Capacity Piercing --------- ------------ -------- -------- 2100 (Start) 3.53 (Start) 5x (Start) 2 (Start) 2300 (2000 Gold) 3.18 (2000 Gold) 6x (2000 Gold) 3 (2000 Gold) 2500 (2000 Gold) 2700 (3000 Gold) 2900 (4000 Gold) 3100 (4000 Gold) 3300 (5000 Gold) 3500 (6000 Gold) 3700 (6000 Gold) 3900 (8000 Gold) 4100 (8000 Gold) 4300 (10000 Gold) 4500 (10000 Gold) 5000 (15000 Gold) ============================================================================== Miscellaneous Weapons ============================================================================== Grenade Launcher ---------------- Found: Chapter 4-1, Labyrinth Buy (10000 Gold) The Grenade Launcher uses several types of ammos to deliver various types of damage to enemies. The Explosive Ammo acts like a normal grenade, creating a big explosion. Acid Ammo produces acid that can burn through tough armor. Electric Ammo shock and stun foes when hit. Flame Ammo creates temporary walls of fire to burn enemies. Nitrogen Ammo will freeze an enemy like an ice cube. Flash Ammo acts like a Flash Grenade, creating a huge burst of light. Rocket Launcher --------------- Found: Chapter 3-1, Marshlands Buy (10000 Gold) The Rocket Launcher is essentially a last-ditch effort, where you can use it once and only once. However, the Rocket Launcher is capable of destroying nearly anything that comes in contact with the colossal explosion. It can be used on many bosses for an incredibly easy finish. Gatling Gun ----------- Found: Fully upgrade VZ61 and beat the game (Chris only) Chris is the only character that can use the Gatling Gun. After completing the requirements, purchase it for 50000 Gold. The Gatling Gun comes with unlimited ammo and can cut through enemy forces like a hot knife through butter. Long Bow -------- Found: Fully upgrade S75 and beat the game (Sheva only) Sheva is the only character that can use the Long Bow. After completing the requirements, purchase it for 50000 Gold. While this weapon has no targeting reticule, it comes with an endless supply of arrows as you are able to shoot a volley by holding down the Right Trigger. The Long Bow is capable of downing most enemies in one hit. Stun Rod -------- Found: Buy (3000 Gold) The Stun Rod is the only melee weapon aside from the knife. The weapon can inflict severe harm on an enemy and needless to say, does not consume any ammo. It's a great tool for stunning enemies in order to finish them off with melee attacks and a nice weapon to use if you're trying to conserve ammo. Hand Grenade ------------ The Hand Grenade is a green-colored grenade that can be used to scatter and kill foes. Toss it at the base of an enemy group to blow them away with one large explosion. Incendiary Grenade ------------------ The Incendiary Grenade is a red-colored grenade that unleashes a sheet of fire on whatever it touches. While it's not primarily used to defeat enemies, these grenades can certainly slow down a horde. Flash Grenade ------------- The Flash Grenade is a blue-colored grenade that doesn't directly damage most enemies. It emits a blinding light that can temporarily stun most enemies. The neat trick about Flash Grenades is that it can instantly kill enemies with exposed Plaga, like Cephalos and Duvalias. ______________________________________________________________________________ [8] ITEMS [0800] ______________________________________________________________________________ ============================================================================== ITEMS [0801] ============================================================================== Bulletproof Vest ---------------- After purchasing this vest, add it in your inventory to automatically reduce the damage inflicted by bullets. Melee Vest ---------- After purchasing this vest, add it in your inventory to automatically reduce the damage inflicted by melee attacks. First Aid Spray --------------- These green canisters are uncommon throughout the game's chapters, but can be bought for 1000 Gold. They restore all health. Herbs ----- Herbs are the main restorative item in Resident Evil 5, and they come in two types: Green Herbs and Red Herbs. Green Herbs restore a small amount of Chris or Sheva's health, while Red Herbs do nothing on their own. The big draw is that you can combine herbs to make special mixtures. Herb (G + G) - Restores a large amount of health Herb (G + R) - Restores all health Since Red Herbs are useless on their own, always leave one in your inventory until you find a Green Herb you can use for combining. Eggs ---- Eggs are dropped by chickens and snakes after their defeat. There are several types of eggs. The most common egg, the White Egg, restores a small amount of health. The Brown Egg restores a moderate amount of health. The rare Gold Egg can replenish your health entirely (and can be sold for 1000 Gold). The final egg type is a real oddity. Sometimes you may come across a Rotten Egg. As the name implies, eating it probably isn't the best choice. When ingested, it damages Chris for half of his health. The good news is that it can be sold for a hefty 2000 Gold! Not only that, but you can use Rotten Eggs as weapons by hurling them at enemies! ============================================================================== TREASURES [0802] ============================================================================== Gold Ring --------- Sell: 5000 Gold Chapter 1-1: You will receive this treasure by slaying the Executioner Majini. Chapter 1-2: Defeat Uroboros with conventional weapons to earn a Gold Ring. Chapter 3-2: Defeat the Chainsaw Majini in the Oil Field, Control Room. Chapter 3-2: This is dropped by the Big Man Majini on the dock. Topaz (Marquise) ---------------- Sell: 3,000 Gold Chapter 1-1: Killing the horde of 30-40 Majinis after their initial discovery nets you this extremely rare treasure. Ivory Relief ------------ Sell: 2,000 Gold Chapter 1-2: Defeat the Cephalo to earn this treasure. You must kill the Cephalo itself to get the Ivory Relief. The first time I played through this chapter, I used a melee attack to break the girl's neck: the Cephalo did not emerge, and I was not rewarded with the treasure. Antique Clock ------------- Sell: 2,000 Gold Chapter 1-2: After entering the locked building, make your way to the top floor and exit out onto the balcony. There you will find a chest containing the treasure. Jewel Bangle ------------ Sell: 1,000 Gold You will be rewarded with this by downing a Big Man Majini. Topaz (Pear) ------------ Sell: 1,000 Gold Chapter 2-1: This treasure is hidden in the water. It should be against the large boat; more specifically, in the corner between the side of the boat and the wooden beams sealing you off from the ocean. Chapter 2-1: Collect this from the chest after defeating the Chainsaw Majini. Chapter 4-1: Shoot out the third torch next to the door. Chapter 4-1: Destroy the torch in the corner along the staircase. Chapter 4-2: Turn around and view the wall above the entrance. Shoot the treasure lodged in the wall and take it. Sapphire (Pear) --------------- Sell: 1,000 Gold Chapter 2-1: After exiting out into the port sewer, turn to the left to find a Sapphire (Pear) on the ground. Look for the shine! Chapter 3-3: Exit the shack, then jump across the water to the eastern side of the pier. In front of you is a closed shed. On the ground to the right of the shed is the treasure. Chapter 4-1: After obtaining the Topaz (Trilliant), turn around and look up at the cave ceiling for another treasure which can be shot down. Chapter 4-1: Found inside the tomb after reuniting with your partner. Chapter 4-1: Shoot the torch lying in front of the open sarcophagus. Chapter 4-1: Destroy the skull on the ground to the left to claim your prize. Chapter 4-2: It's stuck in a small rock jutting out of the wall on your left after you go up the small set of stairs. Emerald (Pear) -------------- Sell: 1,000 Gold Chapter 2-1: Collect this from the chest after defeating the Chainsaw Majini. Chapter 3-1: Shoot the skull at the top of the display to dislodge the treasure. Chapter 4-1: Shoot out the first torch you see to find the treasure. Chapter 4-1: Shoot the torch lying on top of the sarcophagus in the next room. Chapter 4-2: Shoot out the torch lying in the northeast corner of the area. Chapter 4-2: Shoot the animal skull hanging on the left side of the eastern tomb. Chapter 5-1: From the central island, look way up at the north end of the rock wall. Like, I mean waaaaaaay up. It's almost directly above the northern exit. Diamond (Pear) -------------- Sell: 2,000 Gold Chapter 2-1: As you round the corner on the port entrance, you will see Majini walking away; his casual stroll turns into a dash. He's on the other side of the stack of canoes, if you cannot spot him at first. If you use this very narrow window of opening to shoot and kill this Majini, he drops a Diamond (Pear). I find it to be very difficult to do so, but keep in mind that there are other (easier) ways to find this treasure later in the game. Chapter 2-2: Before ascending up the first ladder, dislodge the Diamond (Pear) from the cliff wall; directly to the right of the ladder. Ruby (Marquise) --------------- Sell: 3,000 Gold Chapter 2-1: See the chest in the middle of the fruit stands? Use a Hand Grenade to destroy the stands, giving you access to the chest and the treasure. Emerald (Square) ---------------- Sell: 1,000 Gold Chapter 2-1: The treasure is on top of the roof of the far building (where you find the Port Key). Chapter 4-1: Revealed after pushing the green statue back into the wall. Ruby (Square) ------------- Sell: 1,000 Gold Chapter 2-1: Collect this from the chest after defeating the Chainsaw Majini. Chapter 2-2: This treasure is stuck on the large wheel on the central tower. Climb up the ladder and run onto the walkway, then look up at the giant wheel. The ruby is stuck on a brown circular object stuck to the side of the wheel. Chapter 2-2: After defeating the Cephalo, look at the ceiling next to the ledge that he jumped down from to see a white glimmer. Shoot the ruby out from the ceiling and add it to your collection. Chapter 3-2: Before entering the oil field, search the rock wall adjacent from the door to find a bright glimmer. Shoot the Ruby (Square) down from the cliffside and take it. Chapter 4-1: Revealed after pushing the purple statues back into the wall. Chapter 5-1: Turn around from your starting position and comb the rock wall for the familiar glimmer of a treasure. Sapphire (Square) ----------------- Sell: 1,000 Gold Chapter 2-1: Collect this from the chest after defeating the Chainsaw Majini. Chapter 3-2: Destroy the torch near the second ledge to find it. Chapter 4-1: Shoot out the second torch along the tunnel. Chapter 4-1: Found inside the tomb after reuniting with your partner. Chapter 4-1: Revealed after pushing the blue statue back into the wall. Chapter 4-1: Revealed after pushing the purple statues back into the wall. Chapter 4-2: Shoot the torch lying in a nearby alcove on the right. Jewel Beetle ------------ Sell: 2,000 Gold Chapter 2-2: Once at the dead end on the eastern side of the map, run past the angled shipping container and hug the wooden fence to the right. You should find a Jewel Beetle clinging onto the fence. Chapter 2-2: Before climbing on top of the train car, turn around and inspect the stack of girders to find another Jewel Beetle. Chapter 3-1: It's stuck to the wooden fence to the right of the locked door. Chapter 3-2: You can locate this treasure by searching the two oil drums. Chapter 3-2: It is clinging to the tower on the opposite side of the valve wheel. Chapter 5-1: The beetle is stuck to one of the rocks near the water's edge, just in front of the two gray tanks. Ruby (Pear) ----------- Sell: 1,000 Gold Chapter 2-2: After defeating the Cephalo just after the first fork, look up at the roof for a bright shine. It's much easier to spot treasures down here if you put the lantern down; finding a bright light is easier when the remaining area is pitch black. Dislodge it from the ceiling and grab it. Chapter 2-2: Shoot the ruby out of the ceiling at the base of the tunnel just past the bridge. Chapter 3-1: Shoot the animal skull to the left of the corpse to shatter it, releasing he treasure onto the floor. Chapter 3-1: As you leave the lake, collect the Ruby (Pear) stuck to the left side of the opening from underneath the house. Chapter 3-1: Shoot the animal skull hanging on the post in front of the nearest shack to find the treasure. Chapter 3-2: Shoot the torch near the first ledge to shatter it as the treasure falls to the ground. Chapter 4-1: Destroy the animal skull lying on the floor to the right. Chapter 4-1: Inspect the mummy to take the treasure. Chapter 4-2: There is a treasure lodged underneath the bridge overlooking the horizontal hallway. It's tricky to get, because you have to run underneath the bridge, dislodge it, pick it up, then reach a safe spot all before the laser totems cross your path. Chapter 4-2: This is on the raised platform on the east side of the floor. Chapter 4-2: Shoot the animal skull hanging on the right side of the eastern tomb. Diamond (Oval) -------------- Sell: 4,000 Gold Chapter 2-2: If you hug the left wall all the way around the bend, you will reach a small alcove containing a barrel, crate, and a chest. Open the chest for a Diamond (Oval). Just use the ASCII map for assistance in finding the treasure. Diamond (Brilliant) ------------------- Sell: 4,500 Gold Chapter 2-2: Climb up onto the western ledge to find a chest in the far corner. Open it for the treasure. Diamond (Square) ---------------- Sell: 2,000 Gold Chapter 2-2: After the coast is clear, jump down onto the ledge where you hoisted Sheva up onto. Dislodge the treasure out of the wall here and take it before climbing back up onto the cliffside. Beetle (Brown) -------------- Sell: 1,000 Gold Chapter 3-1: You should easily spot the shiny treasure on the wooden fence to the right of the dead body. Chapter 3-1: As you go counter-clockwise around the huts, drive very slowly at the start (around 3-4 o'clock if you catch my meaning) and hug the outer wall. A Beetle (Brown) is stuck on the side of the wall, and Sheva will grab it once you get close enough to it. Chapter 3-1: You feelin' froggy? If so, you can snag a treasure while running through the croc-infested lake. From the start, run to the far left side of the lake and approach the tree. The beetle is stuck on the tree's base. Chapter 3-1: The beetle jewel is clinging to a wooden post just to the left of the main dock. Chapter 3-1: The Brown Beetle is clinging to the side of the railing when wading through the pool of water. Chapter 3-1: It's to the left when entering the ship's deck, dipped in some water. Idol (Silver) ------------- Sell: 2,000 Gold Chapter 3-1: Open the treasure chest in the central area between the two shacks. Chapter 3-1: Use an Assist Jump to let Sheva up into the leftmost tower to find the Idol (Silver). Chalice (Silver) ---------------- Sell: 2,000 Gold Chapter 3-1: Enter the hut and open the chest to find this treasure. Chapter 3-1: Open the chest on the upper level of the fish farm. Blue Enigma ----------- Sell: 3,000 Gold These treasures are always dropped by Giant Majinis. Ceremonial Mask --------------- Sell: 4,000 Gold Chapter 3-1: Go inside the tunnel near the gondola to find a treasure chest containing this treasure. Venom Fang ---------- Sell: 3,000 Gold Chapter 3-2: Dropped by the two Chainsaw Majinis in the Oil Field, Refinery. Emerald (Marquise) ------------------ Sell: 3,000 Gold Chapter 3-3: Check the drawer in the corner of this building to find it. Topaz (Trilliant) ----------------- Sell: 2,000 Gold Chapter 4-1: Open the treasure chest at the dead end to receive... a treasure! Emerald (Trilliant) ------------------- Sell: 2,000 Gold Chapter 4-1: Found in one of the three chests in the basement. Ruby (Trilliant) ---------------- Sell: 2,000 Gold Chapter 4-1: Found in one of the three chests in the basement. Sapphire (Trilliant) -------------------- Sell: 2,000 Gold Chapter 4-1: Found in one of the three chests in the basement. Topaz (Square) -------------- Sell: 1,000 Gold Chapter 4-1: The treasure is lodged in the middle of the doorway. Chapter 4-1: It is lodged in the ceiling near the stairs. Chapter 4-1: Revealed after pushing the gold statue back into the wall. Chapter 4-2: Shoot the torch lying in a nearby alcove on the left. Idol (Gold) ----------- Sell: 3,000 Gold Chapter 4-1: Just past the green statue, jump over the gap to reach a treasure chest containing the Idol (Gold). Chapter 4-2: On top of a decorative box in the east room. Ruby (Oval) ----------- Sell: 2,000 Gold Chapter 4-1: Revealed after pushing the red statue back into the wall. Soul Gem -------- Sell: 10,000 Gold Chapter 4-1: Defeat Popokarimu in the Labyrinth to earn this rare gem. Diamond (Trilliant) ------------------- Sell: 4,000 Gold Chapter 4-2: The diamond is stuck in the ledge above the set of double doors leading out of the Worship Area. Beetle (Gold) ------------- Sell: 3,000 Gold Chapter 4-2: Inside the western chamber, on top of a decorative box. Lion Heart ---------- Sell: 2,500 Gold These are left behind by some Licker Betas. Power Stone ----------- Sell: 5,000 Gold Obtained after defeating a Reaper Dead Bride's Necklace --------------------- Sell: 2,000 Gold Chapter 5-2: Two of these can be found attached to two random zombie things lying on the conveyor belt. Chapter 5-2: Two of these can be found attached to two random zombie things lying on the conveyor belt. Chapter 6-1: Dropped by the three rocket launcher Majinis. Chapter 6-1: Dropped by the three rocket launcher Majinis. Chapter 6-1: Dropped by the three rocket launcher Majinis. Chapter 6-3: Dropped by the two rocket launcher Majinis. Chapter 6-3: Dropped by the two rocket launcher Majinis. Sapphire (Marquise) ------------------- Sell: 3,000 Gold Chapter 5-3: Open the safe to the right of the door (when facing the door) to find this rare treasure. Royal Necklace -------------- Sell: 5,000 Gold Chapter 5-3: The necklace is inside a fancy red box just to the right after entering the control room. Ruby (Brilliant) ---------------- Sell: 2,500 Gold Chapter 5-3: Found lodged in the ceiling just before the path opens up into the large chamber. Chalice (Gold) -------------- Sell: 3,000 Gold Chapter 5-3: Hidden in one of the three lockers in the building. Chapter 6-2: Open one of the lockers here to find the treasure. Chapter 6-2: Open one of the lockers here to find the treasure. Topaz (Brilliant) ----------------- Sell: 2,500 Gold Chapter 5-3: Shoot it out from the wall above the door to the Monarch Room. Emerald (Brilliant) ------------------- Sell: 2,500 Gold Chapter 5-3: At the start of the fight, run up the eastern staircase. Follow the balcony to the right and break the two vases to find the treasure in one of them. You can collect this treasure after Wesker leaves if you so choose. Sapphire (Oval) --------------- Sell: 2,000 Gold Chapter 5-3: Shoot a vase at the northeast end of the treasure room. Sapphire (Brilliant) -------------------- Sell: 2,500 Gold Chapter 5-3: Inside the tomb in the treasure room. Emerald (Oval) -------------- Sell: 2,000 Gold Chapter 5-3: Inside the tomb in the treasure room. Heart of Africa --------------- Sell: 10,000 Gold Chapter 5-3: After dealing enough damage to Wesker so he leaves before the timer has expired, this one-of-a-kind treasure will appear between the two staircases on the bottom floor. Topaz (Oval) ------------ Sell: 2,000 Gold Chapter 6-1: Facing the ladder leading down to the ground, look to the right (to be more specific, look about southwest facing the ladder). Look between the cargo container next to you and the tall pole. There is a Majini standing on the walkway not too far away. Fire through the narrow gap between the objects to hit and kill him. He'll drop the treasure in which we'll get later. Chapter 6-1: See the giant horizontal beam near the south end of the ship? Well it is actually a crane, and there are two Majinis standing on top of it. If you have a rifle (particularly the H&K PSG-1), zoom in and take out both of the Majinis; they each drop the treasures in which we will get later. Chapter 6-1: See the giant horizontal beam near the south end of the ship? Well it is actually a crane, and there are two Majinis standing on top of it. If you have a rifle (particularly the H&K PSG-1), zoom in and take out both of the Majinis; they each drop the treasures in which we will get later. Diamond (Marquise) ------------------ Sell: 5,000 Gold Chapter 6-3: Before stepping on the bridge, look beyond it at the rock structure. It's kinda shaped like a half circle (or a backwards "C"). It's the same exact color and texture as the bridge. Shoot it a few times to make the rocks crumble to the ground. Step on the bridge to make it collapse. Instead of jumping straight ahead, turn to the left and jump across the newly formed stepping stone to reach the treasure. ______________________________________________________________________________ [9] UNLOCKABLES [0900] ______________________________________________________________________________ Exchange Points (EP) are primarily earned by completing each chapter. You will receive more EP the higher your ranking is. EP are also earned by either collecting BSAA emblems or earning an S-Rank in The Mercenaries. Many of the unlockables require a certain amount of EP in order to be accessed, though that isn't the case for everything here. ============================================================================== Completion Rewards ============================================================================== The Mercenaries --------------- Complete the game on any difficulty Sheva (Playable Character) -------------------------- Complete the game on any difficulty Professional Difficulty ----------------------- Complete the game on Veteran Unlimited Ammo (Weapon) ----------------------- Complete the game on any difficulty and fully upgrade designated weapon Unlimited Ammo (Rocket Launcher) -------------------------------- Complete the game on any difficulty under five hours ============================================================================== Special Settings ============================================================================== Costumes -------- Chris (BSAA) - Default Sheva (BSAA) - Default Chris (Safari) - Complete the game Sheva (Clubbin') - Complete the game Chris (S.T.A.R.S.) - Complete the game and find 25 BSAA emblems Sheva (Tribal) - Complete the game and find 30 BSAA emblems Graphic Filters --------------- Classic Horror - Complete the game on Amateur or higher Retro - Complete the game on Normal or higher Noise - Complete the game on Veteran or higher ============================================================================== Figurines ============================================================================== 1. Chris (BSAA) --------------- Default 2. Sheva (BSAA) --------------- Default 3. Josh ------- Complete Chapter 3-3, find 10 BSAA emblems 4. Jill (Brainwashed) --------------------- Complete Chapter 5-3, find 10 BSAA emblems 5. Wesker --------- Complete Chapter 5-3, find 10 BSAA emblems 6. Excella ---------- Complete Chapter 5-3, find 10 BSAA emblems 7. Irving --------- Complete Chapter 2-3, find 10 BSAA emblems 8. Spencer ---------- Complete Chapter 6-3, find 10 BSAA emblems 9.DeChant --------- Complete Chapter 1-2, find 5 BSAA emblems 10. Dave -------- Complete Chapter 2-3, find 5 BSAA emblems 11. Kirk -------- Complete Chapter 1-2, find 5 BSAA emblems 12. Reynard ----------- Complete Chapter 1-2, find 5 BSAA emblems 13. Majini (Town A) ------------------- Complete Chapter 1-2 14. Majini (Town B) ------------------- Complete Chapter 2-3 15. Majini (Town C) ------------------- Complete Chapter 2-3 16. Majini (Town D) ------------------- Complete Chapter 1-2 17. Majini (Cephalo) -------------------- Complete Chapter 2-3, find 5 BSAA emblems 18. Majini (Agitator) --------------------- Complete Chapter 1-2, find 5 BSAA emblems 19. Majini (Wetlands A) ----------------------- Complete Chapter 3-3 20. Majini (Wetlands B) ----------------------- Complete Chapter 4-2 21. Majini (Wetlands C) ----------------------- Complete Chapter 3-3 22. Giant Majini ---------------- Complete Chapter 4-2, find 10 BSAA emblems 23. Majini (Base A) ------------------- Complete Chapter 5-3 24. Majini (Base B) ------------------- Complete Chapter 5-3 25. Majini (Duvalia) -------------------- Complete Chapter 6-3, find 5 BSAA emblems 26. Reaper ---------- Complete Chapter 6-3, find 5 BSAA emblems 27. Big Man Majini ------------------ Complete Chapter 1-2, find 5 BSAA emblems 28. Executioner Majini ---------------------- Complete Chapter 1-2, find 10 BSAA emblems 29. Chainsaw Majini ------------------- Complete Chapter 2-3, find 10 BSAA emblems 30. Gatling Gun Majini ---------------------- Complete Chapter 6-3, find 10 BSAA emblems 31. Motorcycle Majini --------------------- Complete Chapter 2-3, find 10 BSAA emblems 32. Uroboros ------------ Complete Chapter 5-3, find 10 BSAA emblems 33. Licker Beta --------------- Complete Chapter 5-3, find 5 BSAA emblems 34. Kipepeo ----------- Complete Chapter 4-2 35. Bui Kichwa -------------- Complete Chapter 4-2 36. Adjule ---------- Complete Chapter 4-2, find 5 BSAA emblems 37. Crocodile ------------- Complete Chapter 3-3, find 5 BSAA emblems 38. Uroboros Aheri ------------------ Complete Chapter 6-3, find 30 BSAA emblems 39. U-8 ------- Complete Chapter 5-3, find 10 BSAA emblems 40. Popokarimu -------------- Complete Chapter 2-3, find 10 BSAA emblems 41. Ndesu ---------- Complete Chapter 2-3, find 10 BSAA emblems 42. Irving (Transformed) ------------------------ Complete Chapter 3-3, find 5 BSAA emblems 43. Chris (Rare) ---------------- Complete the game on any difficulty, find 25 BSAA emblems 44. Sheva (Rare) ---------------- Complete the game on any difficulty, find 30 BSAA emblems 45. Jill (Rare) --------------- Score at least an A-Rank on every chapter 46. Wesker (Rare) ----------------- Score an S-Rank on every chapter ______________________________________________________________________________ [10] ACHIEVEMENTS [1000] ______________________________________________________________________________ Here are all the achievements found in the game, in alphabetical order. A Cut Above (15) ---------------- Defeat 5 enemies with the Knife. A Friend in Need (15) --------------------- Save partner 10 times when "HELP" is displayed. All Dressed Up (30) ------------------- Purchase all available alternative costumes in Bonus Features. Bad Blood (15) -------------- Inflict a set amount of damage to your greatest enemy. Badge of Honor (30) ------------------- Find all the BSAA emblems. Baptism by Fire (15) -------------------- Defeat 3 Majini at once with a drum or gas tank explosion. Be the Knife (60) ----------------- Deflect a bow gun arrow with your knife. Bull's-eye (15) --------------- Defeat 30 enemies with the Longbow. Cattle Prod (15) ---------------- Defeat 30 enemies with the Stun rod. Completed Chapter 1-1 (15) -------------------------- Complete Chapter 1-1 on any difficulty setting. Completed Chapter 1-2 (15) -------------------------- Complete Chapter 1-2 on any difficulty setting. Completed Chapter 2-1 (15) -------------------------- Complete Chapter 2-1 on any difficulty setting. Completed Chapter 2-2 (15) -------------------------- Complete Chapter 2-2 on any difficulty setting. Completed Chapter 2-3 (15) -------------------------- Complete Chapter 2-3 on any difficulty setting. Completed Chapter 3-1 (15) -------------------------- Complete Chapter 3-1 on any difficulty setting. Completed Chapter 3-2 (15) -------------------------- Complete Chapter 3-2 on any difficulty setting. Completed Chapter 3-3 (15) -------------------------- Complete Chapter 3-3 on any difficulty setting. Completed Chapter 4-1 (15) -------------------------- Complete Chapter 4-1 on any difficulty setting. Completed Chapter 4-2 (15) -------------------------- Complete Chapter 4-2 on any difficulty setting. Completed Chapter 5-1 (15) -------------------------- Complete Chapter 5-1 on any difficulty setting. Completed Chapter 5-2 (15) -------------------------- Complete Chapter 5-2 on any difficulty setting. Completed Chapter 5-3 (15) -------------------------- Complete Chapter 5-3 on any difficulty setting. Completed Chapter 6-1 (15) -------------------------- Complete Chapter 6-1 on any difficulty setting. Completed Chapter 6-2 (15) -------------------------- Complete Chapter 6-2 on any difficulty setting. Completed Chapter 6-3 (15) -------------------------- Complete Chapter 6-3 on any difficulty setting. Crowd Control (15) ------------------ Defeat 30 enemies with the Gatling gun. Drive By (30) ------------- Stop an armored truck by taking out the driver. Egg Hunt (15) ------------- Find all 4 types of eggs. Egg on Your Face (15) --------------------- Defeat a Majini with a rotten egg. Exploding Heads (15) -------------------- Pull off 20 headshots. Fireworks (15) -------------- Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade. Get Physical (15) ----------------- Defeat 20 enemies with physical attacks. Go Into the Light (15) ---------------------- Defeat 2 enemies with one flash grenade. Heart Stopper (15) ------------------ Defeat a certain enemy by stabbing it in the heart. Lead Aspirin (30) ----------------- Defeat a Majini with a headshot while it's jumping. Lifeguard (15) -------------- Save partner 10 times when "DYING" is displayed. Masters of Removing (15) ------------------------ Work together to save someone special. Meat Shower (15) ---------------- Defeat 3 Majini with one grenade or proximity bomb. Recruit (15) ------------ Complete all chapters on Amateur. Ride the Lightning (15) ----------------------- Defeat a Majini using the electric current from a transformer. Soldier (15) ------------ Complete all chapters on Normal. Stockpile (30) -------------- Obtain all available weapons. Stop, Drop, & Roll (15) ----------------------- Defeat 3 Majini at once by setting oil canisters on fire. Take It to the Max (30) ----------------------- Completely upgrade all weapons. The Works (15) -------------- Chain the maximum number of combos together in one go. They Belong in a Museum (30) ---------------------------- Obtain all treasures in the game. They're ACTION Figures! (30) ---------------------------- Collect all the figurines. Veteran (30) ------------ Complete all chapters on Veteran. War Hero (70) ------------- Complete all chapters on the most difficult setting. Who Do You Trust? (30) ---------------------- Build up a certain level of trust with your partner. ______________________________________________________________________________ [11] BESTIARY [1100] ______________________________________________________________________________ ============================================================================== ENEMIES [1101] ============================================================================== Majini (Town) ------------- The most basic of the Majini, you will encounter these enemies in the town (duh). Like the Los Ganados in Resident Evil 4, Majinis are humans infected by the Las Plagas parasites. These types of Majinis are equipped with weapons and household items alike, ranging from sickles to wrenches. Enemies with large weapons can only attack up close, while others that wield weapons such as axes can hurl them from a distance (from Chapter 2-1 onward). Majinis will also grab you and try to consume your head; this attack is fatal if you do not free yourself or are saved by your partner. The Town Majini are the weakest of the Majinis and can be taken down with a few headshots or a melee attack. They are really only dangerous in large groups, where you should focus on eliminating the group in its entirety with a Hand Grenade or something of the like. From Chapter 2-1 onwards, Chris and Sheva will encounter Bow Gun Majinis. They can use their weapons to attack you from a great distance. Most of these foes tend to stay in one location - often perched high on a platform or ledge - so eliminate them with a gunshot before they can attack with their arrows. From Chapter 2-1 onwards, Majinis will sometimes be equipped with explosive projectiles, such as molotov cocktails or dynamite. They will light these weapons and chuck them at your location. Either dodge or shoot the projectile out of the sky. You can also target the weapons as the Majini are lighting them to set them off prematurely. Executioner Majini ------------------ This colossal foe is only encountered in Chapter 1-1 (though you can find stronger versions in The Mercenaries). Executioner Majinis tote around a huge, jagged axe and puts it to use whenever it can. The big lug is slower than normal Majinis and cannot climb ladders or ledges to pursue you. Try to stay away from the Executioner Majini at all costs. He can grab you by the throat and choke the life out of you if you tread too close. His vertical and horizontal axe attacks both revert you to Dying Status immediately upon contact (he often takes out other Majinis during these attacks). The best way to eliminate the Executioner Majini is to use the explosive barrels and transformers in the area, then unload all your Hand Grenades on him. If you choose to challenge the monster with more advanced weapons (like rifles or magnums), he should not pose too much trouble. Cephalo ------- Cephalo is actually the name of the parasite residing in Majinis. Sometimes it'll emerge from the host's neck after a successful headshot. The parasite resembles a large tentacle with a sharp spike at the tip. The host itself is useless, as it can only walk. The Cephalo itself attacks by whipping around in a frenzy. The easiest way to defeat a Cephalo (or any exposed parasite) is by using a Flash Grenade for a one-hit kill. If that is not an option, back away from the Cephalo and attack it directly (don't aim for the host) with a handgun or machine gun. Adjule ------ Adjules are African Wild Dogs infected with the Las Plagas; they're very fast animals that can pounce on Chris or Sheva in an instant. When they are in their normal form, the Adjules will rely on jumping on their prey; call for help if this happens. If you see an Adjule's head split open, attack the exposed flesh for maximum damage before they can fire deadly tentacles at you. Big Man Majini -------------- These Majini are easily identifiable by their stocky form, bald head, and pale shorts. Despite being half naked, the Big Man Majini can soak up a lot of damage. Their durability is complimented by their brute strength, capable of knocking one off their feet without breaking a sweat. Up close, the Big Man Majini will deliver a powerful double axe handle (gah, my pro wrestling side got out for a second there). It's a strong attack that can knock you flat on your butt. The Majini can also execute a lunging blow from a distance. This attack covers a lot of ground in mere seconds, so keep an eye out when he rears his fist back. The Big Man Majini can take a lot of punishment, so stick to powerful weapons, such as grenades and shotguns; you can stun him with a lot of gunfire when you see him hunched over. You often find these enemies with other Majinis, so try to take the Big Man Majini out first to take care of a big hassle. Kipepeo ------- These creatures will burst out of a Majini host like a giant, disturbing butterfly. Kipepeos are more of an annoyance than a threat, slowly flopping in the air towards the agents. They only have one attack and will use it when directly next to you or Sheva, so simply back away from any Kipepeo. They can be easily dispatched with a few handgun shots. Chainsaw Majini --------------- Don't let your guard down around these opponents just because they aren't as burly as Dr. Salvador from Resident Evil 4. These Chainsaw Majinis are not only powerful, but very agile as well. Chainsaw Majinis dismiss ladders entirely, capable of jumping up one whole floor. While they can scale buildings with ease, they oddly cannot climb through windows. Chainsaw Majinis only have one main attack. If they near you, they'll unleash a gurgling scream and lower their chainsaw on your flesh, resulting in an instant death. When you see the Majini pull his chainsaw over his head, you better dash right past him; you won't have time to execute a Quick Turn and run the other way. Aside from utilizing environmental hazards such as explosive barrels and transformers, the best way to target the Chainsaw Majini is with a shotgun or machine gun. Rifles are a tricky situation, because the time needed to properly aim and reload may ultimately spell your death. Targeting the Majini at his head will cause you to stun him; pull off a right hook to knock him backwards. Chainsaw Majinis are very strong - even stronger than the Executioner Majini. The stun period of the Majini is very long, giving you good time to rush over to the downed foe and blast him in the mouth. Stay on your toes and back away while unloading into the Majini; also keep an eye on Sheva, who can also be killed automatically by the Chainsaw Majini. On higher difficulties, the Chainsaw Majini will seemingly escape death: after his apparent death, he will rise from the ground a minute or two later only to continue on his rampage. He will begin swinging the chainsaw back and forth like a wild-child. If you can consider this "good news", you will only be inflicted with Dying Status if you are hit with the chainsaw as opposed to an automatic Game Over. Simply repeat the process to put the Chainsaw Majini down a second time (and this time, for good). Motorcycle Majini ----------------- These unique enemies are only encountered in Chapter 2-3, during which you are assisted with powerful gun turrets. While you are riding on the back of the hummer, aim your turret for the Motorcycle Majinis. They will attack using molotov cocktails by tossing it onto the vehicle. Either target the Majinis themselves or the explosive gas tank to destroy the motorcycle itself. Majini (Wetlands) ----------------- Encountered mainly in the swamps and underground ruins, the Wetland Majinis resemble tribal warriors, wielding weapons from spears to wooden decorative shields. Like the Town Majinis, some also carry bows (though some shoot a type of explosive that can create a large blast radius). Some of the warriors carry large shields that cover their torso and head. Instead of shooting the shield, target the Majini's legs and perform an uppercut or other melee attacks. Other Wetlands Majinis wear clay masks that naturally shield their face. You can either shoot the mask apart or target any other type of their body; they're mainly just a nuisance for snipers. Some Wetlands Majinis carry two torches, though they are only encountered in the later areas. Instead of targeting the enemy themself, shoot the torches out of their hands to avoid a nasty burn. If the enemies get too close, they will blow the flames right in your eyes! Their fighting style is much more advanced than the Town Majinis; they can dodge gunfire with quick sidesteps and even execute crazy somersault flips. Some can even pull off a Matrix-like move, bending back like they're about to do a crab walk to avoid bullets. After being knocked down, Wetlands Majinis will immediately kip up to avoid a nasty curb stomp. Use much more caution against these Majini than the ones in town. Crocodile --------- Crocodiles are indigenous to marshes in Resident Evil 5, wading through deep water in wait for prey. These massive reptiles can snatch animals and humans alike with one chomp, subsequently performing a "death roll" to ultimately drown the victim. Crocs don't pursue you unless you are near their location; listen for their familiar hiss and look for their head peeking out of the water's surface. When taking in the fact that they can kill you in one hit and are very durable, you're best off ignoring them. Duvalia ------- These are truly strange creatures. They have an almost indescribable appearance, with a seemingly large bulb-like head and a blob organ trailing on the ground behind it like a disfigured tail. Duvalias have some trouble moving around in this bizarre form, for they are slow and cannot traverse through windows or up ladders. It has no long-range attacks, though the big bulb of a head can open up and swallow you whole. If you're lucky, it'll use a headbutt attack instead - hey, at least it doesn't kill you in one hit. Like Cephalos, Duvalias are exposed parasites, making them vulnerable to Flash Grenades, Flash Rounds, and Stun Rods. If those aren't an option, target the Duvalia's legs or throbbing tail... thing. Once it sustains enough damage, the head will open up like a clam, revealing a pearl of a weak spot. Shoot the pink flesh inside to ultimately destroy the Duvalia. Giant Majini ------------ Put away the rifles, people. Giant Majinis wear decorative masks over their head and even cover most of their body (they're actually very cool looking). You cannot destroy this mask and no weapon can penetrate it, so resort to the dirty tactic of aiming below the belt. Giant Majinis overall are weaker than other "mini-bosses" (Chainsaw Majinis, Executioner Majinis, etc.), but you wouldn't tell considering you can really only attack his limbs. Giant Majinis also tote around large clubs that can really put a dent in your defenses. Aside from a normal swing of the weapon, Giant Majinis can also leap to your location from afar, smashing downward with the club. He can also kick you away as an act of self defense. There is no escaping from Giant Majinis. They use their seemingly superhuman strength to leap from floor to floor (even higher than Chainsaw Majinis) without the use of a ladder. While they are rather slow walkers, the Majini's forward leap certainly helps cut any distance between him and you. Your best bet when combating against this monster is to use a magnum. They are uncommon weapons and you may not always carry it around with you, so switch to shotguns as a second choice. If you are desperate, you can use rifles and just focus on the giant's pelvis or legs. Bui Kichwa ---------- Resembling more like spiders than anything, Bui Kichwas are another form of Las Plagas that reside in caves and ruins. They hide in the earth and surface when threatened. Bui Kichwas will shriek and rear back, then latch onto a target and feed until your partner can free you. Most Bui Kichwas attacks in large groups, though they still aren't much of a threat. These are some of the weakest enemies in the game; aside from using Flash Grenades and the sort to eliminate groups in a flash (no pun intended), use any type of weapon to kill the foes. You can even use a knife or Stun Rod to do away with these pests. Licker Beta ----------- They're baaaaaaack! Chris and Sheva encounter Lickers (named Licker Betas in the game) late in Resident Evil 5. Like many Resident Evil veterans know, Lickers are blind creatures that also have a relatively poor sense of hearing. If you so choose, you can slowly stroll past Lickers without alerting them. However, making such noise as running, shooting, or violently kicking a door open will make your presence aware. Licker Betas have several attacks. Their close-range attacks include a jumping slash and an uppercut. Again, series die-hards will be aware that Lickers mainly use their incredibly long tongue due pester you. Like a hideous chameleon, a Licker can lash out its long tongue instantly, choking out the victim. Either get your partner to help or wiggle the Left Analog Stick to do it yourself. They can also stab you with their sharp tongue. These creatures attack in packs and can easily drown you in a wave of tongues. Regardless, it's important to attack 'em one by one. After flipping a Licker Beta over, approach its stomach and execute the button prompt to attack its weak point to assure its death. The best way to flip a Licker over is with a shotgun, magnum, or an explosion stemming from a grenade. Majini (Base) ------------- Unlike any other enemy at this point in the game, Base Majinis carry guns. These Majinis all have combat training and know how to take cover, duck, and even roll on the ground to avoid gunfire and grenades. The most common type of Base Majini use machine guns that can tear you apart in seconds without proper cover. When you see the Majini and the green laser reticule, take some cover. Attack the enemy during small window when they are reloading. Some enemies are equipped with Stun Rods and opt to attack up close instead. They will charge towards you and either attack with a shoulder block or with their Stun Rod. Some instead carry Riot Shields; you can counterattack by targeting the legs or by shooting through the small slot in the top for an easy headshot. Since their jobs are a bit more risky, you can utilize the fact that they rarely take cover and instead charge right into the heat of battle. Grenadiers carry around all types of grenades, mainly Hand Grenades and Flash Grenades. Aim for the grenades patched onto their vests to ignite the entire bunch, eliminating the target with relative ease. Aside from the ducks and rolling, you also have to keep note that some Base Majinis wear body armor and even helmets. Unlike the Wetlands Majini, you cannot destroy these pieces of armor, so redirect to other body parts to down them. The Base Majinis are some of the toughest common Majinis around. Reaper ------ Quite possibly the most annoying enemy in the game, Reapers are monstrous bugs that are nearly indestructible. It's main attack causes instant-death: it will impale its target over and over again. Tough luck. This is really the only attack, so NEVER approach the enemy even remotely close. If you are in arm's reach, then you might as well kiss yourself goodbye. It also releases green gas in the air; the smog doesn't damage you, though it can impair your vision. Reapers are totally invincible aside from their weak point, which only appears every short while and disappears after a couple seconds. You can destroy the mutant's limbs, but they re-grow shortly after. When you see the primary weak point - a pulsing white blob - emerge from its chest, go wild before it sinks back into the Reaper's stomach. After shooting the first weak point, the Reaper will fall to its knees as one more weak point appears on its shoulder. Shoot it to make a third appear on its other shoulder. Damage it, and the final weak point emerges from the Reaper's back. This one takes a lot more hits, but destroying the white blob will down the beast for good. I've fought many Reapers, and the battle seems to follow a relatively straight pattern. Chest, shoulder, shoulder, back. You can either clearly target them (and take the risk of the weak points disappearing again) with a handgun or machine gun, or you can go wild with a shotgun to assure a direct hit. Gatling Gun Majini ------------------ It's JJ's distant cousin! While these thugs are annoying as heck, you only encounter them very, very late in the game. Gatling guns take a bit to wind up, so when you hear the gun churning, you better find some cover. Only peek out when the gunfire ceases to avoid getting torn to bits by the barrage of bullets. The Gatling Gun Majini will occasionally try to flush you out with a grenade. It works, because you're gonna have to book it to avoid getting blown up. He can use the gatling gun to bat you away, but you should really only be next to the enemy if you're executing a melee attack. Otherwise, keep your distance. These Majinis can only be targeted from the front, as the tank he's lugging around deflects all bullets. To boot, the Gatling Gun Majini somehow isn't harmed by electric or fire-based attacks. Stick to rifles, magnums, and your most powerful guns to take the Gatling Gun Majini down. ============================================================================== BOSSES [1102] ============================================================================== =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Uroboros =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Uroboros is a throbbing mass of black worm-like creatures; worms don't seem threatening, but don't get any wrong ideas. This freak is one tough cookie. In fact, put away your weapons and book it. Run back into the furnace room and when the boss follows you inside, the doors will close. You gettin' any ideas? Well, you should be. First off, lets talk about the boss's attacks. While it is not an attack, Uroboros can seep into the ground and reappear somewhere else in the furnace room. Look for the group of worms that form a puddle to see where the boss pops up next. Also use the map to spot the new location of the boss; bosses will appear as sky blue blips on the map. Uroboros has three offensive attacks. Its main attack is using its long arms. It will either stretch out its arms to punch your or even detach its arm as the limb flies towards you like a missile. Either way, dodge the attack. Uroboros will also try to charge you like a battering ram. Follow the button prompt that appears onscreen to roll out of the way. Now for the third and final attack. Sometimes the monster will grab you with both its arms. Wiggle yourself free or call for Sheva's help; if you fail to do either, it'll result in an instant death. The Normal Way -------------- First-timers, listen up! Do not even try downing Uroboros with conventional methods. Spare your ammo and grenades and pay attention. Uroboros is insanely powerful, and the best way to take it down is by roasting the sucker in the furnace. Obviously, it won't comply, so it is our duty to trick the poor sap into entering the furnace. Since the room is basically a giant square, it isn't too difficult luring Uroboros around. Since you want it in the furnace, stand inside and wait for it to slowly crawl to your location. If the boss has its eyes on Sheva (I don't blame it...), get its attention with a few pistol shots. The main problem about this fight is that the furnace doors take an obnoxious amount of time to close. You will have to activate the lever BEFORE Uroboros enters the furnace. Stay on the west entrance of the furnace and start baiting the boss. As soon as you see it crawl towards you, move through the furnace to the other side. Activate the lever so that the door starts closing before the monster is even inside. You'll want the doors around halfway down as the boss goes inside, Indiana Jones style. If you are not as successful and Uroboros escapes a certain fiery death, have no fear. Continue running away from Uroboros and stall until the furnace doors reopen - you will hear a distinct ring. This can take around a minute, so try and dodge Uroboros's attacks while running around in circles. If you manage to seal Uroboros inside the furnace, the burners will fry it like a piece of chicken. On Normal or lower, the boss battle will end here. On any higher difficulty, you will have to repeat this process a second time to finish the fight. The Unconventional Way ---------------------- You should only follow this strategy after completing the chapter at least once. You will need a load of ammo and advanced weapons to defeat Uroboros without the help of the furnace. Basically any shotgun, rifle, or even an upgraded machine gun or pistol can down this boss. In order to really damage Uroboros, you must weaken the boss. There are a few ways to do this. The main way is to destroy both of the boss's arms. Its arms are connected by bright throbbing blobs. Target these blobs to eventually break off the boss's arm. Keep in mind that they regenerate given due time. However, take out both arms to substantially weaken the boss. Otherwise, you can use fire to put a chink in Uroboros's slimy armor. The easiest way to do so is if you have a hefty supply of Incendiary Grenades; toss one at Uroboros's feet (it doesn't have feet, but just roll with me) to set it ablaze. You can also use the two gas canisters to do it for you. Press X to knock the canister over and let Uroboros roll over it. As it is lodged inside the creature, ignite it with a gunshot. When the boss is weakened, it will topple to the floor like a pile of bubbling tar. At this point, use your most powerful weapons on it. Shoot it anywhere with your rifle or shotgun. Eventually, Uroboros will regain its composure and the battle will continue. Repeat any of the three strategies to "stun" the boss, then finish it off with your weapons. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Popokarimu =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Like many of the bosses in Resident Evil 5, it's more about using teamwork and strategy as opposed to brute force to dispose of Popokarimu. This large bat- beetle hybrid has the ability to fly as well as crawl on the ground. As a result, it can attack from both the ground and in the air. Surprisingly, Popokarimu spends most of its time on the ground. It has several close-range attacks that it uses quite often. Whether it be a simple swipe of its clawed wing or a swing of its armored tail, getting hit will deal a load of damage as well as knock you off your feet. Popokarimu can also charge at you, but you can easily avoid getting hurt by following the on-screen button prompt. Sometimes, the boss will also shoot a brownish-green substance out of its tail. If you are encased in this goo, free yourself before the boss gets the upper hand. If the boss takes flight, it will flap its wings incredibly slowly; the only method of attacking in air is by divebombing the two agents. Like the boss's charge attack, you can avoid it by pressing the button that appears. Most of Popokarimu's body is covered in tough armor, which makes damaging the boss a chore. Its weak point is the underside of its tail; easily noticeable by its bright pink color. However, targeting the soft flesh means that you'll have to get behind the boss enough time to properly attack it. And that's where the hard part comes in. There are two main ways of fighting this battle: with a friend or by yourself. If you have a friend, this boss fight is incredibly simple. Have one player bait Popokarimu by shooting it. While the boss is distracted, have the second player run behind and unload shotgun shells on the weak point. When the boss realizes what's up, avoid its attacks and repeat the process. If you're stickin' it solo, the battle strategy changes significantly. The two flimsy sheds are filled with Proximity Bombs. When one is equipped, you can place it anywhere you'd like with the Left Trigger. While it's down, wait for Popokarimu to set it off by crawling over it. You should keep track of two main things in regard to Proximity Bombs: first off, you can pick up bombs after placing it if you so choose. If you put it in a lousy spot, pick it up and put it somewhere else. Second, you cannot set off a Proximity Bomb if you or your partner steps on it. Also, the subsequent explosions cannot hurt you whatsoever. After Popokarimu sets off a Proximity Bomb, it'll fall to the ground and flail around like a baby for a few moments. Take this time to run to its backside and target the underside of its tail. Both shotguns and rifles deal the most damage to the boss's weak spot. Another neat trick is to use Hand Grenades to damage the boss. Since the splash damage is so wide, you can hurt the boss even if you toss the grenade near its head or side. Using two Hand Grenades can even stun the boss just like a Proximity Bomb would. You will defeat Popokarimu after shooting its weak point enough times. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Ndesu =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Hmm, looks like the developers were a tad lazy in creating bosses for this game. This big lug looks almost exactly like the El Gigante From Resident Evil 4. The battle strategy will be a lot different though, since you fight this creature with a gun turret. Since you don't really have any variety at all when it comes to offensive strategies, all you can really do is shoot the heck out of Ndesu. You can also use the gun turret to cancel some of the boss's incoming attacks as well. Ndesu will lumber over to the hummer and either try to squash you with his foot or pound you into the dirt with his two fists. The only way to avoid these two attacks is to shoot Ndesu until he covers himself up and cancels the attack. If Ndesu moves back and into a stance, he's getting ready to charge the hummer. Since you clearly cannot move, shoot the boss to cancel the attack. Sometimes Ndesu will also grab a giant boulder in an attempt to hurl it on Chris and Sheva. Instead of targeting the giant, instead shoot the boulder to reduce it to pebbles. If Ndesu hurls it at you, continue shooting during each bounce before it collides with the truck. The boulders deals quite a bit of damage, so try your hardest to destroy it. A few of Ndesu's other attacks can be dodged using proper button prompts. In two instances, Ndesu will either punch you or slam the ground to create a shockwave. In both cases, perform the necessary button command to avoid taking any damage. When Ndesu uses one of the telephone poles as a staff, you will be able to use a button prompt to avoid his horizontal swing. As for his vertical thrust, attack the boss to cancel the attack. Dealing With Everything Else ---------------------------- You have other things to worry about other than the boss, which may come as a surprise. First off, about the gun turret. I'm sure you are aware from the previous area, but your gun turret can overheat if used for a long period of time. The turret icon on the bottom screen will begin to fill up with red as you continue holding down the Right Trigger. If it reaches the top, the gun will overheat and you won't be able to attack for a short period of time. One of the keys to making it outta here alive is to never let the gun turret overheat. You can let the red line go as high as you'd like, but if it reaches the very top, that's no good. Wait until the line reaches about 3/4s of the way up before releasing the trigger and letting the line lower (which takes much less time than if you were to let the gun overheat). Aside from Ndesu, Chris and Sheva will have to deal with bow gun Majinis. They lurk on the far right side of the area; one perched on a building's roof while the other one is on the ground in front of the building. While they aren't much of a threat, they certainly can be annoying and it only takes a second to dispose of them. More Majinis will appear soon after the first two are killed, but at least you have a period of free time to concentrate on the big cheese. They are a lot more dangerous on higher difficulties, so always take the time to defeat any bow gun Majinis present. Dealing With Ndesu ------------------ You can target Ndesu with your gun turret virtually anywhere, but the boss takes the most damage by getting shot in the head. Repeatedly target his head, taking the necessary time to let your turret cool down. There are also four explosive barrels present on the battlefield which can be used to deal substantial amounts of damage to Ndesu. After getting peppered by gunfire enough, two Plagas will emerge from the boss's shoulders. These are your new targets. Fire upon one of the two Plagas to eventually destroy it, then move on to the second. Ndesu will continue using his routine attacks with his weak spots emerged, so avoid them as so. Eliminate both Plaga growths to make a giant parasite emerge from Ndesu's skull. The boss will fall to one knee, so you will have a very easy time targeting the Plaga. After it takes enough damage, the parasite goes back inside the boss's skull and four smaller growths appear again on Ndesu's body. Clearly, you will have to destroy the four Plagas to make the main parasite appear again. When all four are taken care of, target the giant head Plaga again until it is destroyed and the boss is dealt with. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Irving =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- So Irving has turned himself into a giant, hideous sea monster. Kinda reminds me of the boss battle in Gears of War 2 for some odd reason. Surprisingly enough, Irving doesn't have too many attacks. Irving spends most of the time swimming on the far side of the boat. You will be able to target it with one of the turrets on the boat. The turrets on the south end of the patrol boat are gun turrets. The ones on the north end fire explosive grenades. What to use? Whatever floats your boat really. Oh, and after the battle begins, make sure to take the First Aid Spray from the northeast corner of the boat. Irving only has one direct attack. If you see him swimming towards the boat instead of parallel to it, get ready to perform a button sequence to dodge his gaping maw. If he snags you in his mouth, it's an instant kill. Just for the record, all of the boss's attacks can be dodged by following a button prompt. Eventually, Irving submerges as four tentacles emerge from the water. Check your map to find the blue blip to locate the boss. These tentacles are tipped with sharp claws, almost like tiny hands. They will occasionally slam down on the deck; follow the button shown onscreen to avoid getting crushed. Use either the machine gun turret or grenade turret to attack the tentacles. They will slowly regenerate after being destroyed, so make sure to destroy all four in a rather quick fashion before any of them reform. Once the tentacles are cut off, Irving will resurface again. Sometimes Irving will display some other tentacles. These ones actually look like long, slimy tentacles. Yes, Irving has two types of tentacles that you should be aware of. These ones will grab and constrict you. Either wiggle the Left Analog Stick enough or call for help. Attacking these tentacles doesn't do anything, so wait for them to leave. Your main target in this battle is the pulsing "bubble" on Irving's head. Just look for its snout and you should spot it. Target this weak point with either turret type to damage the boss. It glows orange when hit, so you'll definitely know when you hit it. Unfortunately, this battle helps showcase the worst part of the game for me: the computer AI. Sheva is incapable of using the turret herself and will instead waste her own ammo trying to attack Irving. She does not attack the weak point; she just wildly fires like a barbarian. Either take Sheva's ammo away from her or assign her to a turret. Now if Irving ends up on the other side of the boat, either assign Sheva to a closer turret or just let her do whatever she wants. Useless, I tell ya! After attacking Irving's eye spot enough times, the second stage of the fight will begin. Irving will now position himself behind the patrol boat at all times. He will open his mouth, revealing his nasty tongue (which is actually Irving himself). This is your new target. While you try to attack Irving's tongue, four more claw-like tentacles emerge from the sea and serve as a distraction. Now you will have to avoid tentacle attacks and deal with them before you can hurt Irving. After a while, Irving will go back underwater and use his bite attack. Make sure to dodge; you don't want to lose this late in the fight! If you're playing with a friend, have one buddy shoot the tongue while the other goes after the four tentacles. If not, assign Sheva to one of the two machine gun turrets once this phase begins. Also remember that the machine gun turrets can overheat! Keep shooting Irving's deformed tongue to eventually win the boss battle. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: U-8 =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- This is actually one of the easiest boss fights in the entire game. This large arachnid-type creature moves around the edge of the circular platform. It will use its long claws to attack in two different ways. U-8's main attack causes it to swipe horizontally. You can easily dodge this attack by performing the selected button onscreen. In fact, some of the time the boss will swipe at you yet a button prompt does not appear. If this is the case, just run away. There are two other attacks that can be dodged with a button prompt. Sometimes U-8 uses his hind claws to attack; these ones are also avoided with a button prompt. Also, it will try to impale you with its pointed abdomen. Again, it can be avoided by a press of a button. U-8's other two attacks are totally different than its others. While it isn't really an attack, U-8 will jump and slam onto the elevator platform, stunning both you and Sheva. It doesn't hurt you, but opens up a window for another of the boss's moves. Sometimes it will actually ram the elevator; first it backs up, then charges forward. Avoid this by standing on the opposite side of U-8. If you see U-8 climb up to the ceiling, take out your shotgun. It will release tiny little bugs that fly around and divebomb you. They are easily disposed and can be taken out with one shot, so use a shotgun to take out an entire group simultaneously. It's probably best to defeat them as opposed to ignoring them, since they drop items. First off, you can find several items on the elevator at any time. The arena holds two Hand Grenades, two Green Herbs, and Shotgun Shells. Just what we need in this fight. Sheva will most likely pick these up along with any goodies dropped by the U-8 larvae. In order to damage U-8 (and most of Resident Evil 5's bosses), you need to target its weak spot. The weak spots are the patches of red flesh on its two front claws and its mouth. Since U-8 keeps its mouth shut most of the time, target its claws as it moves back and forth along the elevator. Use a machine gun or shotgun to target the red patches of skin on its claws. Doing so can be annoying if it constantly moves around and around. After attacking its claws enough, U-8 will fall to the elevator platform. While the boss is temporarily incapacitated, use your strongest weapons to target its gaping mouth. It is best to use a shotgun to damage the inside of the boss's mouth, but Hand Grenades also work wonders. Since you receive two at the start of the fight, you might as well put 'em to use. Toss the grenade next to the mouth to damage it significantly. Otherwise, run right up to U-8's mouth with your shotty and let it rip. After taking enough punishment, U-8 will get up and continue its normal pattern. Continue dodging its attacks and shooting its claws or mouth to stun it, then go crazy on its mouth to ultimately put this joke of a fight to rest. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Uroboros Mkono =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- It's Uroboros again! Well... another one! But it looks almost exactly the same as the other one! Fighting against Uroboros Mkono is very similar to the one back in Chapter 1-2. The biggest difference? No furnace. =X Nicely enough, Uroboros Mkono has the same main attacks as the first Uroboros from early in the game. I'm here if you need a bit of refreshing in terms of how to counter them. Normally, the boss will swing one of its long arms in front of it. If you get hit, you'll be knocked backwards and take a load of damage. Sometimes Uroboros Mkono detaches one of its arms as it flies towards you; follow the button prompt to dodge. While this attack only happens up close, Uroboros Mkono will grab you. Call Sheva to free yourself before you are killed. Since the boss is just as slow as you would assume considering the fight in Chapter 1-2, it can also teleport around the room. It's almost like fighting a direct rehash! Using the Flamethrower ---------------------- Like Uroboros, there are a few different ways to finish this boss off. Too bad none of them are as simple as trapping it in a furnace. Use a machine gun or shotgun to target the pulsing, bright fleshy patches on Uroboros Mkono's two arms. Once you break off both its arms, it will wither towards the ground in its weakened state. Before the boss can recover, grab the Flamethrower off of the eastern wall; the game shows you a quick clip of the location and to notify you that the weapon has charged up. Like using the lantern in Chapter 2-2, the person carrying the Flamethrower cannot use any other weapons or items in their inventory. If playing solo, I suggest having Sheva use the Flamethrower. It's one thing she's fairly competent at doing! Sheva will automatically run over to Uroboros and attack with the Flamethrower, dealing damage to its exposed weak points - long, bright orange bulbs extending out of its back. This will deal a lot of damage to Uroboros Mkono's weak spots before they retreat inside again. After a while, the Flamethrower will require recharging. You will have to take the Flamethrower and put it back where you found it to resume charging. When it has been charged up again, order Sheva to take it and resume burning the boss to a crisp. Using Other Methods ------------------- The Flamethrower isn't always the best choice. Obviously, it requires charging which causes this boss battle to drag on for a while. Second, it is a big weapon that isn't part of your inventory, meaning the person using it cannot access their inventory. Plus, every time you are hit, you'll drop the weapon and have to pick it up again. There are plenty of other options to douse Uroboros Mkono in flames. - Incendiary Grenades. You can actually find a few Incendiary Grenades through the room, among other ammo and such. After destroying both of the boss's arms, toss an Incendiary Grenade at its base to expose its weak points. You won't be able to use a grenade to damage the weak points, so instead take a machine gun or shotgun to attack the two bulbs. - Flame Rounds. If you have your Grenade Launcher in your possession, you'll be able to use these powerful rounds to expose Uroboros Mkono's two weak points. You find a few of them before the boss fight, and they're especially since they are more powerful than Incendiary Grenades. - Explosive Canisters. There are three red gas canisters scattered around the research facility. When you approach one, knock it down with X. When the boss travels over it, the explosive canister will become lodged in its gooey interior. Shoot the canister to automatically expose the boss's weak points; even if you didn't shoot off its two limbs. Using the explosive canisters should be your first priority, since they deal the most damage and eliminate the process of targeting the boss's bright pink joints. If all other options are lost, then you should resort to using the Flamethrower to defeat the boss. Just remember to eliminate its two arms before you start torching it. Destroy both bulbs to kill Uroboros Mkono. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Wesker and Jill =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Yep, that is correct. No typos here! It's a good old fashioned tag team match here: Chris and Sheva versus Wesker and Jill. Some may not even consider this a proper boss battle, with proper reasoning of course. Wesker immediately announces that he will leave after seven minutes. If you can survive after seven minutes, Wesker flees and you will win the "battle". There are two main ways to spend your time here. As for attacks, Jill uses a machine gun to attack Chris and Sheva. Since you don't want to hurt her, all you can do is take cover and avoid her entirely. Wesker will fire his gun at you, in which you can actually dodge the bullets by following the onscreen button command. He also has several sweeps and kicks that can take you off your feet. Wesker also has a dash attack mainly used to cut the distance between both of you. He can also follow up with a devastating kick if you are nearby. Most of Wesker's attacks aren't much of a problem, since you should spend your time hiding like a scared child ready to wet himself. Surviving Wesker and Jill ------------------------- The most clear cause of action is to simply survive the battle. Wesker has incredible strength and can dodge bullets at a Matrix-like speed. If both of you are facing off, do not bother firing your gun at Wesker: he will dodge it every time. As for Jill, well, we don't really want her dead, do we? Refrain from attacking Jill. The first floor of the Monarch Room is essentially a large rectangle. There is no room for cover and the main attraction are the two Green Herbs at the bases of the staircases, so run over to the door on the right. Wesker will kick Chris through, giving you access to the second floor. - Treasure: Emerald (Brilliant) At the start of the right, run up the eastern staircase. Follow the balcony to the right and break the two vases to find the treasure in one of them. You can collect this treasure after Wesker leaves if you so choose. Run away from Wesker, destroying the vases along the way for items and ammo. When you reach the northwest room, go inside and search for treasures; you'll find plenty of rare treasures that will disappear once the seven minutes expire. Make haste! - Treasure: Sapphire (Oval) Shoot a vase at the northeast end of the treasure room. Before Sheva runs off to deal with Jill, call her over. Run to the sealed tomb and have both partners open it to find two treasures and more importantly: an L. Hawk magnum! - Treasure: Sapphire (Brilliant) Inside the tomb in the treasure room. - Treasure: Emerald (Oval) Inside the tomb in the treasure room. And now for actually surviving the remaining minutes. Jill usually stays on the bottom floor, where Sheva may or may not confront her. As for Wesker, he must not have very good eyesight. Must be the shades. It's very easy to lose Wesker, as the treasure room is the best place to hide. Wesker always appears on your map as the light blue blip, so you will always be able to keep track of his location. He likes to talk to himself, often asking where you are hiding. You know Wesker has lost sight of you when he asks this, so you're in the clear. When he says "found you!", well, I'm sure you can figure it out. Hiding from Wesker is actually very easy, since he combs the surrounding area and moves very slowly when searching for you. Take cover to hide behind objects and walls to make Wesker's search more difficult. Even if you get caught, Chris can counterattack a few of Wesker's main melee attacks, so it's not all bad. Plus, the Monarch Room hold two Green Herbs and two Red Herbs, giving you plenty of options when injured. Fighting Wesker and Jill ------------------------ If you want to earn a valuable treasure, you can choose to fight Wesker. Yes, you can actually hurt this guy! The only way to damage Wesker is by shooting him when you're out of his sight. When Wesker makes a comment such as "you can't hide forever!", you know that he's lost sight of you. All you need to do now is locate Wesker and hit him when is back is turned. The start of the battle should be followed the same: investigate the door on the right side to get your ass kicked through it, then run away to the "treasure room". It's the best hiding place. When Wesker loses sight of you, try and get around him so that his back is facing you, then unload on his head a few times before he turns around and confronts you. The L. Hawk is an incredibly powerful gun, so you may want to get it first and use it on Wesker to deplete his health. The trick is to damage him enough before the seven-minute timer expires, during which Wesker will scoff and leave you alone with Jill. - Treasure: Heart of Africa After dealing enough damage to Wesker so he leaves before the timer has expired, this one-of-a-kind treasure will appear between the two staircases on the bottom floor. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Jill =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Once Wesker leaves - whether the seven minutes are up or you forced him to flee like a crybaby - Jill will be left alone with Chris and Sheva. Remember that we aren't trying to hurt Jill, so don't even think about shooting her. If you kill her (you certainly can), the game ends. Jill has a few attacks that you need to look out for. When she is close enough, she can initiate a few acrobatic kicks that aren't too threatening. Jill's two main attacks are used with her machine guns. Rarely, she will jump to the balcony and sweep the area with gunfire. Normally, she stays on the first floor. Jill will stand with her arms outstretched as she fires. She will slowly rotate, creating a circle of machine gun bullets. Otherwise, Jill will also fire straight ahead, which seems more logical when trying to attack Chris and Sheva. The goal of this fight is to destroy the strange piece of machinery on Jill's chest. One of you will have to hold Jill down while the other tries to pry the object off of her. When close enough, you can try calming Jill down by simply talking to her. You're probably best off having Sheva restrain Jill while you try to rip the device off. Repeatedly tap the designated button to try and pry it off until Jill knocks both of you away. You will have to repeat this process an excruciating amount of times to finally rip it off and end the fight. You can make things go a bit easier by shooting the control device. It has both its risks and rewards. If you use a strong enough gun, shooting the device will weaken it considerably and won't require as many button-tap events. However if you miss, there is a chance the bullet will kill Jill. You can also have Sheva shoot the device if you restrain Jill yourself; just get behind her and repeatedly press A. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Uroboros Aheri =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- Like the other Uroboros subjects before this big lug, its main weak points are giant, pinkish-orange bulbous tentacles. Since the boss is the size of a small skyscraper, locating and targeting these weak points should not be all that difficult. Uroboros Aheri has several attacks, and like always, button prompts are needed to dodge them. Its most common attack is to use either one or two tentacles to strike Chris and Sheva in a jabbing motion. Avoid it by pressing the necessary button. Sometimes Uroboros Aheri sweeps the deck in one quick motion. A button prompt does not always appear, so dodging this attack may be difficult. The pattern of attacks depends whether you're on the lower or upper portion of the Bridge Deck. On the bottom floor, the tentacles use their stab attack. On the top, you're more susceptible to sweeping blows. The boss also gives off a signal when the tentacles are about to attack; they will glow very bright. If you see one of the bulbs on the end of a tentacle glow, attack it to prematurely cancel the attack. The battle begins with only two tentacles. I suggest staying on the top floor of the deck, but that's just my cup of tea. Regardless, target the tentacles with a machine gun, magnum, or shotgun. I'd suggest a rifle as a last-ditch effort, but the tentacles move around so much that it's hard to pull off an accurate shot. The tentacles will thrash around, sometimes flinging globs of goo onto the deck. These things then begin moving around on their own. The little Uroboros blobs are no threat and can be destroyed with one bullet, plus they always drop valuables such as herbs, grenades, or ammo. The tentacles will glow very dull when damaged, which also means that it won't be able to attack. Continue focusing on one tentacle at a time to eventually blow it up. Focus on the second one to expose Uroboros Aheri's REAL weak spot. While it looks just like one of the bulbs at the end of a tentacle, a huge orange core emerges from the center of Uroboros Aheri. Attacking this will deal the most damage to the boss, so don't spend any time dawdling around or else the core will go into hiding again. This is the best time to use the Laser Targeting Device. Use your Bridge Keycard to open the window on the lower floor of the deck and take it. Using this thing is almost identical to wielding the Hammer of Dawn from Gears of War. Also, it's like using the Flamethrower as you cannot access your inventory when holding it. Point it at the boss's core and hold down the trigger to begin charging the weapon up. It will only charge when it's given a proper target, so if you move the targeting scope off the core, the charge will reset. Once it's fully charged up, press the Right Trigger as a laser beam rains down from the sky onto your marked position. Doing so will significantly damage the core; put the weapon down and let it recharge. Once the core takes enough damage, it will retreat into the center of Uroboros Aheri and four, yes four, tentacles grow out from the boss. Now you have to deal with four tentacles. At this time, it will begin using its most dangerous attack of all. The four tentacles will rise high into the air and glow bright red. Attack one of them immediately; if you fail to do so, all four will slam down onto the deck, killing both Chris and Sheva. There is no other way to dodge this attack. The process will revert again as the tentacles begin attacking. If you wish, you can use the Laser Targeting Device on them, but it isn't advised as the dang things whip around far too much. Your flow of ammo should be steady since the little Uroboros blobs drop items all the time. Once all four tentacles are destroyed and the weak point emerges again, pick up the Laser Targeting Device (which recharges rather quickly) and stick it to the boss. Once the core retreats again, only two tentacles appear afterwards. Repeat the process a third and final time to destroy Uroboros Aheri. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Wesker =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- This fight is somewhat similar to the last fight with him, considering how you have to spend the majority of the battle hiding like a scared puppy dog. There are four floodlights in each corner of the hangar. Turn off three (the fourth won't turn off) to coat the room in darkness. This will certainly help in your hopes to sneak around. Solid Chris... has a nice ring to it... Wesker has the same attacks as he did back in Chapter 5-3. He can still fire bullets at you from his handgun, but they can be dodged with a quick finger. He also has various melee kicks that can deal serious damage. Some of them you can even counterattack instead of simply dodging them. If Wesker dashes with incredible speed right in front of you, get ready to counterattack an extremely powerful melee attack. Wesker also has two new attacks. If you in close range, he will grab you by the throat and literally choke the life out of you. If your partner is close enough, get her to help you. Wesker also uses another attack if close enough. He will use the same technique that killed Ozwell Spencer on Chris, so you better use the button command to avoid certain death. Late in the fight, Wesker uncovers one final trick up his sleeve. He will jump near the giant jet and hurl a rocket at you. Dodge the rocket to avoid immediate death. He usually only throws one rocket at you, which is enough. Chris and Sheva's main task is to inject Wesker with the PG67A/W serum. Just how do we do that? I'll talk about it a tad later. For now, all you should know is to shut off the lights and take the rocket launcher from the glass display case in the northwest corner of the room (across from the floodlight that does not turn off). Like in the previous battle, you can only hurt Wesker when he has his back facing you (or in extreme cases, when he's facing you yet he still cannot see you). Always pay attention to his random outbursts to figure out whether or not he can see you. When Wesker is unaware of your location, use the rocket launcher on him. He will manage to catch the RPG and struggle with it for a few moments. Quickly put the rocket launcher down and take out a gun. Shoot the RPG to blow it up and stun Wesker. Quickly run over to him and press X to restrain him while Sheva tries to inject him with the serum. Alternatively, Sheva will grab Wesker if she is close enough and you'll have to do the honors. Wesker will automatically counter; it always happens. We will have to use a few more rockets to weaken him first. The crates on the ground usually hold random items, but one of them always holds another RPG. The main supply of RPGs is the display case on the upper walkway of the hangar. Climb one of the ladders on either side, then run to the middle of the walkway to find the huge display. You should never run out of rockets in this fight. You shouldn't really spend time close-hand with Wesker, because whenever he dashes towards you, you should book it the other way. If you do become low on health, there are plenty of crates in the hangar which often hold Red or Green Herbs among ammo and other stuff. If worst comes to worst and you actually run out of rockets, you can use conventional weapons against Wesker. Like you've been taught, hide in the shadows and only shoot when Wesker's back is turned. After dealing enough damage to Wesker, he will fall to his knees just as if you blew a rocket up in his face. You usually need to "stun" Wesker like this - with rockets or not - in order to keep him down long enough to inject the serum in him. =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- BOSS: Uroboros Wesker =*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=- For a while, we'll be running away from Uroboros Wesker. Yeah, I like that name. Turn around and start running the other way towards the stone bridge. - Treasure: Diamond (Marquise) Before stepping on the bridge, look beyond it at the rock structure. It's kinda shaped like a half circle (or a backwards "C"). It's the same exact color and texture as the bridge. Shoot it a few times to make the rocks crumble to the ground. Step on the bridge to make it collapse. Instead of jumping straight ahead, turn to the left and jump across the newly-formed stepping stone to reach the treasure. Wesker has probably reached you by now, but you can simply jump right past him without harm. Jump across the other stepping stone and go up the hill to the top; along the way, pick up the Green Herb. Make sure you avoid Uroboros Wesker when he flings his arm around like a windmill. It causes instant death, and you don't want any of that. Once Wesker meets Chris up on the plateau, dodge his attacks as Sheva shoots the weak spot on his back. In due time, Uroboros Wesker will become annoyed at Sheva and leap over to her. Now you have to protect Sheva as she runs away from Wesker. Fire away at Wesker with whatever you've got. Occasionally, he will shoot tiny balls of goo at you which can be dodged by performing necessary button prompts. Eventually, Sheva will fall and slow her down significantly. As she tries to pull herself up, continue attacking Wesker to slow him down. When Sheva finally regains her composure, she will run to the end of the path. It's a dead end, so we'll have to find another way to help before Uroboros Wesker catches up. Drop down from the plateau and run towards the big boulder. Perform a series of button prompts to eventually knock it into the lava and confirm any steroid allegations on Chris. Now that you have regrouped, return to the hill to REALLY start the boss battle. Just for the record, you will restart at this point if killed as opposed to having to repeat that other garbage. Good news! Uroboros Wesker only has a handful of attacks. He doesn't use his windmill arm attack anymore, so that's out of the picture. He rarely uses the quadruple goo sling attacks as well. A new attack: Wesker raises his arm above his head and slams it down on a target (you or Sheva of course). This can be dodged by pressing the button that appears onscreen. An even more common attack is where instead of slamming his hand downward, he extends it forward similar to the attack the two Uroboros subjects used. Again, use the button prompt to dodge. One of Uroboros Wesker's more annoying attacks, Wesker will emit a loud roar and plunge both arms into the ground. Up comes a wave of tentacles that spin around like a tornado. Anyone caught in the center will be killed immediately while you'll receive serious damage if nicked by a tentacle. Sheva tends to run aimlessly around in this fight; use the "Cover" option to keep her close to avoid having a dead partner. I remember having her be killed by this attack over ten times in a row until I realized she was in "Attack" mode. When she's on "Cover" mode, she sticks to your side like a siamese twin. Aside from using a rocket launcher to end the fight instantly, there are two main ways to defeat Wesker once and for all. Both involve targeting his two weak points: orange bulbs on both his chest and back. The one on his back is available at all times, but the one on his chest is protected by a surprisingly sturdy layer of worms. The best time to hit Wesker's back is when he raises his arm in the air to use a slam attack. Quickly get behind him and unload your shotgun on the orange patch of flesh. After taking enough punishment, Uroboros Wesker eventually counterattacks with his instant-death "tornado attack". After using this move, his frontal weak point becomes exposed. Use everything you've got on the weak spot until it seeps back into his chest. The hard way of winning this fight is to continuously damage Uroboros Wesker's front and back weak spots. Note that he only exposes his frontal weak point after using the tornado attack. It takes a long time, but you can ultimately finish him off with this strategy. There's a much easier way to defeat Wesker. After his frontal weak point is exposed, attack it a few times. As Uroboros Wesker staggers a few steps back, immediately run up to him to restrain him. You may need to repeat the process in order to get close to him. Overall, you need to grab Wesker from behind as he is stunned. Once you grab Wesker and hold him back, Sheva will deliver the finishing blow. ______________________________________________________________________________ [12] THANKS/CREDITS [1200] ______________________________________________________________________________ Of course, this guide couldn't have been made without some extra help. Here is a shoutout to everyone who made this FAQ possible: CJayC: For being an awesome host of an awesome site. Eternal Czar Smapdi: For being the best co-author anyone could have, and for being yourself. Absolute Steve: I used the information for each of the weapons (the upgrades) from your own guide in mine. Sorry for the mixup! :) Piggyback Official Guide: Not only did the guide help me complete the game, but I was able to locate the various goodies such as treasures and unlockables. Oh, and for the maps of the levels in The Mercenaries. FESBians: Because you're cool. You: For reading this FAQ. ------------------------------------------------------------------------------ LEGAL ------------------------------------------------------------------------------ This document is copyright (c) DomZ Ninja 2009-2011. This document may be found on the following sites: * GameFAQs - http://www.gamefaqs.com * GameSpot - http://www.gamespot.com * IGN - http://faqs.ign.com * Super Cheats - http://www.supercheats.com * Neoseeker - http://www.neoseeker.com * HonestGamers - http://www.honestgamers.com The latest update of this document can always be found on GameFAQs. Other sites may use this document, but only with my permission. If you see this document on a website not listed above, please email me. Do not edit or alter this document in any way. Do not steal anything from this document. Do not host or distribute this document for profit. That is plagiarism, and it is against the law. If you have any questions, comments, or anything that you would like to add to this guide, then feel free to email me. My email address is found at the top of this guide. However, if you do email me, please include the name of the game in the title. Lastly, thanks for reading and using this FAQ. If you like this FAQ, then please recommend it to others by clicking the "recommend" button at the top of the guide. :] http://www.gamefaqs.com/features/recognition/52173.html "They were cheering and waving, cheering and waving, twitching and salivating like with myxomatosis" - Radiohead ______________________________________________________________________________ END OF DOCUMENT